it's because only the highest gear score weapon is counting. otherwise r/x and s/x would have the highest gearscore by far
Posts by xLutinex
-
-
I will share my latest observations on knight tank class :
Even though i used Phirius Deposit-Injector(ID:1244820), I lose half of my mana after 30 seconds in combat as knight/druid. However, if i have a mana regenerating class in party such as druid/priest or druid/scout, i never have any mana problem (as it is supposed to be).
Classes like kinght/mage and knight/rogue will not have mana problem because of their mana recovering elite skills.
But at the moment playing knight/druid is really difficult.
My suggestion is that bring back mana recovery to Holy Power Explosion. Just remove mana recovery when receiving heal. It should recover 5% mana in 5 seconds as it was before.
Hi,
as an only tank player, I cannot agree. Calcuating you use Tsunami ISS and Traces of the Cross Sword both on CD, you cannot loose half mana, maximum 49% - 15% -> 34% (on using 4 times tsunami and 5 times Traces, which is not meant to just spam).
In between, if you have combat end and playing music or running or whatever, you even have base mana regen, which reduces the need even more. Using more than 1 tsunami in 1 pull is also not a good idea anyway.
I also played non /mage and non /rouge and tested it with injector. in normal paced groups, I was always over 80% mana. Only on speed running you drop low, but then you can use Dwarven Ale, which gives you 100% mana for 30 seconds and only has 90 seconds cooldown in between.
And for what reason ever, if that doesn't help, you can use Holy Sigil + Punishment to restore 32% mana.
Greetings
-
Hello,
with the new fishing system you also implemented a stronger hero potion version (concentrated hero potion).
The runtime is only 3 minutes, which is compared to the 10 minutes normal hero potion.
If you think about running for example grafu within 30 minutes, you need ~11 concentrated hero potions which is an insane amount related to the materials you need for it to craft (drop rate of the green fishes).
I would suggest to increase the runtime of concentrated hero potion to 10 minutes. This should/could result in that more people use / want to use it, which would boost the fishing economy for lower people to earn some diamonds.
As far as I know nobody, except 1 person in specific moments, of our guild is using the new hero potion so far (except for testing after release).
Greetings
-
4000 raw physical damage is in reality more, because all modifiers like pdmg-food will boost the 4000.
That means, you should look into your actual physical damage when you are buffed and use the gloves. The damage will increase more than by 4000 which will result in reality an aggro boost by anything around his 36%
(the 36% is not accurate, because it depends on multiple factors like which buffs you have, which tier is your weapon and so on)
But in reality from the highend perspective the gloves are not needed, because you literally have aggro without it and so it's kind of a waste "click" or "useful" buff. But I guess if your gear/aggro isn't that high, it could help
-
Hello,
I tested knight/priest yesterday which has no additional mana reg elite skill.
All I can say is, that I played without any mana issues and without aggro loss, as long as I used bufffood for my mana.
Using additional buffood now shouldn't be an issue imho.
My conclusion after some testing in orkham was: great knight patch, that more knight classes are now completely viable to play.
I will also check it in grafu (where dmg is higher on tanks) and if the result is different, I will tell here.
But for now: great tank (at least for knight, bcs champs seems a bit buggy) patch
If the champ tanks will work correct in the future, I guess you have the agony of choice AS a tank 😄
Greetings
-
maybe you missunderstand that skill like many others.
this skill is only a taunt. you cannot "generate aggro" with it, unless you are even not the #1 in aggro list. only if anyone else has way more aggro than you, this skill should be needed anyways, because the "5% aggro generation" was not your aggro multiplier on your character. it is instead like this: "your actual aggro on the mob will be increased by 5%". in other words, it was only suitable to use it as a taunt (which it is in fact) and not to "generate" aggro :O
I know what you are talking about. When i said generating aggro, i am not talking about having 50m aggro on target. I mean you cant just have 800m aggro by spamming whirlwind shield. First you need to use your skills such as truth shield bash, whirlwind shield and others. After some point you need to use that skill to reach very high aggro on your target. And yes, we still need it even as a taunt. As you know knight class has lower aggro than others. Having a taunt with 2 second cooldown would be great to take your aggro back on boss fight.
I totally disaggree.
first of all, if you have 800m aggro, you can go afk until the boss is dead.
And second: a taunt every 2 seconds is literally to OP. Personally I never used it except on this random fix aggro of b1 orkham (but there you only need it every 30 seconds anyway)
-
Increased Holy Thunder Blade cooldown to 10s from 2, reduced aggro gain to 3% from 5%.
Besides, i dont think this is a good idea either. This skill allowed us to generate our aggro faster on a target. Other tank classes have higher aggro than knight class. And with this change, knight tank lost its method to generate high aggro on single target.
maybe you missunderstand that skill like many others.
this skill is only a taunt. you cannot "generate aggro" with it, unless you are even not the #1 in aggro list. only if anyone else has way more aggro than you, this skill should be needed anyways, because the "5% aggro generation" was not your aggro multiplier on your character. it is instead like this: "your actual aggro on the mob will be increased by 5%". in other words, it was only suitable to use it as a taunt (which it is in fact) and not to "generate" aggro :O
-
I was playing manually warden in the early days and after some time, when I found the scrutinizer addon, I had to learn how kitty or diyce works, so i could compete in damage with other players... so my point is, why shouldn't healers come to that point too? There are a lot of basic healer classes that can be played the original way without needing to use a kitty rota, but if you want to put your hands on better classes, improve yourself and make a rota... it's not an issue of time, but of being willing to adapt...
what the hell :O
You know that some healers (maybe because of how healers are played) are really old people, which just want to have fun in their old days and don't want to learn a "programming language" or even are not able to do.
You cannot assume, that everyone is able to do lua scripts.
This "learn it" is kinda not politely to those people and I hope, this was not your honest opinion.
My impression of most people (especially the women) is, that they don't want to do such stuff like "scripting" and are not able to do. It's not a shame. They just want to have fun like most of the other people.
And the faction that want to min-max things are only a small group of players... scripting, calculating, testing stuff etc.
-
Yes warden tanks are superior now and far ahead of knights atm in terms of aggro, group protection and support. Knights has only better own survivability.
Champ tanks are at the bottom of the list atm
-
Hi,
I don't know if you saw the changes on the skills of champ, warden and knight ISS. But right now the def buff of champs, HP buff of wardens and "shield buff" of knights depends on their stats (defense / HP).
Greetings
-
Hi,
right now, after recent Patch (or second recent) I guess, there is a hard delay with error message on server side (?), if you put items fast in the selling frame, for example if do 2x right click on an item in the bag. If you do so, the price will be reset to empty if you had for example "last price".
Can you just change the function how the "get last price" for an item works, that it will get the value from local cache instead of pulling the value from the server? I guess it pulls the value from the server or the issue is loading the price history instantly every time you put an item in the selling frame.
But changing that no error will occur and taking the value from local and just ignore loading history, if you click too fast or accidentally double click. It would improve qol I guess.
Greetings
-
Hi,
after changing droprate of golden fish again and again, the level 80 -> 100 quest is a real pain. I only found 1 golden fish until level 80 (with 76! x.x) and now I need to catch one again for the quest. It will take ages, especially with bad luck.
And yes I tried with golden rod as well.
Would appreciate if you change the quest as soon as possible to be more achievable.
Greetings
-
Maybe not many players used the card system, and that's why it's now more easily accessible. That's possible. As I said, fundamentally it's good that work is being done on things
Vielleicht haben auch einfach kaum Spieler das Kartensystem genutzt und ist dadurch vielleicht einfach nur einfacher zugänglich. Kann auch sein. Wie gesagt, grundsätzlich gut das an Dingen gearbeitet wird
-
Yes, only the preset options are not sufficient in my opinion. It's like the in-game mail, which is still not functional for me personally. I had wished to be able to create my own filters with item IDs, etc., but unfortunately, that's still not possible 😕
The ideas are good, but I think it lacks the last 10% in design/implementation.
Ja, nur die preset Optionen sind mMn nicht ausreichend.ist wie mit der ingame Mail, die für mich persönlich immer noch nicht funktional ist. Hatte mir gewünscht eigene Filter mit Item IDs etc machen zu können, geht leider immer noch nicht 😕
Ideen sind gut, nur finde ich fehlt es an den letzten 10% beim Design/der Umsetzung
-
This was actually one of the most constructive feedback I've seen from u in a while xD u can't imagine how someone with limited time feels about this change, it's a life changer honestly, instead of spending 20 hours, i will spend only 1 (if at all), this is insanely good 😱 But if u alrdy spent days for updating cards the normal way, I can feel ur frustration, but u can be glad that it will work for yourself in future too I guess
You're getting it wrong. The system would be good if it didn't require more stones than the manual process. And I mean significantly more.
The fact that you can't set it to "stop when the minimum of one of the following [list of attributes] is present" is simply useless in terms of saving resources. It's just that it's probably true for the majority of players. I'm not surprised you're hyping it, though.
Edit: so, with the change that allows you to do the same thing as manually, that would be the change of the decade for me. Unfortunately, I'm looking at it with my own eye, and I see how much more it costs (dias/stones), and that's 95% decisive for me. I didn't mean it personally. It just feels like a slap in the face when manual doesn't work anymore.
I do acknowledge the team's effort to make the game better, 👍
Du verstehst es falsch. Das System wäre gut, wenn es nicht mehr Steine brauchen würde als der manuelle Prozess. Und zwar weitaus mehr.
Das man nicht einstellen kann z.b "stoppe wenn Minimum einer der folgenden [list of Attributes] vorhanden ist", ist einfach useless in der Hinsicht auf Ressourcen schonen. Ist halt so, dass das ziemlich sicher für die Mehrheit der Spieler so ist. Das du es hypest wundert mich jetzt nicht
Edit: also mit der Änderung das man das gleiche machen kann wie manuell, wäre das für mich der change des Jahrzehnts. Leider schaue ich aber mit meinem Auge drauf, wie viel mehr es kostet (Dias/Steine) und das ist bei mir zu 95% ausschlaggebend. Ich meinte das auch nicht persönlich. Fühlt sich nur wie ein Schlag ins Gesicht an, wenn manuell gar nicht mehr geht.
Ich erkenne natürlich die Arbeit des Teams an, dass sie versuchen das Spiel besser zu machen,👍
-
You should reduce the cost of rerolling, especially if you are introduxing a system that makes you able to "mass" reroll cards.
The problem I see with the mass rerolling system is, that you will need a lot more stones compared to manual rolling. For green stones alone minimum factor of 4, if you would take the fastest automatic option.
I doubt that the players will be happy with that
-
What you're describing would be an entirely different feature that makes gameplay decisions for you. That's not what we set out to build.
no, it wouldn't make gameplay decisions for you... but ok. I guess you don't get it how the manual enhancement works
Edit: as long as manual enhancements are still possible, it's fine for me
-
complete efficiency?
How will it work?
If I have a green card with only physical defense and want "stamina, dex, strength and physical attack". how ill it work?
I mean, it is not efficient to roll only with "random stone" until you get the 4 attributes. or using the golden stones only...
It's like a combination of green, blue, purple and orange stones actually. so how will that system work automatically with complete efficiency? I am scared to loose all materials/stones without any progress :O
When we say "complete efficiency," we're referring to the system's ability to optimize stone usage based on your goals, not that it guarantees perfect attribute outcomes with minimal resources.
How the Automation Actually Works
To clarify what the system does (and doesn't do):
- You select a specific stone type you want to use for enhancements
- You set target attributes and threshold values you're aiming to achieve
- You press "Start" and the system simply applies that same stone repeatedly
- The process continues until either:
- Your target attributes are reached
- You run out of the selected stone type
- You manually stop the process
Not an AI-Powered System
This is fundamentally an automation tool - think of it as an auto-clicker with condition checks. The system doesn't:
- Switch between different stone types automatically
- Make strategic decisions about which stones to use
- Optimize your resource usage
It simply takes the stone you've chosen and applies it repeatedly while checking if your conditions have been met.
Practical Benefits
The main advantage is saving you from manually clicking thousands of times when enhancing cards. You set your parameters, start the process, and can walk away until the conditions are met. You'll still maintain control over the strategy through the settings.
in short: useless
if you cannot set something like "if any of these 4 attributes are matched" or "if x of these y selected attributes are matched", it's not worth it in my opinion. You should enhanching cards yourself to check, what players need to do. nobody want to waste more materials, because a new system is worse than before (or incomplete)
-
It would have been better if the reworked Prestige System had been launched in a more complete state.
-
✦ The "Enhancements" Tab: Automation at Your Fingertips
The highly anticipated "Enhancements" tab will allow you to utilize all your stones automatically with complete efficiency. Best of all, this powerful functionality will be entirely free – you'll only need the stones themselves.
complete efficiency?
How will it work?
If I have a green card with only physical defense and want "stamina, dex, strength and physical attack". how ill it work?
I mean, it is not efficient to roll only with "random stone" until you get the 4 attributes. or using the golden stones only...
It's like a combination of green, blue, purple and orange stones actually. so how will that system work automatically with complete efficiency? I am scared to loose all materials/stones without any progress :O
-
randomly on first wrong click?
-
Hi Ikaria ,
is it intended to click wrong number on door event, kill mobs fast, click wrong again, kill mobs and so on... until the mob of this card (ID 778329) is spawning.. and all within only 60 seconds?
Maybe after implementing the timelimit, this mob+card wasn't considered? maybe add the card to the chest loot after successfully doing the event?
Greetings
-
The X value should increase based on instance difficulty, completion time, and number of mobs defeated.
Just saying such Systems would always lead to the stronger getting stronger while the average players will fall more and more behind.
It would not be healthy for the game.
Also a side note: orkham was fairly hard with only DC gear. When you obtain the items from the new instance, it will always be far easier than without. Same was in rofl. New instances should always be designed to have the previous instance gear. Although I would love a challenge mode, that is not mandatory, even for tanks
Greetings
-
The General thing is, why you want to stay afk while your pc is Running? i mean electricity is more and more expensiv! But ok stay afk i dont care
Easy explanation. While working from home office, you can level weapons in background.
Or while doing other stuff like playing other games for example.
I also wonder why the afk mode leveling got reduced, instead of just adding xp to skill usage. I cannot imagine that there would be a problem if afk mode leveling xp would be the same like earlier.
Back in the days when I started the game, I refuse to run instances if I would miss a lot.
Imagine as a tank. Missing 1 skill could lead to people dying or even a group wipe.
Performing trash aggro with lot of misses as a tank is the hell (at least from my point of view)
Greetings
-
Hello,
make sure you also have "Soul Hunter" (1491189) active, or this cooldown reduction wont work.Yes, i already had Soul Hunter active. Yet i could use Harmony only in 8 seconds. Cooldown was always same.
I am still using it in itnal camp with Soul Hunter active buff. Yet i dont see any cooldown reduction.
Can you try using it on red targets in itnal, that looses hp?
If you use things on targets that dont looses hp, some stuff might be not working