Posts by Madox

    All classes should have 285 level weapon for the weapons they use. It's stupid some have 285 and others 220, it makes no sense. If checking subclass by subclass is too much work, add 285 to every class in all weapons and easy fix.

    The buff that people get inside the ini giving mdmg and pdmg when you have a new weapon should be changed to the same dmg kind as iron blood will buff. Not all the classes benefit the same from it right now.


    Now a question. The 15% accuracy this buff give? It works the same for all classes? Don't leathers get waaaaay more advantage from it than other classes since dex give base accuracy? I'm not sure so I ask.

    you're toxic as always, buddy <3 The point is that you were always worried and worried, but for us they did it all of a sudden PS as I indicated in the post above, I support this idea, but I want more loyal solutions
    quality for all? i support it too
    #give1.3mattkforintand1.2mattkforwis :D

    Ask for your christmas present day? I'm all in! 30% mattack hot stew! :P


    Only mage I tried recently in DC is mage/warlock and with old weapon I have 32% miss rate. Sounds totally balanced :D

    So this number in the description means nothing I guess? I don't remember any other skill with such a high number and that useless real heal output.

    Any other class have this? Maybe it is time to update them to work like rest of skills now that healers are being touched.

    I had to remove my msg because I was doing exactly those numbers XD Thank you, I feel dumb asking but changes were done before I could type down old values so I couldn't test all this by myself.


    This also leads me to the conclusion that when you fix the extra heal of this skill with a 2.39 times value higher than the plussing of the 3 ticks of the HoT it will be way too much.

    values ub:

    114k per tick. 114k x3 ticks x 2.39 = 817k

    Direct heal is 623k so this can perfectly heal +5-6kk buffed to whole raid.

    Fountain is 277k ub so making that extra heal same amount than that skill should be fine.

    The individual ticks of the skill are three times more potent now.

    Old one: per second.

    267x3= 801 in 3 seconds, 267 per second.


    New one: every 3 seconds.
    320x1 = 320 in 3 seconds.


    Are you sure?


    Additionally, camelia has caused issues on many people's ends and shredding their game performance when used. Reducing the rate at which the skill is healing has helped tremendously without hurting the total heal done.

    Then just change the skill so we get the 3 stacks directly and we won't need to spam. If you increase its duration will be less clicks too.

    Bug report


    Holy Void from priest: ID: 490276


    - Need to change one of the Wickeds for Voidal Infection.

    - Gotta add Voidal Infection's description to the debuff.


    Druid / Scout


    Camelia Flower ID: 499954

    So you understand: (new skill in spanish and old one in english from web site so you know how it works)

    Flor de Camelia = Camelia Flower

    Loa a la flor de primavera = Spring Flower Eulogy


    How this should work? It should do 1x Spring Flower Eulogy heal when the 9s (6s before) buff ends. If we have 3x stacks, this extra heal at the end should be 2.39 times higher than normal Hot.


    How is working now?



    - It does this extra heal twice. One after 3 seconds and another at second 9. Please remove the first one.


    - More bugs, the skill isn't healing when is used, it waits 3 seconds before it does anything (check time line). Change that and add another heal when is used. I noticed this happen with other HoTs. That needs a change asap, we cannot wait 3s before any HoT do anything.


    - Another bug: The extra heal isn't 2.39 times higher than normal hot, is 20 times lower. Fix that too please (is an old old bug that didn't get fixed when wisdom was changed for healers).


    - I asked for this before but I ask again. The cost of this skill is stupid. If we move just a little, bye to our stacks. Focus regeneration is non existant if you move.

    Why d/p have its duration increased to 15s and this dont? Please change. (EDIT). It got changed to 15s but wasn't typed in notes.

    Also do something about camelia. It was per 1s and now 3s. Also the cost is ridiculously high.


    I see many many fast changes without even waiting for our feedback. It doesn't feel good at all.

    I think the class reached a point where design makes no sense. Main dmg of the class (and im talking about 60-70% overall) is shot + pet. Shot has crazy miss rate due to low level distance weapon and pet isn't scaling with literally none of class buffs since this class was pure magic dmg related. Sorry but class design failed here, the initial changes of the class to make it the mage with more mdmg and 0 mattack don't suit up with a pet with 0 mdmg scale.

    mage/scout


    Could you check which weapon accuracy is shot using? im having crazy miss rates in dark core. If is bow, any chance to increase bow level? or stick shot to main hand weapon level?


    Why isn't magic dmg affecting pet dmg? catalysis (for example) or tamb are totally useless. Our burst is totally dependant on supports magical attack extra buffs, our selfbuffs do nothing :D

    I was checking the new % less aggro values for the classes (for 1 weapon is really important).

    Priest 10, Mage 15, Warden 20, Rch 25, Druid 25, Warrior 25, Knight dps 25, Champ 30


    My questions:

    1. Why different values?

    2. Where are warlocks and bards?

    3. Why warlocks are always the last and forgotten toys in all new aspects of the game?

    That would give 1 person (spending less time in ini than the rest) the same cores as the others. Which isn't really fair to those killing 5 and also not fair if there is more than 1 person with 4 or less bosses (there is only 1 metal). Isn't as perfect as it sounds :) but is a smart way to handle that item.

    All your thoughts against my proposition are very easy to fix.

    Solution: modify the metal item (which in my opinion makes no sense that this item give cores just as the boss gives, its redundant and pointless) to be needed to craft an item in the npc. Increase the number of metals to 3 per run. Like this every piece will need 1 item from the last boss but the rest of cores can be farmed (if it is needed) in half runs.


    Since this Instance is very long it happens to us regulary that players cant finish the run, but they are all helping so we can run faster even if they need to go in the middle of the run.

    Exactly my point. I'm proposing a way for those people to keep playing and getting something even when doing half runs. Doing the first 4 bosses should also be counted as part of the journey to craft an item and not only the last boss. Specially when someone take your spot, play 10 or 20 min in last boss and take all your rewards while you get nothing, not the best system imho.


    Regards, Madox.

    I have a important question. Why do you changed the System that you get a reward for every Boss? In the very long time ago you get a reward for every bosskill(a setitem with a stat on it) Now you have to farm the whole ini to get something… but what when you have to go sleep or youre raid is gettin to weak because the run lasts to long. In my eyes the dark Coreini is Made for fulltimegamers with no Job or reallife. Kind regard idhril.

    I agree. When I know that I dont have enough time to kill the last boss I prefer to not log in and that day I don't play coa ( I doubt that should be the goal tbh). Not worth the waste of time. I think bosses should give cores starting in b2 and increase the number going to last boss. So reaching b3 or b4 before you have to go atleast give something.

    B2 = 2

    B3 = 3

    B4 = 4

    B5 = 7

    Or something similar. Just need to adjust the npc to increase those 39 in 5 runs to whatever is needed.


    Regards, Madox.