Posts by xLutinex

    First of all, nice patch with nice performance improvements.


    But the instance is way too easy for a hardmode. A good geared champion without skilled shieldform can tank whole instance.

    As a tank perspective, like me, you don't even need full gorge equipment/stats to tank all. I guess I do not need to say something about boss 1 and 2. Waiting for tank, that's all ^^.

    Even boss 3, you only need 1 tank btw, i can go AFK <--- for the whole bossfight and can return after i took a shower or something else. I Hope this shouldnt be intended. If some DEV needs a proof vid where the tank goes afk, let me know it.

    Boss 4 is something like trash. Even a Scout can tank it. Maybe because of the abbreviation of the instance name rofl.

    Boss 5 hmm... at the beginning it was hard, really hard. Seemed like impossible to kill. Yes it would be a really hard challenge for a HARD mode. But now, the last boss is even freeloot -.- I hope you will fix it like it was a we played him the first time.

    It would be good for Mage/Scout, but think about other classes like healer priest/scout and druid/scout. They would become a massive maybe? unbalanced push if you have a bow with magical dmg like a staff.

    Maybe let's see what the class balancing patch changes and then we can think about a magical bow :)

    Hi,


    in view of the forthcoming class balancing, I would suggest to implement new setskills for Inferno of Divinity, Gorge of The Ice Giants and Realm of Fogotten Legends.

    This could make it easier to balance certain skills/classes.

    But I want also mention, that one new (or more than one) slot for set skills would be needed. Some classes don't really need 5 slots atm and other classes would need more than 5 currently.


    Greetings

    Hi,


    you need to kill the four bosses after you finished the first phase of killing 25 enemies.

    Each of the four bosses are dropping one stabilization stone.

    After all are dead, the main boss Fydolax (i hope it's the correct name ^^) spawns. The main boss himself does not drop stones. So you need to reset after the four mini bosses and kill them again

    I know "ranged damage". But stats like "Physical damage" on Items increasing melee and ranged physical damage. So why wouldn't increase buffs like arrow of essence the extra damage from items, which are increasing the ranged weapon.

    Maybe miss understanding of the question? :)

    Hi,


    I am a Scout. Scout/Rogue only. In my opinion is this combination better than the Scout/Warden because you should not underestimate support skills. That's why a Warlock/Mage is always in the group :D. My guild has 3 main Scout/Rogue btw.


    Other class combinations we have in our guild and running the highest instance:


    Priest/Warlock

    Druid/Warrior

    Warrior/Warden and Warden/Warrior if Serenadae don't want to play Champion ^^

    Mage/Warlock

    Mage/Warrior

    Champion/Knight


    Kind regards

    The Ch/R is the number one op class in the game atm. He can easily tank, is doing most damage in whole instance overall and this at the same time. Like Serenadae who tanked without skilled shildform as a normal damage dealer. no other class have this abilities. Only in healing the Ch/r is not good,because he has no skill like the Ch/Warlock.


    But yes. If you want a "best" class, play a supporter or Ch/r.

    Yes you are right. If they would fix this without balancing the classes like warrior, warden or rogue, they would suffer a lot and would be more and more useless in camparison with champ. So pls if someone would check this and mark this as a bug, get in mind that classes like the champ would be more op

    I tested more about weapon damage on melee now.

    In the first picture you see my physical damage without eq (1% dmg card is active).

    In the second you see my physical damage with only the upper body. Third picture shows the stats on the item.

    In the fourth picture you see the holy Illumination+50 skill, which i use.

    The last picture shows the calculated physical damage after the buff is active. It is way beyond the 10% in the tooltip. This is not only for this skill. I tested around and guess, the ALL buff which increase the "physical damage" or "damage" will calculated twice on stats of items and set bonus. But only for melee damage calculation :)

    Maybe someone could check the code. I guess there is a mistake that dmg stats and set bonus will calculated twice with those buffs.


    Kind regards

    I checked the code and tried the version from curse. That's all i can say, that it does not work for me with those things.

    I tried the uploaded version here and it works for itemshop items. as i said. this was just a quickfix


    Kind regards

    Additional informations:

    I have tested this skill a little bit. I guess, that the lags are coming with some objects in the area around yourself.

    At the Island of Atlantis at coordinates 52.1/46.4 I got heavy lags if I cast the spell on myself between the fences there.


    Kind regards

    Hi,


    I noticed, that the camelia flower now produces lags if you use it. Even if I spam it only 2-3 times in a group with 2 member.

    Maybe it's a problem, that this skill hit (or could hit) all objects? earlier you could heal even doors with it ^^. It is also possible right now, that you heal a player with it, which is not in the raid.


    Maybe someone could check it, why it produces so heavy lags? Maybe it's possible to change it, that it hits only targets in the own raid (but please also players not in the same group :D {fixed here: Camellia Flower (ID: 499954) does not work across groups anymore })


    Kind regards

    First of all: nice update with bugfixes.

    It's kinda funny that the bosses in the new hard mode instance have more hp than the bosses in gorge :D

    But is it intended, that you can run this instance with 2 people? 1 champ and 1 heal :/

    The problem is, that the healing bonus from wisdom is capped at round about 10-12k wisdom (buffed).

    That's why it is useless statting wisdom. Even the Heal over time is capped. 36k HoT from recover is really low and nearly useless.


    Stats:

    Magical Defense: You can ignore this in pve

    Magical Accuracy: You can ignore this in pve (as healer)

    Magical Resistance: You can ignore this in pve


    After all there is a little bit more mana and mana regen with wisdom. But who cares this? You have a mana problem if you use spells which cost percentage mana, but then more mana is not usefull. There are strong potions you can use for mana recovery.


    More healing power from mana without reducing the base healing on equip is not usefull. Right now you still have a lot of overheal. A Druid with more than 2kk healing with recover is too much, if you want to increase the healing power more and more.


    I guess the problem is, that healers can stat like they want. You just need the base items and a weapon (you don't really need a weapon for huge heal output ^^). You could stat like a pdd and don't loose healing outcome


    Kind regards

    First: I myself like to tier all my weapons too. More healoutput is more healouput. I don't need more hp, if I don't die or need to tank as a heal


    Second Eneler: The scout skills does not even have any dex multi... There are so many bugs in scout damage calculation since several years (i played as a scout on another server a very long time ;) ) and i can tell all, that you do the same damage with 0 dex but same patk like a 300k dex and 1kk patk scout.

    Like Serenade said, only rogues has a multi on dex in skills, but this values are absolut values and will be added after damage calculation. E.g. if you do exactly 5kk damage hit with a skill with 0.3 dex multi and 150k dex, you do exactly 5.045.000 damage with that hit because of the dex multi. But scouts does not have any of those skills and patk is even more worth on rogues. Scrutinizer screens are meaningless, because everyone could do a scout support group and push the damage. For all players: Read your skills, test your skills.

    Hint from me: In the scout damage calculation there is also the pure weapon damage of your ranged weapon included ;)

    (After class balancing patch, there is a lot to do for me/everyone to find out the probably new damage formula)


    Kind regards

    Hi,


    afaik the chance of "miss" a hit depends on your weapon skill level. Right now, it is the mainhand, but there is a bugreport about it and they will fix it to bow/crossbow

    (Scout weapon level does not depend on Bow/crossbow)

    Also the maximum level and your skill level of your weapon is in the formula (just guessing it).


    The precision rune and precision buffs increase your "precision", which is against the enemies evasion. In PvE you haven't a lot of "evaded" skills. But in pvp you have. That's why I never use this rune/buff for my scout in pve, because I don't have evaded skills, only missed (weapon level)


    Kind regards

    Hi,


    I noticed, that the maximum screen resolution, which the game is supporting, is capped. This can be seen in the screen 1, where the loading screen is cut off


    At screen 2 (3840x1080 in window mode) all the area at the right from the right action bar cannot be used. You can not click there and nothing from the interface can be moved there


    Kind regards

    You should say, that you can have all professions at maximum level only when you get crafting skill expansion tickets.

    But those tickets are very cheap, because you get a huge amount of diamonds, if you charge diamonds. You can also trade items for diamonds via the auction house. And you could also trade your gold for diamonds at one npc

    Hi,


    I noticed, that the physical damage for e.g. at bows (screen 1) is boosted from ranged weapon mastery and many other skills like hunter stance and arrow of essence.

    On screen 2 you see, that also the damage from arrows are boosted from those skills.

    But why is the damage on clothes and set bonus calculated different? On Screen 3 you see that the damage from the item is not boosted from ranged weapon mastery. Even hunter stance and arrow of essence seems to have no effect on damage stats.

    Only buffs that increase "damage" have an effect. Skills/buffs which increase ranged damage seems to have no effect on pure damage bonus on set bonus and items.


    Is this intended or a bug?


    PS: On melees the passives like "finishing hammer" works on damage stats on items and setbonus


    Kind regards