Posts by xLutinex

    Knight/mage

    • Fixed Holy Light Domain wasn’t inflicting damage properly.

    It does now damage again, but it is removed/shut down again, if you stay and don't run.... Yesterday it was perfect. it wasnt cancelled


    Edit: Changed buff removals while being AFK in Gorge of the Ice Giants, Realm of the Forgotten Legends and Dark Core.-> please explain how it should work in this instances

    Right now, open world and in DC the Holy Light Domain works the same. Not moving for 10 seconds -> buff gone (anyway if you use skills or not)



    Greetings

    It has happened to me in 90% of the attempts Iv done. I play at medium graphic settings and 1080 resulution with self effects on and some times I got crash just at the start of the fight and some other times I crash when second tactics starts and I move down where other tactic is done. Its a bit annoying to redo interface every time I do this boss :D

    I observed a second combat start at the second tactic (if enemy is dead, I have also combat end while boss is still sleeping)

    If combat start == true then game close. That is all the ppl in my raid recognize. Not everytime. So maybe there is also a random factor with datetime and positions of stars :whistling:

    You can use holy strike on range, which will do 2 stacks of Threaten instantly.

    Knight/Mage

    Holy Light Domain has no uptime. re-click cancels the buff. Furthermore the buff disappears randomly in the instance (dc) while fighting (using skills).


    @aggro topic.

    Tested warden/warrior and knight/mage now.... warden -> silly aggro and def. Knight gets a little bit less damage with threaten but the aggro is ~20-30% of warden/warrior xD

    Hi,


    tested a bit around and rewards seems to be scaling only with damage dealt. What about healers? We tested a 1on1 arena with 10 minute fight and nobody gets killed. 1 person only did damage, the other one only heals.

    The person who did damage got a lot of coin rewards, while the healer got nothing -> intended?

    Knight/Mage:


    Holy Light Domain still deals dmg if have 0 mana.

    Also I suggest implenting that the buff disappeares after not moving for a while. The way it is now, its just gonna be like Bard/warrior all over again regarding afk-farming cards etc

    I suggest to remove buff while not moving only outside custom instances. It is annoying in DC to "play" b2 as k/m and not able to go afk, while for example ch/k passively stacks ISS while afk

    please do the math for me :)

    While we don't believe in telling players what to do, this is on a knight without secondary class. Explosion of holy might and appropriate buffs are active. Many have much more aggro than that. Please keep in mind that values are subject to change.

    I fast checked the values. 1400% seems only possible with 40% artifact boost (5 hits in 60 Seconds). That's nothing a tank relies on.


    So perma aggro is around 1000% which is ~50% higher than before (only calculated/tested with my equip)

    Knight/Warlock


    Removed Holy Power Explosion cooldown, increased duration to 900 seconds from 20, changed resource recovery to 2% HP + 20 Focus every 2 seconds, no longer recovers Focus on heal.


    Why only for K/Wl? Makes no sense, that this is not the same thing for all other knights

    Regarding upcoming K/Wl changes:

    • Reduced Holy Power Explosion cooldown to 30 seconds from 40, increased duration to 30 seconds from 20, changed resource recovery to 2% HP + 20 Focus every 2 seconds, no longer recovers Focus on heal.

    Thank you very much for this change, it will most definitely help a lot, both in terms of overall damage and focus sustain.

    However, please consider changing the skill to a 900 seconds buff or at least removing the gcd. Sacrificing one gcd every 30 seconds has little impact on overall damage, but will feel very unpleasant to play.

    Same goes for all knights:

    Increased Holy Power Explosion duration to 30 seconds from 20 seconds, decreased cooldown to 25 seconds from 40 seconds, increased aggro gain to 90% from 62.5%, changed mana recovery to 5% per 5 seconds from 3% per 2 seconds.


    30 sec duration with 25 sec cooldown. Maybe a 900 second buff or toggle skill? ^^

    W/P buff and Threaten stack.

    No. Read this:

    These two buffs will be made exclusive to one another. We want to keep Warrior/Priest alive as a support but give it competition in the form of Knight-DPS.

    It's good that the two buffs don't stack btw!

    Sure, but the same can be said about both aggro and survivability. Why strive for more if it's already enough ?

    It comes down to a personal preference I guess, but K/R aggro already is plenty and it largely doesn't matter wether you build up 20kk or 300kk aggro on a trashmob.

    The problem here is, that I doubt that the average knight player can hold aggro against 1 weapon users with 26% aggro left. Or the group is forced to use warriors in group and the knight maybe needs to play knight/priest.

    I just dont want the "oh shit. that's not working like we thought"-moment after the patch. My personal favorite tank class is anyway a totally other class, that I never saw on someone else and it will be viable again, I think.

    ...results in a reduction of 53% on single targets, which also seems to be available for W/K and all the other /K classes, which is awesome! :thumbup:

    I think it's calculated the other way. 100 patk * 0.68 (threaten) * 0.84 (Strik of Punishment). That will result in 43% reduction. I doubt the debuffs will be multiplied against each other. That would a unique mechanic that I've never saw in this game

    w/p buff is more effective than Threaten. And tbh why playing knight, if warden and champ doing way more aggro with less effort. We'll see how it is after patch, but I think warden or champ could be new tank meta. knight is the only class without any passive dmg increase for their weapon.

    And btw skills like threaten and w/p buff are good, if you addicted to them for surviving. If you dont need them, everyone would play a class with more and easy aggro I guess (that's what I saw in rofl months/years ago. many played k/r only bcs of easy 1 hit aggro^^)


    Brontes Why is Holy Seal changed, that it will not do damage over time anymore? In cases of aggro reset + immune/event phases, this was the only chance as a knight to get aggro of the boss. Such cases aren't sooo rare. Rofl endboss and b3 in DC for example

    Brontes is it intended that Warden/Warrior has 120%+ parry after patch? Now I have 86% parry in plate+ spirit of the oak =106% parry and after the patch + coat of the arms = 126% parry permanent. Intended?

    Yes. Monsters in Dark Core are significantly higher level than you and even with 126% shown in the character frame you will still not have 100% parry against certain bosses.

    But really... tbh now. Someone read the changes?

    • Changed Resilience of Life to increase your defense by 30% additionally.
    • Changed Pulse Mastery to increase aggro and physical defense by 60% while Spirit of the Oak is summoned, and just reduces aggro by 10% when it is not summoned.
    • Changed Coat of Arms: Can’t be used on yourself. Binds you with an ally. Increases Physical Defense by 30% and Parry Rate by 20% for both of you. Bond will be broken when you are too far away or either one of you is dead.
    • Changed Spirit of the Oak to no longer reduce attack power, but reduced defense gain to 50% from 95%.

    (+ Briar Shield def bonus)


    in sum warden/warrior gets +394% def bonus permanent! while knights (the one with additional def skills) only have +107% maximum

    I dont know, but I doubt it will be balanced. Maybe warden/warrior has permanent 15-20kk pdef o.o


    Edit: and additionally the +pdef skill of the warrior 50% uptime xd

    Edit 2: Ok I have as wrd/warrior only ~8,5 - 9kk deff permanent (I did my math with my values) while as knight I have max 5,5kk :D

    With overdura and two reconciliation runes, a DPS should now have about ~15.7% aggro when wearing a dark core and RoFL set.

    so dps will do approximately 57% more aggro than with 10% aggro.

    I calculated my future aggro after the patch. I will have ~33% more aggro fullbuffed. this will result in a big problem for knight tanks. warden and champ tanks doing right now way more aggro than knights.

    And there will be classes with only 1 recon rune possible


    Greetings

    What about barbarian battlecry from Warrior/priest?

    I think after the patch every dps can survive all hits even from bosses with w/p in Party and -32% Attack of mobs/bosses. Seems like all parties should have a w/p?


    Furthermore I suggest to change Holy Protection of knight/priest to loose the buff, if the buffer is to far away. Like you did with priest/Warden


    Greetings