This is a getting feedback post, please participate if you are interfering with mentioned weapons.
Posts by Byte
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Byte is it intended that %melee weapon damage does not benefit offhand weapons ?
It is not, this will be changed but there is no ETA.
Greetings
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Increased Katana imaginary offhand damage rate to 85% from 70% of main hand weapon DPS (+20% offhand damage).
Is this not a mistake? It seems to me that the description of skills should be different.
Regards
Change is not about this passive. It is about rate of benefit offhand dps skills getting from katana.
Greetings
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Hi
are there plans to reimplement /implement new Rogue Gloves ?
as of now there are only Katana Gloves , nothing about dagger or even other weapons ( 1h axe , 1/2h Hammers etc)
Greetings
We don't plan to implement many special gloves for now, it might be changed by the direction of class balance in following week/months.
Greetings
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Hi, do we need to clear orkham to convert our corrupted tier stones into real mana stones ? Can you just change NPCs to be clickable without clearing instance ? Because sometimes we need to use NPCs immediately and we have no party to clear instance
NPC doesn't require anything except removal of wall, which doesn't require any mob clear.
Greetings
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I've had the below issue so many times today only that I started to believe that this is a not fine at this point...
Can you please change the stats pool so that when you finally get a good green stat you don't get a red stat that directly nerfs it? (nerf is even bigger than the benefit in most cases XD)
This is happening due to getting relevant stats has same chance for both good and bad stat slot, this chance is adjusted for second slot now.
Greetings
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Hello
i wanted to ask where the planned patch notes for rogues come from
The rogues are fine now
Why are they being weakened, no one had complained and compared to other classes Fine
i don't understand the upcoming patch notes, please explain to me why this should be done
and I also can't understand why the katana is always buffed and the daggers are rendered useless
Greetings Luciaa
Changes are to reduce the sustain while increasing burst. To reduce sustain, another step was taken by reducing DoTs by 45% in orkham.
Just to clarify, katana is not receiving any change except for Rogue/Mage and Rogue/Warlock. (Rogue/Warrior too but Katana is less likely used on Rogue/Warrior). It is slightly strengthened by this change so katana can be considered as an option for at least few of Rogues, as it initially was intended to, instead of being a pure warrior weapon.
Greetings
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When will we have final version of creating set items? It changes everyday: No arcadia coins at start, now required. 100 purples mats, then 20, now 20 yellow. First blueprints bound, now not.
Its so annoying, I cannot create drop rules in guild...- Arcadia coins was supposed to be required since beginning and it was even visible in NPC dialogue but it is not reported and it is noticed late by us.
- Purple materials are changed to orange materials without changing rate because there was no use of orange material, as it was overlooked, you don't need to have any effort to transmute this.
- We didn't change blueprints as far as I know.
In my opinion ALL special gloves should give the 4 piece set bonus, else no twohanded class will be able to use them because of aggro issues.
Special gloves are providing negative aggro already by on their own.
Greetings
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Gloves are to increase variety of gameplay rather than making wielder stronger. We couldn't find much alteration for plate classes. If you have a creative idea, feel free to share.
Greetings
sure:
- Version with a threaten effect in half of value maybe (useful for warden and champ tank)
- Version for aggro: Effect like the chain gloves. Any offensive spell will trigger an Area of Effect hit with 2 sec cd
- Version for aggro: Flat additional aggro bonus
You are losing 4 piece set effect with special gloves so 3 is not a logical option. I will forward other 2 idea to the person who is responsible with tank balance.
Greetings
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What about classes that wear neither 2h nor offhand weapon?
Is a corrupted version for the wb talisman planned?
corrupted version of Murk too :3
I suggest adding the magical xbow and stats like int int_rate, wisdom, wisdom_rate, sta, sta_rate (tank)
We do not plan to do these.
Greetings
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Announcement: All attributes shuffled on following weapons will have increased values to reduce diversity between dual wielders and single handed classes, we are aware it is not fixing the issue already, but it should reduce the gap between a bit to create lesser to do for us to balance things easier with class balance later.
local WeaponTypeRates = {
2-H Sword +50%
Staff +50%
2H Axe +50%
2H Hammer +50%
Spear +50%
Instrument +20%
Katana +50%
Changes:
- Included % physical damage in relevant stat pool of following weapons;
Bow, Crossbow, Gun, Instrument, Katana
New changes are applied in following zones:
- Lost Island of Atlantis- Talaghan
- Dark Core
- Orkham
- Howling Mountains
- Silverspring
- Ancient Dreamland
- Arcane Forge
- Residence
- Guild Castle
If you have an item that you decided not-to reshuffle because you liked the attribute and its value but want to update its value with new rates, please contact with me ingame.
Greetings
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Hi,
is it intended that there is only 1 plate gloves in orkham without any special effects? All other types have multiple gloves
Greetings
Gloves are to increase variety of gameplay rather than making wielder stronger. We couldn't find much alteration for plate classes. If you have a creative idea, feel free to share.
Greetings
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Hey,
since im not sure how much you ever farmed in this game, I wanna give you atleast my point of view.
Arcane forge is, atleast for me, one of the biggest QoL-Change ever happend in CoA since I play. Beside you starting with Tier7 stones. You have a Loop out of 30 min, where you can farm as much mobs as you actually able to farm/want.
~ Greetings
CôsmôActually Arcane Forge is not so bad. But maybe they should decrease defense of mobs. So even people with low gear can farm them. Some of my friends are having problems with farming there
Their attributes are identical to Lv99 instance easy mode, we aren't planning to change this.
Greetings
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It will be corrected.
Sword:
AbsorbRate
MAbsorbRate
STA
STA_Rate
Wand:
STA
STA_Rateare included now.
Greetings
In all zones after maintenance or only orkham so far?
All zones will have recent shuffling rates after maintenance.
Greetings
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Wow...
1h Sword has no STA_Rate or physical dmg mitigation at all as relevant stat? It's a tank weapon
That's why I rolled more than 100 times not what I wanted
P.S.: actually 1h sword was a tank weapon. now it's more likely wand, where we want a wand to have stamina on it
Edit: Can you speak with team and maybe add tank relevant stats to 1h sword?
It will be corrected.
Sword:
AbsorbRate
MAbsorbRate
STA
STA_Rate
Wand:
STA
STA_Rateare included now.
Greetings
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according to Bytes post. Which is in fact not true
I don't understand what exactly meaning of this is, but in my post I mentioned that relevant stats has higher chance to be applied, which is around 20%.
Following list includes relevant stats of each weapon type.
Greetings
Code
Display More-- Sword STR, STR_Rate, AttackSpeed_Blade, DMG_Blade, DMG_AllWeapon, DMG_Per, DMG, ExtraAttack, MainHand_DMG_Per, -- Dagger AGI, STR, STR_Rate, AGI_Rate, AttackSpeed_Dagger, DMG_Dagger, DMG_AllWeapon, DMG_Per, DMG, ExtraAttack, SecHand_DMG_Per, MainHand_DMG_Per, -- Wand INT, MND, INT_Rate, MND_Rate, SpellSpeed_AllMagic, MDMG, MDmgPoint, MDMG_Wand, MDMG_Per, MDMG_AllWeapon, -- Axe STR, STR_Rate, AttackSpeed_Axe, DMG_Axe, DMG_AllWeapon, DMG_Per, DMG, ExtraAttack, MainHand_DMG_Per, -- 1H Hammer AGI, STR, STR_Rate, AGI_Rate, AttackSpeed_Dagger, DMG_Dagger, DMG_AllWeapon, DMG_Per, DMG, ExtraAttack, MainHand_DMG_Per, -- 2H Sword STR, STR_Rate, AttackSpeed_Claymore, DMG_Claymore, DMG_AllWeapon, DMG_Per, DMG, ExtraAttack, MainHand_DMG_Per, -- Staff INT, MND, INT_Rate, MND_Rate, SpellSpeed_AllMagic, MDMG, MDmgPoint, MDMG_Staff, MDMG_Per, MDMG_AllWeapon, -- 2H Axe STR, STR_Rate, AttackSpeed_2H_Axe, DMG_2H_Axe, DMG_AllWeapon, DMG_Per, DMG, ExtraAttack, MainHand_DMG_Per, -- 2H Hammer STR, STR_Rate, AttackSpeed_2H_Hammer, DMG_2H_Hammer, DMG_AllWeapon, DMG_Per, DMG, ExtraAttack, MainHand_DMG_Per, -- Spear STR, STR_Rate, AttackSpeed_Polearm, DMG_Polearm, DMG_AllWeapon, DMG_Per, DMG, ExtraAttack, MainHand_DMG_Per, -- Bow STR, AGI, STR_Rate, AGI_Rate, AttackSpeed_Bow, AttackSpeed_AllRange, DMG_Bow, DMG_AllRange, DMG, DistantDamage, -- Xbow STR, AGI, STR_Rate, AGI_Rate, AttackSpeed_Cossbow, AttackSpeed_AllRange, DMG_Cossbow, DMG_AllRange, DMG, DistantDamage, -- Gun STR, AGI, STR_Rate, AGI_Rate, AttackSpeed_Gun, AttackSpeed_AllRange, DMG_Gun, DMG_AllRange, DMG, DistantDamage, -- Instrument STR, AGI, INT, MND, STA, STR_Rate, AGI_Rate, INT_Rate, MND_Rate, STA_Rate, AttackSpeed_Instrument, AttackSpeed_AllWeapon, SpellSpeed_AllMagic, DMG_Instrument, DMG_AllWeapon, MDMG_Per, MDMG_AllWeapon, MDMG_Instrument, MainHand_DMG_Per, -- Katana STR, AGI, STR_Rate, AGI_Rate, AttackSpeed_Katana, AttackSpeed_AllWeapon, DMG_Katana, DMG_AllWeapon, MainHand_DMG_Per, -
For armors, maximum value is 110% of base value as it is indicated in description of Corruption Crystal. Minimum value is 95% for Corruption Crystal, 90% for Corruption Shard.
do we see the base values anywhere in the game?
Unfortunately no, only when you obtain them.
Greetings
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For armors, maximum value is 110% of base value as it is indicated in description of Corruption Crystal. Minimum value is 95% for Corruption Crystal, 90% for Corruption Shard.
Following list is for weapons, naming is not localized, final list, initially in English, will be published in our wiki and updated in real time with a change log if things gets changed.
Keep in mind that values are getting affected by tier & durability of the item, whether it is good/bad stat.
Greetings
Code
Display MoreSTR Good Min/Max: 100, 5000 Bad Min/Max: -1000, -10000 STA Good Min/Max: 100, 5000 Bad Min/Max: -1000, -10000 INT Good Min/Max: 100, 5000 Bad Min/Max: -1000, -10000 MND Good Min/Max: 100, 5000 Bad Min/Max: -1000, -10000 AGI Good Min/Max: 100, 5000 Bad Min/Max: -1000, -10000 AllState Good Min/Max: 50, 2000 Bad Min/Max: -300, -3000 MaxHP Good Min/Max: 1000, 10000 Bad Min/Max: -2500, -25000 MaxMP Good Min/Max: 1000, 10000 Bad Min/Max: -2500, -25000 ATK Good Min/Max: 1000, 10000 Bad Min/Max: -2500, -25000 DEF Good Min/Max: 1000, 10000 Bad Min/Max: -2500, -25000 MDEF Good Min/Max: 1000, 10000 Bad Min/Max: -2500, -25000 MATK Good Min/Max: 1000, 10000 Bad Min/Max: -2500, -25000 DodgePoint Good Min/Max: 1000, 5000 Bad Min/Max: -2500, -50000 CritRate Good Min/Max: 500, 5000 Bad Min/Max: -2000, -15000 CritPower Good Min/Max: 1, 20 Bad Min/Max: -3, -30 MagicCritRate Good Min/Max: 500, 5000 Bad Min/Max: -2000, -15000 MagicCritPower Good Min/Max: 1, 20 Bad Min/Max: -3, -30 ParryRate Good Min/Max: 100, 2000 Bad Min/Max: -800, -6000 AtkSpeed Good Min/Max: -2, -10 Bad Min/Max: 3, 15 MoveSpeed Good Min/Max: 1, 8 Bad Min/Max: -3, -20 DMG Good Min/Max: 800, 3000 Bad Min/Max: -300, -1200 ManaDecrease Good Min/Max: 1, 20 Bad Min/Max: -5, -45 Exp Good Min/Max: 10, 300 Bad Min/Max: -20, -200 Treasure Good Min/Max: 10, 100 Bad Min/Max: -30, -200 SecHand_DMG_Per Good Min/Max: 2, 15 Bad Min/Max: -5, -30 DEF_HeavyArmed Good Min/Max: 5, 12 Bad Min/Max: -30, -80 DEF_LightArmed Good Min/Max: 5, 12 Bad Min/Max: -30, -80 DEF_Leather Good Min/Max: 5, 12 Bad Min/Max: -30, -80 DEF_Clothes Good Min/Max: 5, 12 Bad Min/Max: -30, -80 DEF_Shield Good Min/Max: 5, 12 Bad Min/Max: -30, -20 MagicPow_AllMagic Good Min/Max: 1, 5 Bad Min/Max: -2, -10 MagicPow_Earth Good Min/Max: 2, 8 Bad Min/Max: -4, -20 MagicPow_Water Good Min/Max: 2, 8 Bad Min/Max: -4, -20 MagicPow_Fire Good Min/Max: 2, 8 Bad Min/Max: -4, -20 MagicPow_Wind Good Min/Max: 2, 8 Bad Min/Max: -4, -20 MagicPow_Light Good Min/Max: 2, 8 Bad Min/Max: -4, -20 MagicPow_Darkness Good Min/Max: 2, 8 Bad Min/Max: -4, -20 SpellSpeed_AllMagic Good Min/Max: -1, -6 Bad Min/Max: 2, 10 DMG_AllRange Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Bow Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Cossbow Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Gun Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_AllWeapon Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Blade Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Dagger Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Wand Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Axe Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Bludgeon Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Claymore Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Staff Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_2H_Axe Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_2H_Hammer Good Min/Max: 1, 8 Bad Min/Max: -2, -12 DMG_Polearm Good Min/Max: 1, 8 Bad Min/Max: -2, -12 AttackSpeed_AllRange Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Bow Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Cossbow Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Gun Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Blade Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Dagger Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Wand Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Axe Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Bludgeon Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Claymore Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Staff Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_2H_Axe Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_2H_Hammer Good Min/Max: -2, -10 Bad Min/Max: 3, 15 AttackSpeed_Polearm Good Min/Max: -2, -10 Bad Min/Max: 3, 15 ATK_Per Good Min/Max: 2, 8 Bad Min/Max: -3, -9 DEF_Per Good Min/Max: 3, 15 Bad Min/Max: -10, -30 ReSP_Per_Warrior Good Min/Max: 10, 30 Bad Min/Max: -20, -50 ReSP_Per_Ranger Good Min/Max: 10, 30 Bad Min/Max: -20, -50 ReSP_Per_Rogue Good Min/Max: 10, 30 Bad Min/Max: -20, -50 MAbsorbRate Good Min/Max: -5, -12 Bad Min/Max: 10, 30 AbsorbRate Good Min/Max: -5, -12 Bad Min/Max: 10, 30 HealAbsorbRate Good Min/Max: 5, 12 Bad Min/Max: -10, -30 MDmgPoint Good Min/Max: 100, 5000 Bad Min/Max: -2000, -10000 HealPowerRate Good Min/Max: 6, 15 Bad Min/Max: -20, -50 HealPoint Good Min/Max: 500, 2500 Bad Min/Max: -7500, -15000 RangeAttackRange Good Min/Max: 10, 30 Bad Min/Max: -20, -50 STR_Rate Good Min/Max: 3, 12 Bad Min/Max: -5, -12 STA_Rate Good Min/Max: 3, 12 Bad Min/Max: -5, -12 INT_Rate Good Min/Max: 3, 12 Bad Min/Max: -5, -12 MND_Rate Good Min/Max: 3, 12 Bad Min/Max: -5, -12 AGI_Rate Good Min/Max: 3, 12 Bad Min/Max: -5, -12 AllState_Rate Good Min/Max: 2, 8 Bad Min/Max: -4, -10 MaxHP_Rate Good Min/Max: 2, 8 Bad Min/Max: -4, -12 MaxMP_Rate Good Min/Max: 5, 15 Bad Min/Max: -8, -25 RideSpeed Good Min/Max: 5, 30 Bad Min/Max: -10, -50 MDEF_Rate Good Min/Max: 3, 15 Bad Min/Max: -10, -30 MATK_Rate Good Min/Max: 1, 6 Bad Min/Max: -3, -9 ShieldBlockRate Good Min/Max: 10, 30 Bad Min/Max: -20, -100 DMG_Per Good Min/Max: 1, 6 Bad Min/Max: -2, -9 TP_Rate Good Min/Max: 20, 80 Bad Min/Max: -40, -100 ExtraAttack Good Min/Max: 1, 16 Bad Min/Max: -, - ResistCritRate Good Min/Max: 1000, 2500 Bad Min/Max: -2500, -7500 ResistMagicCritRate Good Min/Max: 1000, 2500 Bad Min/Max: -2500, -7500 MDMG Good Min/Max: 1000, 4000 Bad Min/Max: -300, -1200 MDMG_Per Good Min/Max: 2, 9 Bad Min/Max: -3, -12 MagicDodgePoint Good Min/Max: 1000, 5000 Bad Min/Max: -2500, -50000 PhyHitRate Good Min/Max: 1, 20 Bad Min/Max: -10, -20 PhyDodgeRate Good Min/Max: 1, 8 Bad Min/Max: -4, -100 MagicHitRate Good Min/Max: 1, 20 Bad Min/Max: -10, -20 MagicDodgeRate Good Min/Max: 1, 8 Bad Min/Max: -4, -100 AttackNPCPowerRate Good Min/Max: 1, 10 Bad Min/Max: -3, -20 NPCDefRate Good Min/Max: -2, -12 Bad Min/Max: 3, 20 AEMagicPowerRate Good Min/Max: 2, 10 Bad Min/Max: -20, -90 AEMagicDefRate Good Min/Max: -4, -20 Bad Min/Max: 5, 30 CraftSpeedRate Good Min/Max: 20, 100 Bad Min/Max: -50, -200 CraftExpRate Good Min/Max: 20, 100 Bad Min/Max: -50, -200 AddPlotExpRate Good Min/Max: 10, 30 Bad Min/Max: -50, -100 AddPlotTPRate Good Min/Max: 10, 30 Bad Min/Max: -50, -100 SP_Warrior_Consume Good Min/Max: 5, 20 Bad Min/Max: -10, -30 SP_Rogue_Consume Good Min/Max: 5, 20 Bad Min/Max: -10, -30 SP_Ranger_Consume Good Min/Max: 5, 20 Bad Min/Max: -10, -30 ParryRate_Per Good Min/Max: 1, 6 Bad Min/Max: -5, -20 WeaponLevelExpRate Good Min/Max: 20, 200 Bad Min/Max: -50, -500 MagicPow_Poison Good Min/Max: 2, 8 Bad Min/Max: -4, -20 MDMG_AllRange Good Min/Max: 10, 24 Bad Min/Max: -30, -80 MDMG_AllWeapon Good Min/Max: 10, 24 Bad Min/Max: -30, -80 MDMG_Blade Good Min/Max: 10, 24 Bad Min/Max: -30, -80 MDMG_Dagger Good Min/Max: 10, 24 Bad Min/Max: -30, -80 MDMG_Wand Good Min/Max: 10, 24 Bad Min/Max: -30, -80 MDMG_Bludgeon Good Min/Max: 10, 24 Bad Min/Max: -30, -80 MDMG_Claymore Good Min/Max: 10, 24 Bad Min/Max: -30, -80 MDMG_Staff Good Min/Max: 10, 24 Bad Min/Max: -30, -80 MaxSP_Warrior_Rate Good Min/Max: 10, 50 Bad Min/Max: -10, -50 MaxSP_Ranger_Rate Good Min/Max: 10, 50 Bad Min/Max: -10, -50 MaxSP_Rogue_Rate Good Min/Max: 10, 50 Bad Min/Max: -10, -50 DMG_Instrument Good Min/Max: 1, 8 Bad Min/Max: -2, -12 MDMG_Instrument Good Min/Max: 10, 24 Bad Min/Max: -30, -80 AttackSpeed_Instrument Good Min/Max: -2, -10 Bad Min/Max: 3, 15 MainHand_DMG_Per Good Min/Max: 1, 8 Bad Min/Max: -4, -20 FullHPDefRate Good Min/Max: -10, -30 Bad Min/Max: 15, 50 DMG_Katana Good Min/Max: 1, 8 Bad Min/Max: -2, -12 AttackSpeed_Katana Good Min/Max: -2, -10 Bad Min/Max: 3, 15 DistantDamage Good Min/Max: 6, 18 Bad Min/Max: -10, -30Current change log is
Increased min/max values of following good stats:
- DMG- DistantDamage
- ExtraAttack
Removed following stats from pool entirely:
- Weapon level ups- Quest & regular experience boosts
- Shield block rate
Situational changes:
- Removed possibility of getting special pool stats for 2nd slot- If difference between minium and maximum roll of a stat is bigger than 100, there will be a extra chance of 1% to roll it at maximum value.
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Um thanks for info after some rolls but nevermind.
I went to Orkham, try to roll something good but unfortunatelly some error appeared and now its like this
Its grey and cannot move itIt is corrected.
Greetings
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Ok I love memes but its time for serious post about Corrupted weapons and sets.
1. Corrupted weapons
Not everyone wear cape, but Fallen guild do, so take a quick pick on rolls1a) WHAT XDDDD
1b) If ranges are 0-100% good stat and 0-90% bad stat you can be super OP with 100% DMG
1c) You can also have 100% DMG and -90% MATT
1d) Stats in this STAFF are totally random, chosen from EVERY possible stat in game, f.e. katana dmg, ranged weapon, +RAGE or WAND SKILL UP
1e) You can roll like million times and still nothing
1f) If you wear it, cannot unbound later, right?
Its totally RNG how it was never before.
LOWER SET + ACCESORY:
Basic info, If you roll f.e HANDS you get RANDOM HANDS unless we do not know something. So can be cloth, leather, chain or 5 times in a row plate
Also rolling stats were very enjoyable:1) original item after roll
2,3,4) corrupted crystal roll
I'm little confused right now butmore I'm worried about another players.
Stay strong!Stat list of weapon shuffle is updated, I suggest using shuffler item in Orkham as it has updated lists. For example weapon levels are removed from list entirely, along with around 20~ other irrelevant stats ( i.e.: katana magical damage )
Armors has chance to get all stats maximized depending on value you have before next roll, until that happens, values will be random.Greetings
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I've seen daggers with spear dmg % XD
I never implied you can't get irrelevant stats, you can. But getting physical damage has higher chance compared to getting spear damage for that particular item. System is not supposed to let you get maximum benefit, as there is more than one beneficial outcome. Theoretically should roll and stop if you think you are at a good spot, talking for weapons. But for amors, eventually they will be maximized on stats and you can't roll anymore on them.
Also do not forget that reducing randomness will result in making bad stats be really bad. You will probably wan't -15% spear damage as 2nd stat instead of -15% physical damage.
Greetings
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Hey,
Quick suggestion for Dynamic Equipment mechanic mainly for corrupted weapons but I would assume the same will apply to gear as well.
I feel that the RNG in this system is too much, mainly because I got confirmation that for example on 1 weapon you can get the same attribute (Attack speed for instance in the screenshot below) but with different % values. This means even if you get the attribute you want on your weapon you would still need to spend more items in the hope of getting the highest possible value. Knowing how many possible attributes are in the pool, this seems awful and to be frank quite unnecessary.
Can you please at least add an item to allow players to shuffle the % dynamic value but keep the existing attribute ( Like some stones from the card system do)Armors doesn't have random stats, they are just random values of predefined particular attributes, with chance all to be maximized with each roll.
Also weapons has not-low chance to particularly get attributes related with the weapon type itself rather than fully random pool. So you are more likely to get physical damage stats on a dagger.
Greetings
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I like the change (obv. i didnt stored any tierstones so far), but i think its a huge barrier for new players. They cant just farm with low gear some stones and sell them, because they have to do orkham first... Maybe you guys should overthink this type of the changes.
You can still sell them before converting to real tier stones, converting costs nothing so their value is same as a real one.
Greetings
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Devaluation is inevitable in long term. As big devaluation occured when new transmutor addons appeared in 2020 too, for example.
Minimum level of farmable tier stones was increasing in past too eventhough its once in a very long time, but eventually happens. However, Arcane Forge doesn't have a serverwide market as it is locked behind the finishing entire secret questline of Orkham, so devaluation won't happen immediately unlike previous base tier increments in game (previously lv98~ to get access to constant source of Tier 6s).
Greetings
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Hello,
1490820 is 12 Good Raid Members, 100 range
1490927 is 72 Good Raid Members, 80 range
Raid Members include also pets and cenedrils into counting.
Greetings
Can you then adjust the numbers of 1490820? In that case knight/druids elite skill is kinda useless and we often wondered, why some ppl don't get the buff. Skill is saying "All raid members"
Edit: and maybe also check and adjust the shield of warden/knight 1490667. it should be same mechanic like from k/d
It will be adjusted for next patch.
Greetings