Posts by xLutinex

    I said the problem is, that players play the knight with lua.

    Better aggro output is manual gameplay. You don't even lua scripting for it.

    And pls proof with a video how you can only deal 50k damage buffed. The requirement for every tank is, that you are nearly same geared like the dps. If you have old tikal gear and the dps endgame grove gear, it is clear that you can't hold aggro.


    Furthermore what I know: you can easy tank as knight/Warrior , /mage , /rogue, /priest and /scout in terms of aggro


    Greetings

    If you would have ever run with me SG as tank, you would have seen my aggro.

    The only tanks i play is knight.


    And If you want to calculate the aggro, there are 3 parts of it. Actually 4 parts. Dps with 200kk damage and on aggro cap is doing 20kk aggro.

    A tank doing 50k damage (which is insane low tbh and seems like unbuffed) is doing 50k * Skill aggro (example 10x) * tank aggro percent (example 2000% aggro = 20x). In sum the tank is doing 10kk aggro with 50k damage.

    And to be honest in single target burst the tank deals 300-400k damage per hit at least and in aoe it is also at least 250k with whirlwind shield fullbuffed


    The real problem is not the knight aggro (again, I am only playing knight when I tank and I have by far not the best tank gear anymore. Old orkham gear and not even a golden new weapon)

    The problem is more, that tanks playing with lua and don't know which skills has which aggro multipler.


    You can also ask ingame the random SG people if they ever had aggro problems with me as knight.


    The only "issue" the knight tank has conparing with others is CC. But not aggro


    Greetings

    Pets with loyalty >60 offen tends to attack and join battle.

    The battle of pets often results in pull mobs that are not in fight already and to get stuck on position after some stuff (fear, stun, die,....). For example often dies at second phase in grove endboss.


    Whereas pets with loyalty <=60 never participate in combat and therefore never get stuck or dies.


    Maybe this description leads to some improvements for playerpets


    Greetings

    any rogue with dagger around here? :D

    It feels like for example rogue/scout has massive resource issues with daggers and also less damage compared to katana in single target as well as in AOE (burst and sustain). I guess the extra resource cost reduction is a lot or it's just the pure dmg/dot of katana skill xD

    Wenn man die rolls nicht runterzieht, kannst du so oft probieren wie du möchtest.


    "Freigeschaltet" lassen wäre aus Sicht des Publishers ein No-Go. Weil dann müsste im Prinzip nur 1 Person die 15k Dias pro Waffentyp bezahlen. Weil du kannst die Rolls ja runterziehen und auf einer anderen Waffe raufziehen. Ergo könnte man sich selber als Schurke 2 dolche machen aber nur 1 mal freischalten müssen.


    Btw. kann man das auch über coins + ini mats freischalten

    Nearly same issue at my wifes PC. Constant regularly stuttering. Couldnt find the issue. On my PC it's "only" every 20 seconds or so, but still annoying

    Hi,


    anyone tried knight (except knight/champ) in grove?

    Feels very bad for me, because you can't interrupt mobs yourself and rely on party to interrupt and not die, if you want to do bigger pulls.

    Knight/champ is an exception, because you can fast pull all mobs together and interrupt most of them with shock strike (not all every time, but most xD)


    Greetings

    The different affixes / modes are pretty nice idea

    while I agree on the rest of your points, I need to disagree partially on this part.


    The cooldown mode is the by far most annoying mode of all for physical classes. increasing not only the CD of all skills by 50%, but also reducing the amount of skills you can use by 50%. The global cooldown in this mode is 1.5 seconds compared to normally 1 second.

    And mdps classes, at least the ones casting, are not affected at all.


    It feels terrible and mega clunky as a physical class in this mode. it feels like you cannot even react properly as a tank, because you can literally take a shower between 2 skills


    Greetings

    Chance of including a wanted stat with Itemshop Exclusion stones are 10%, if a stat is included, chance for second stat will be 15% (theoretically). Scales up to 40/60% with Karma.

    Theoretically because if your wanted stat pool has stats that are conflicting with existing stats, they will be rerolled which causes inclusion to be wasted. -- i.e.: your weapon has a Damage stat and you exclude it while rolling, if your wanted stats are Damage, everytime it tries to include them, it will be rerolled. Thatswhy aiming a single stat is not easier with 6 stat selection. To make this less frustrating, system is released with giving more chance to first two selected stats (mentioned on Wiki), where they are supposed to appear more than 3-6th stats (double chance).


    The illusion is that, thinking selection of a conflicting stat will make them be rerolled again with inclusion, but in reality inclusion will try to add them, but rest of the script will just replace it with a random stat from general pool to avoid conflict.

    it doesnt matter which way I try... even your way... I only get crap results. 4 out of 50 rolls had 1 desired stat... nice

    Chance of including a wanted stat with Itemshop Exclusion stones are 10%, if a stat is included, chance for second stat will be 15% (theoretically). Scales up to 40/60% with Karma.

    Theoretically because if your wanted stat pool has stats that are conflicting with existing stats, they will be rerolled which causes inclusion to be wasted. -- i.e.: your weapon has a Damage stat and you exclude it while rolling, if your wanted stats are Damage, everytime it tries to include them, it will be rerolled. Thatswhy aiming a single stat is not easier with 6 stat selection. To make this less frustrating, system is released with giving more chance to first two selected stats (mentioned on Wiki), where they are supposed to appear more than 3-6th stats (double chance).


    The illusion is that, thinking selection of a conflicting stat will make them be rerolled again with inclusion, but in reality inclusion will try to add them, but rest of the script will just replace it with a random stat from general pool to avoid conflict.

    and what's the intention of hiding this infos until now instead of communicate new systems (which cost money) clearly?