Hi,
maybe for aggro bonus (bcs all dps get now a powercreep), it would be good that a tank skill, for example whirlwind shield get an additional dmg bonus related to your current stamina. (this would not effect the knight/wl)
Greetings
Hi,
maybe for aggro bonus (bcs all dps get now a powercreep), it would be good that a tank skill, for example whirlwind shield get an additional dmg bonus related to your current stamina. (this would not effect the knight/wl)
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
Ah I was'nt sure about that. Maybe then the tank gloves should always give 4 piece set bonus, bcs missing the 50% is not an option.
Greetings
Display Moreaccording 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
CodeDisplay 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,
I suggest adding the magical xbow and stats like int int_rate, wisdom, wisdom_rate, sta, sta_rate (tank)
Display MoreHi,
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
sure:
The problem I saw and tested in the last hour with plate tanks is, that the aggro is really low comparing with new weapon dps, where they have new dmg stats on it. Tanks are getting huge hits in the instance and I guess tanks need more defensive rolls on items for next ini. So the aggro won't raise. That's a huge problem.
To solve that aggro problem it's maybe also the solution to change the low aggro cap to 5% instead of 10% lowest aggro.
Greetings
Edit: Typo changed "useless" -> "useful"
Hi,
is it intended that there is only 1 plate gloves in orkham without any special effects? All other types have multiple gloves
Greetings
Correct me i am wrong, but as far as i know, these new items cannot be sold if they are equipped. So if i make my gear with full dark items. I can only sell DC items ? People will no longer say something like WTS gear or WTT gear. This needs to change.
only weapons cannot be unbind anymore, if you read the tooltip from weapon and gear
Display MoreDisplay MoreWow...
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_Rate
are included now.
Greetings
In all zones after maintenance or only orkham so far?
Display Moreaccording 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
CodeDisplay 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,
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 is totally annoying and not amusing seeing ppl, rolling less than 10 times for each of their weapons (yes, multiple ones) and getting the highest or second highest roll for what they want....
and then... their are ppl.... surprising like me, rolling 100... 150... not even seeing the wanted attribute ones....... totally a joke.
It's no front or something, but this HUGE gap of lucky and unlucky ppl isn't funny
Greetings
-> in the current state plate gear will be useless. I think there are some changes needed or we have a new 1 class only meta again
Greetings
Yes exactly. Warlock/Knight is much better than knight and warden tanks now. Warden and Knight tanks need to be buffed to be playable in orkham
Don't get me wrong. They are playable... but what's the point in playing them, if they struggle in aggro, survivability and utility comparing with a half naked wlk tank
Regarding to the ini and the design:
Right now, plate tank (for example all knights) are really sucking in that instance. Many mobs are parry the physical hits. That means low, very low aggro.
If I compare my good geared plate Knight tank with my not so good geared Warlock/Knight tank, I came to the following result in orkham:
- WL/K hits cannot be parried -> safe aggro. Always and everywhere
- WL/K has more than double amount of HP and more defense than the knight tank -> you can't die so fast. Because there are a lot of mobs hitting very hard, WL/K don't care about
-> in the current state plate gear will be useless. I think there are some changes needed or we have a new 1 class only meta again
Greetings
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?
Hi,
Boss 1 can still call the tank with Chain Wrap
Played knight/druid today and had Aggro
Greetings
As big devaluation occured when new transmutor addons appeared in 2020 too, for example.
The stones itself didnt changed in value if you built it yourself.... so fairwell
Is it intended, that all mana-stones (dirty and clean) all players have in their bank/bag/house chests, that their value decreased by 66% ?
In the Arcane Forge you can now farm t7 for 1 arcane transmutor charge / purified stone charge.... that mean every other old farmed stones have a value loss of 66% !!!!
some players, including me yes, which have saved a lot of stones for the new gear, have now a huge diamond loss.
Greetings
I thought I could enter Atlas Defense with an other character ![]()
Is it allowed to do Arcane Forge with multiple characters? With one after the other like you can do it with Atlas Defense?
Greetings
Regarding Bard/Knight
@devs can you check if this class gets any additional damage compared with other tank classes?
Maybe there is a damage increase mistake instead of damage mitigation in some passive?
I ask bcs I really get huge damage with this class ![]()
Greetings
Random Attribute Stones in Happy Hour pls ![]()
Display MoreHello,
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
Display MoreHi,
can a dev/gm clarify what the "Shield Defense" of the title "Ruler of the Skies" (ID 532137) actually does? Oo
It is not increase defense nor dmg reduction. After all my tests, it is doing exactly nothing
Greetings
any dev can answer/clarify this?
Hi,
I suggest that Cross Chop (ID 493394) does not need a target if "Spirit of the Oak" (ID 493333) is summoned and deals damage around the player itself. Other tanks like Knight and Champ has multiple or spammable aggro AOEs without needing a target.
Greetings
It was 99.9% obvious that this is an unintended Bug but I understand how Tarsq came to his conclusion. Imo it was avoidable by Byte, if he explained that Tarsqs conclusion (95 ISS -> 104 ISS works so 104 ISS -> 95 ISS should work, too) while correct is not what will be fixed, but the assumption itself.
Either way, Warden having 15% Atkspeed twice is not op at all because even before fix, both ISS had shared Cooldown of 8 Seconds. So even if it got "fixed" to Tarsqs expectation, you use 104 ISS, wait 8 second, use 95 ISS and get 15% Atkspeed again with 50% Chance. Now you only have 7 seconds left of the first 15 % Atkspeed and 15 second of the new 15% Atkspeed. If we were talking about Rogue/Warlock or if it was 15% PDMG instead, then yes, that would be op. So I think it is a bit too much to compare that to 50000% dps skill on knight.
Tbh I am more surprised by how quick the unintended bug got fixed. Gj devs
Sarcasm is nothing for you I guess
I think it was never intended to work like that but it was rather missed when they added 104 iss. Warden iss 95 and 104 are supposed to be mutually exclusive and that’s what they patched for. If you get 15% attack speed buff from one you shouldn’t use the other afterwards to get the same buff again.
I just want to use 104 iss. After 104 iss buff expires, i want to use 95 iss. So it seems like it became impossible to use 104 iss and 95 iss one by one. I hope they change this stuff.
It is mutually exclusive like all other iss which exists. Regardless what you want XD, it is intended how IT works now.
P.S. I want a perma shield of discipline or 50000% dps skill on knight ![]()