Hello,
Maids Brew is vanishing again, if you use ring speed buff "Fast Lanes"
Pls fix
Now it seems fixed in orkham, but on any zone change the buff vanishes now even without Fast Lanes
Edit: it seems only the version with aggro on it
Hello,
Maids Brew is vanishing again, if you use ring speed buff "Fast Lanes"
Pls fix
Now it seems fixed in orkham, but on any zone change the buff vanishes now even without Fast Lanes
Edit: it seems only the version with aggro on it
Hello,
Maids Brew is vanishing again, if you use ring speed buff "Fast Lanes"
Pls fix
Idea for Knight/Scout:
Change the Skill ID 491616 ("Arrow of Vengeance") to do 350% dps ranged weapon damage and hitting all targets around radius 80 (like Cross Chop from warden) and give them 1 second knock down effect.
6-7 seconds cooldown
Aggro multiplier should be 3 or 4
Idea for Knight/Warrior:
The Skill ID 490018 (Authoritative Deterrence) is kinda useless since ID 490240 (Holy Thunder Blade) ISS exists.
Change Skill ID 490018 to be a selfbuff with 10 seconds uptime and 30 seconds cooldown. Cost 25 Rage.
While the buff is active, your Authoritative Deterrence is overwhelming your enemies. Each offensive skill, while the buff is active, fears your enemies for 0.5 seconds and reduces their movement speed by 90% for 0.5 seconds.
Greetings
Hi,
regarding this title swap change, I suggest the following, that some classes can benefit from:
Change Resource Cost reduction skills, like "Raider of the Depths", in the way, that it works for skills which cost resource per second like "Rune Overload" from champ and some other skills from other classes.
Greetings
aka is getting ~52% dmg with new set. that's why 65% is a bit much
Display Moreyou did the same mistake taking only the numbers and not calculating
Just consider each 1% pdmg as 1.65% more final dmg then you will have bigger values to divide by and come to around 15%.
EDIT:
For Clarity (just failed boss so have time)
94% Pdmg -> ~155% dmg
74% pdmg -> ~120% dmg
so 255%/220%=~15-16%
65% is a bit much. anyway. I dont think that this nerf killed a class
Display MoreDisplay More100% dmg increased by 94% blood arrow (before) -> 194% dmg
100% dmg increased by 73.2% now -> 173.2%
194% -> 173.2% = ~10.5% less dmg.
P.S. (for easy understanding I didn't calculated double dipping from non stats)
Yea and the PS part is the big issue. You actually lost almost 30% dmg because of how it works.
you did the same mistake taking only the numbers and not calculating
Reduced Blood Arrow damage gain to 73.2% from 94%(-10.5%)
stand in the patchnotes but its 20% ingame
100% dmg increased by 94% blood arrow (before) -> 194% dmg
100% dmg increased by 73.2% now -> 173.2%
194% -> 173.2% = ~10.5% less dmg.
P.S. (for easy understanding I didn't calculated double dipping from non stats)
Idea for Knight/Priest:
Change the lvl 35 elite (ID 490080) to the following:
"Your Whirlwind Shield marks every enemy that got hit for 3 seconds. If you hit a marked enemy with Holy Strike, the damage will be reflected to all marked enemies"
This change would result in less AoE aggro problems for Knight/priest, bcs of only a single valuable aggro AoE skill. Also it's not for free, you need to time your skills properly.
If possible I would rather have such change on "Tsunami" (490359) than on Whirlwind Shield.
Greetings
Hi,
I just saw that plate jewellery of Orkham loose crit dmg (ring), and even p-dmg (set bonus).
Is this intended? My math tells me, that the overall aggro will be reduced for physical tanks using this set instead of rofl set
you'll get more crit rate, where I can understand the loss of crit dmg, but the loss of p-dmg seems like a mistake
Greetings
I rly dont understand this new second gloves you have added. In my opinion we dont need to be pushed to play with katana or to be scout. In my opinion 1h with no shiled talisman or any other weapon in offhand will be incresed as i know every rogue is played with double daggers wich means if we take gloves only option is katana.
Pls reconsider this and change this option witch is not fair to players who dont play with katana.
I dont like option to be pushed only for normal set or to be scout...
Thanks in forward
if the gloves buff is stronger than the offhand weapon, you can theoretically play r/wrd for example without a second weapon
Regarding WL-Knight Tank:
Right now with the new modifiers, you can have a full mdps gear + tank artefact, shield and weapon with stamina and you reach incredible high values (more than 10kk def and 15kk hp)
Additionally the skill Dark Hand (ID 1490590) gives you nearly double amount of bonus from the %-attribute multipliers. So let's say you have a weapon with 25% stamina bonus, you will nearly get 50% stamina as a result of this skill.
That is broken in my mind.
My suggestion is to change the skill 1490590 that you need to have much higher stamina values instead of only "more than int", which can be achieved easily in full dps gear as mentioned above.
Greetings
Regarding latest patch:
- Adjusted plate pieces dynamic attributes. Contact with DEV if you had max. rolled pieces.Max roll on plate belt for example has 788 crit. that is around 1330 at T13. The chain belt gives nearly 2.5k crit at t13 o.oIs there still any mistake in the plate set? I fear a massive power creap from dps classes with new sets o.o
Display MoreGloves 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:
- 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
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"
Another idea I got in mind.
As plate tank you "should" parry a lot.
Gloves with an effect, that trigger an AoE damage, if you parry a hit. this aoe should have a low aggro multiplier (maybe 1.2-1.5) with a range of 70.
With such gloves, a parry tank would benefit a lot. Gloves should also be include in set bonus.
An additional knight change should be increasing the values of the skill ID 490174, to have a better parry rate in orkham.
Greetings
This is a getting feedback post, please participate if you are interfering with mentioned weapons.
If I understand it correct, now it will be easier to roll magical stat in magical 2-H sword for example? How about ppl (like me xD) who spend about 900 crystals (im not joking 900 xD) to roll this weapon before this possible change? xD Because i tried to be fast, i lost it, and now every player will do it with few times less cost? It's a bit not fair if i understand it correct.
Greetings
Airforce
You are not alone. Same for me and other in my guild.
I tell to myself always "be patient and you'll get it cheaper"
It never worked XD
Call it shit happens and forget it. It is the best you can do
Display MoreIts a shame that only high end player can use the new t-stones and they earn a alot of diamonds just because most of the players dont have access to orkham so it would be nice if u could do something about that.
привет всем. я полностью поддерживаю Daddyflacko мнение.
если задуматься, то можно приравнять нпс который меняет заготовки на тир к нпсам которые меняют:
1.монеты аркадии на сувы...
2.сувы на алмы... и т.д.
Не правильно то, что доступ ограничен к обмену итема на итем. Можно сделать дополнительные сложности по квестам, чтобы была возможность в доступе к нпс обмена заготовок тира на сам тир
(скажу тихо) я не знаю как было бы лучше, но осмелюсь предложить:
1.добавить в общий доступ нпс с обменом заготовок тира на сам тир (поставить его вне данжа).
2. убрать свитки повторного прохождения Тайной Кузницы.
3.ограничить вход в аркану, например пятница, суббота и воскресенье ( т.е. сделать вход три раза в неделю - подобие оборонки)
на мой взгляд так будет справедливо по отношению к пользователям разных слоев развитияС уважением к вам, Fiaso
__________Hi everybody. I fully support your opinion.
If you think about it, you can equate the NPC that changes Corrupted Tier to Normal:
1. Arcadia Coins on Ancient Mementos...
2. Ancient Mementos on Dias... etc.
It is not correct that access is limited to the exchange of item for item. You can make additional difficulties on quests so that there will be opportunity to access the NPCs of the exchange Corrupted Tier
(I will say quietly) I do not know how it would be better, but I dare suggest:
1. Add NPC that could change Corrupted Tier to Normal (put it outside the dungeon).
2. Remove the scrolls for repeat Arcane Forge.
3. limit the entrance to the Arcane Forge, for example, Friday, Saturday and Sunday (i.e. make an entrance three times on week - a kind of solve)
In my opinion, this will be fair to users of different levels of power
Best regards, Fiaso
Farmed tiers in arcance forge can be transmuted with charges to corrupted tiers.
THese corrupted tiers can then be changed to normal ones, without any cost. So in my opinion, corrupted tiers are the same like normal tiers and everyone can access to arcane forge without a limit, because everyone can buy reset tickets.
I see no problem in it at all. If you want to sell, just sell corrupted tiers.
The skill describes the Mainhand dmg multipliers for katana. Offhand multiplier is not visible
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?