Posts by xLutinex

    Old one: per second.

    267x3= 801 in 3 seconds, 267 per second.


    New one: every 3 seconds.
    320x1 = 320 in 3 seconds.


    Are you sure?

    The values for a Heal over Time effect in a skill description are not like you think / strange in their way. the heal amount is tripled. Just use camelia flower and look at the heal output. Before the last patch, my flower was around ~1/3 from now per tick

    Changed “Camelia Flower” resource cost from 2% Mana to 35 Focus, increased it’s healing intervals to 3 seconds from 2, increased it’s duration to 9 seconds from 6.my Camelia Flower right now has 1 second heal interval instead of 2 seconds

    Hi,


    I suggest to increase aggro of skill ID 1490515 of knight/druid to 500% from 250%. Right now a dps with ~15% left aggro do more aggro in 1 second than this skill of knight/druid. it feels a bit hard for this class if you can only rely on whirlwind shield (whirlwind shield never resist, but tsunami can). A second safe AOE for this class would be great

    last Boss:


    If u are fast enough and kill all mobs including the wizard and commander, there is a Chance that the Champion spawns an will be immun forever. In this case u always need to reset the Boss. Dont know why He is immune but this happened now 2-3 Times at the end Boss.

    further details:

    The champion got 1-2 hits nearly instantly from ppl in raid (debuffs were on boss) but HP were locked at 100% and then the boss went into immune and stayed there forever, even though no other mobs lived


    Greetings

    Hello

    R / S - trying today on DC with this combination I noticed that although I used runes for accuracy and the title up to 300% accuracy, skill ID 491532 had almost 69% dodges, where on ROFL this level is about 20%. I know that rebuilding it and increasing its chance of hitting it will result in too high dps on lower instances than DC. Therefore, I suggest changing the system to - not a chance to dodge, but a chance to hit the target and give the indicator initially to 70%

    Greetings

    Can not confirm this problem. Title works as expected.


    Gyazo
    gyazo.com


    at start I failed and had no precision title in ancillary frame

    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