If you interesting I can link some inspiration sources
Posts by Baboon
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A crafting item that embeds additional benefit into your equipment. Similar as gloves from Orkham.
Not all equipment can have embellishments.
Example:
- Gloves: on player choice. Casting/channeling/attack speed. Elemental damage …
- Boots: movement speed. Allows you casting/channeling while moving…
And maybe some other equipment like helmet gives you some accuracy or something.
So the embellishments can be crafted by crafting professions. Also can be sold on AH.
Recipes: it might be different quality.
- Green: can be sold by npc.
- Blue: can be obtained by rare creatures/quests.
- Purple: can be obtained in instances.
The value of benefit can be increased by item tier, but the base value will be different depends on embellishment quality.
Also embellishment can enhance not only endgame content items. This allows returning/newbies players easily jump into the end content.
The embellishment can not be extracted, you can only override it by another one.
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dex pattak are primary stats beside of them you have additional stats that related to weapon type(melee/range/magic), in game you have "MELEE_CRITICAL", "MELEE_MAIN_CRITICAL", "MELEE_OFF_CRITICAL" all this parameters you can get from GetPlayerAbility and they are seperated same as damage/attack speed
idk, might be some old weapons gives stats to all crit type due something design/issue.
so based on this logic beside primary one, each weapon type additional boosts their stats that related to them.
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hmmm no...it was always be separate, isnt? because you have melee critical chance ranged, magic etc.
idk seems the tooltip is bugged because it takes value from main hand but as attribute takes the right one.call the devs they can explain it
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It might be related to melee damage
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Fully agree to Byte, if you find any annoying interaction, give me/us a heads-up and we see what can be done.
Electric Compression. You can make it passive and you can get this buff every time when goes to Charged state, similar as Alternating Current. I checked ItemPreview this skill has different variations, it gives same base effect, but it also has KeyItem, idk what the reference for, but if it can be implemented, it will be good change.
Mage/Warrior: Rage Mana. Its a kind of intresting thing from design view, when you converts some spells into a new one. But this spell has 30s cd/30s duration, so literally you press it every time on cd, it also converts rage into 100% MP, idk is it intended that it doesnt consume any rage point and gives you mana or not? By the other side we have Enraged that recovers 100 rage and 100% mana its looks strange when both spells recovers 100% mp. As suggestion: it can be as buff with no duration, but it will consume some rage points while buffed.
In this design: you remove all frequantly used self buff spells, so you have only 5 offensive spells in you rotation: Electic Bolt(not frequantly spell, used for additional attack power boost), Thunderstrom, Earth Splitting Explosion(situativity spell), Fireball, Raging Flame/Field, then you goes to Thunderstrom/Fireball/Raging Flame or Field, 3 spells in your rotation in this case you dont need any "combat engine" at all.
Almost similar on other mage.
By using macros or other tools you accept the loss of this benefit.
Probably you misunderstood me, yeah, i did used incorrect word, kind of...
If we talking about "combat engine" that is sequencer with some kind of logic, but if talking about macro its just like: /cast spell 1 /cast spell 2, so the game allows you to use this kind of method. The problem is that you can write a script inside macro with condition. In other mmorpg its restricted, you cannot write conditionaly script inside macro.
So, i think you got my view, just make classes with 3-5 spells in main rotation and then just restricted whole api's, thats it the era of the "combat engines" will be gone.Btw, i've been switched on mage about 2 months ago, probably i can miss something, if there are any mages here who plays about a hundred years like Kaga or Zyrex, you free to correct me or add something about mage.
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Hi, Im not against manual gameplay, but we have legal automatization in game - Macros, now its restricted also.
Lets take a look at some cases:
1. I use that trick: I put the spells with same cooldown time/same cooldown behavior in one macro to reduce the amount of buttons that i should press. Some classes have more than 5 burst abilities, aint count foods and potions, most of them are used manualy, but some of them i place in macro.
2. Class design: Some classes have trackable buffs and its used in the middle of rotation. We all know this game is perfect and playing without any addons that automate your rotation is a challenge.
Example: Mage/Warrior - Rage Mana spell - 30s cooldown/30s duration. You need to press this spell everytime on cd to unlock mage/warrior "raging" spells. Ofc, the easiest way is to place spell in kitty/lua, set some condition to check buff and thats it, now it will always trigger GCD. To be honest, why those type of spells cant be passive, since you need to press everytime on cd?
And there are many similar spells.
We have an option to reduce our GCD by titles/rolls, but there is a case: some players swap titles/rolls to reach thier maximum damage, now they will have struggle due this change, if they are using such of spells non-manualy.
My suggestion is: Revert change back, until the class design will be ready to play without automatization.
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whats the point of this change?
- Changed self buffs to always have global cooldown trigger when not used manually.
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whats the price of Portable Tier Proficiency?
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I swear the game has become completely unplayable. It doesn’t matter whether my settings are on the highest or lowest; my screen freezes every 3 seconds. You can see the issues I’m experiencing in the video below. How is anyone supposed to play like this? Also, based on my tests, I may have found a 100% workaround, because when I press CTRL+Z, there is no issue at all.
so in this case the issue can be caused by some addon, try without addons or remove it one by one. when you hide UI some addons frames are hiding also thats why the issue is gone.
Edit:
as i see you have not original action bars, as i remember someone had same issue caused by actionbar addon
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Am I blind or I don’t see something, but how you survived from more than tics of dot?
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Yes you need to level up card to 5 star or boost it and use it on 2nd deck
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Tooltip fix before patch, delete it after
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GameTooltip and RMB.
If you hover on unit to see tooltip, when it shows, you click and hold RMB, gametooltip will be always visible(idk its intended or it stuck) and then you move your mouse to another unit, it gonna add id of a new unit to the tooltip and so on until you unhold RMB.
If "Show unit IDs in tooltip" option is disabled then tooltip just stucks w/o adding ids.
To solve it, you gotta unhold RMB and hover on any unit again.
https://drive.google.com/file/…ckClcMPc/view?usp=sharing -
1. Loot system. The design of loot system is 50/50. Its good that you get your own resources, first of all its good for solo runs, but i dont believe that it bring back solo runs.
2. About 1st boss as Byte said in discord: "The shape only shows knockdown direction but boss hits around." ???? okay.
3. About one shots. Its terrible. I dont know who design it and what inspired him, but e.g in others mmorpg if a mob have lethal cast you can interrupt it(if its interruptable), if its not then you can stun him or avoid it by objects or by range. But heres you got instant one hit.
4. The 2nd boss. I think is already about connection between client and server or something, but sometimes you die even if stay inside sphere, while jump event.
And at the end: as we can see that The Shattered Grove has completed status. Actualy i expected more, i thought that boss fights will be more complicated but actually mobs way harder,.
And these "hints". I come to play but i need to solve a riddles how can i craft new items. And also that corruption system.
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knight/warlock but you will need to change your race on dwarf to take warlock
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if patch comes tomorrow, could you take a look at anti-afk system, because right now the skills that affected by this system always cancelling like Rune Overload, Holy Light Domain.
And also 1st boss:
When he start casting slam the void zone shows like frontal aoe damage, but actually it hits around the boss with 150 radius
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I don't think they wanted to do this. If they did, they wouldn't have made these gloves usable with the new set. And scout and katana glove are still better in dot damage. There are also some mistake for example non-crit dmg and crit-dmg same.
- You will still have critical hits on chance as before, but damage output will always same on both crit and non-crit hits.
Better in dot damage because its different formula, dot damage doesnt affected by critical chance they was always normal hits and i guess since isnt critical they are not affected by critical bonus thats why right now for bleed damage katana and scout gloves better.
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Hello.
With the latest patch, the set glove started hitting more than katana or scout glove. is this intended or will be fixed in future?
I guess so. Since upcoming sets no longer have separate items and critical bonus have been reworked, theres no reason to use those gloves anymore. The patch notes say: New Execution Power/Arcane Amplifier will directly multiply your damage output, also they will now be multiplied instead of added. So set gloves are now stronger than non-set
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Welcome to CoA. This is class balance... yeah some classes has good performing at the beginning or in solo scenarios. But overall mages deal more damage than chain or leather classes, because they are balanced, redesigned, adjusted etc. You could try champion class combination if rather play chain or even rogue/warden. I hope there will be some class change in near future, maybe before new uni release.
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btw any news on pvp maybe some leaks to get audience warming?

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it was added for 5000
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- Changed Chaos Daggers to stack 1% as base + 50% more per stack ( i.e.: 10 stacks = 1% + 9 * 0.5% ) physical attack power per hit stacks up to 100 times with duration of 5 seconds.
how does stack behavior is work? it has threshold, like if you dont hit a target upon a 5 sec then the stacks are gone? or it has unique time expiration for each new stack?
because somtimes it stack, sometimes not, i cant even reached 20 stacks...
and are sure that 100 stacks are reachable?
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any chance to change orb spawn position at last boss its really hard to loot when a bunch of adds spawned?
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the problem was in tank artifact actually