Thank you for the Ch/S buff, can't wait to test !
Posts by Serenadae
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Knight/Warlock's Holy Punishment enhances Punishment and Strike of Punishment, however, both of those skills are not dps based and therefore useless. Please consider changing this (reasonable numbers :D).
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Regarding Champion/Scout.
Pretty cool design, I like the melee/ranged mix
Tested it a few times, unfortunately the class currently lacks damage to be a viable dps option.
Here are some suggestions to change that:
- Vampire Shot: Reduce buff duration to 10sec, remove trigger cd. Having the 12% permanently would help a lot.
- Mechanical Storm: Change it to a channeled skill that ticks 3 times, add 10% decrement for each additional target hit.
- Blood Arrow: Increase physical damage increment to 25% (from 20,7)
- Crippling Shot : Reduce cd to 8 seconds
Furthermore, please consider increasing the range of Shot, even for a melee class 20 range is tough
Regarding Champion/Druid.
Again, cool skill design.
However, the class needs to be more defined in my opinion. Atm it's a mix of tank, dps & healer, which is kind of detrimental, since the class doesn't fit any of these roles well. I'd suggest picking one and changing the rest of the skills accordingly.
Lastly, a huge thank you for the time/effort you must have been investing to create so many new class combinations !
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I disagree.
I checked ch/wd with hammer.
And its strong, but honestly its such a fail of design if you need to play ch/wd with hammer to deal most dps.
Just lower the axe passive, and let him play with axe (shock overload)
Scouts have to switch their weapons too (bow - xbow), depending wether they burst or do sustained damage.
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Champion/Warden
- Increased Explosion Wave maximum target limit to 15.
- Fixed Frantic Slash Marking was providing unintentional effects.
- Fixed Protection of the Oak was removing personal pet upon use.
- Fixed Forged Briar effect was being overridden by other class Briar Shield effects.
Good that the bug has been fixed, but still, this class needs to have the shock overload to really can compete with champ/warlock otherwise your work with this class was for nothing, because nobody will play it
I disagree. Played the class today with hammer and did similar damage compared to ch/wl. Axe is already stronger for single target and the class would be too strong if Shock Overload would be usable with it.
Pretty sure the devs came to the same conclusion.
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Champion/Scout's Pulsing Shot, Fearless Shot, Crippling Shot and Mechanical Storm are constantly dodged by enemies.
I think it's the same issue like it was with Ch/R Shadow Pulse.
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Magical damage is calculated globally, which means that the magical damage of your mainhand, offhand & equipped ranged weapon all count towards your total magical damage value.
Afaik, Scout/Warlock is nowhere near being a viable dps atm.
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Warden/Warlock is still wayyy to strong. Still hits endgame bosses for 100kk+ and kills them before dodge cape runs out.
Please consider at least some of the changes I suggested.
~8 sec Aldo, no tank https://gyazo.com/22fa8901a2d990dff7d6240f877026bb
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Please consider implementing a faster gun for weapon leveling in the future. Atm it's a very tedious process due to the low attackspeed of the golden gun.
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Ch/S elite "Hide and Seek" doesn't work in Disassembly Mode anymore. Aggro is not being reset and no buff is provided.
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Regarding Warden/Warlock:
First off, I really like the design of this class, feels unique and is a lot of fun to play.
However, it is ridiculously overpowered. I was able to hit endgame bosses for far beyond 100kk with Charged Chop (https://gyazo.com/5b1a31b7f0b6319a255b441371b6dee4), in fact we could do the whole boss instance with 4 ppl without a tank (yes, Aldo too), because Wd/Wl just destroyed everything in seconds (just Wl/M support). I had Aldo down to 20% on my own within 10 seconds which is just stupid.
Offburst damage is tremendously high too.
I suggest the following:
- Essence of Poison: Reduce Poison damage increment to 30%
- Phantom Contract: Reduce physical damage increment to 8%
- Corruption of Nature: reduce physical damage and poison damage increment to 20%
- Savage Darkness: reduce poison damage increment to 8%
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Well done, thank you !
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Взаимодействие с другими людьми
I was there when this Screenshot was taken Impa and i can asure it is legit and not dubious as u say
these are just words, no more, how can I believe and be sure of this? if the screenshot is cropped and even on which there is no information about the goal
Well, your claims are "just words" too, where is the proof that rogues can't compete ?
Took this screen some days ago (~10 sec burst) as a rogue/warden and this was with chain gear and no str/dex mix, so could be a lot more damage. I don't know what else you expect from rogue, but imho it's one of the strongest classes rn, at least /Warden and /Champion.
https://gyazo.com/7c56e02afc8e54c3124a1063207a3fd1
If you are unsure how to maximize your damage as a rogue, I'm sure Lutine would be happy to help you !
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- Replaced pull by teleport mechanic to force dash.
This change is responsible for this. Please fix it.
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For me its time to lower the rage cost for the champion primary skill: rune overload
Lower it from 15 to 5 per second. You cant rlly use this skill without dwarf ale, that shouldnt be so
Don't you think this is too much? champion and so very strong class! I even think that it should be weakened a little by about 10-20%
I disagree. Champions are roughly on par with the other classes right now. Especially when taking the substantial Rogue buff of last patch into account.
For me its time to lower the rage cost for the champion primary skill: rune overload
Lower it from 15 to 5 per second. You cant rlly use this skill without dwarf ale, that shouldnt be so
Sustaining Rune Overload on any Champion is already possible if you manage to whitehit and use Rune Pulse consistently. However, since the skill only serves for tanking purposes nowadays, lowering the cost to 10 Rage/sec would be reasonable. With a mere 5 Rage/sec drain the skill would be up at all times, which would be too powerful.
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Hello and welcome to Arcadia !
Generally, thanks to class-balancing, there are only a few combinations left that I would consider crappy. I'd recommend Mage/Priest. Very strong class, that provides both good singletarget and very good AoE damage. Althought there are other skills that are worth using (Fireball & Rising Tide don't trigger gcd for example), you're essentially going to spam Tidal Burst for singletarget and Aquatic Storm for AoE.
Moreover, a ranged playstyle avoids most of the nasty AoE's that many mobs in custom instances throw at you.
Ofc there are many other combinations that are worth trying and each have their individual strengths and weaknesses - Pick your poison
Good luck and have fun !
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P/W's Chain of Light doesn't hit Astaroth's adds on a frequent basis, although they were in range. Has anyone experienced similar problems ?
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Good idea, hope it helps new players
"Lost your interface configurations in a crash ? No problem, the game frequently creates backups for you in your documents folder !"
"Wether you're a new player or a veteran, remember your daily free spin of the Wheel of Fortune !"
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Since Champion is a class that is at least partially supposed to be a tank, I suggest increasing its maximum physical defense level (the one among the weapon skills) to 242.
Currently Champion is the only class dedicated to tanking that has such a low cap (for comparison, Champion & Mage 182, Knight 272, Warrior 242, Warden 242).
This should be a useful change, especially when taking into account that Champion/Knight is going to be a tank as well (at least according to charplan).
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You miss the 2,9% more critical damage that the ultimate dex ring provides.
Taking into account my current critical multiplier, this translates to one third, so roughly 1% more damage on all critical hits. My critrate in rofl differs between 65 - 76% (ch/wl), but for this calculation I'll take a supposed critrate of 50%. Hence 1% more critical damage dealt (don't confuse this with raw critical damage) would be a total of 0.5% more damage.
You get 957 additional patk from the 2 piece Aoth setup (I'm going to use the numbers provided by you, forgive me my lazyness :D). Let's assume you can buff it up by 5 times (inaccurate yes, but the actual multiplier is less anyway). So you would have an additional round about 5k patk. My patk with damage food is 1,55kk, so this additional patk would be a damage increment of 0,32%. If I'd take Hot Stew the number would be even smaller (2,1kk patk - 6,5k (5k + 30%) -> 0,3%).
Furthermore, I have only taken trashbuffed values of a player vs a boss without any debuffs into account. Once you reach or surpass enemy defense, the rules of decreasing growth apply and 1% more patk ceases to be 1% more damage dealt, further shifting the advantage towards the 2x dex setup.
So in conclusion, you get slightly more overall damage out of it plus 430 crit. The only exception is ch/m because of the additional 100% crit damage that devalues the 2,9%.
Offtopic:
Bosses actually do have more crit resistance than you might think. Each bosslevel adds a certain amount of critical resistance to the base value. Atleast in my opinion, crit is always more valuable than a comparable amount of patk. Yeah I know, thats a topic for debate and I understand that some may prefer having hard stats instead of a higher random modifier :D.
correct me if im wrong, but in overall 2.6% (for both t12 rings) crit damage won't give you even half of its actual value as damage output, it will give you;
- 0.85% more overall damage if your average crit is 65%
- 0.88% more overall damage if your average crit is 70%
- 0.91% more overall damage if your average crit is 76%
- 0.96% more overall damage if your average crit is 85% which is very hard to achieve
and saying 1% attack gives you 1% damage output wouldn't be entirely correct because it has an exponential graph until you have enough attack then continues to increase logarithmic until you have 2x (not entirely sure about this, it might be 10x too) attack value equal to your targets defense (which is hard to achieve for rofl bosses without mage/warlock), after that points, attack increment will be useless, but, on our current state, even if 1% more attack would give you 1% more damage, another 1% will give you more than 1% damage until you reach that limit as long as formula isn't changed by devs
i would like to know your test method because for me, even when i reach 2.5kk attack values, hot stew was insanely providing more damage output than 18% damage food in rofl. also most of the mages could confirm i believe even 18% matk food is better than 18% damage food in rofl. maybe my results are like this because lack of debuffers but i don't think there is a such buffer who can debuff every single unit in instance defense-wise, unless you are comparing only bosses.
cheers
I did compare t13, hence 2,9 - my bad. Doesn't change my results though, especially since I did largely exxagerate the amount of patk you get out of the 2x Aoth variation.
Yes I agree, my explanation was overly simplified, hence said exxageration to keep the proportions.
Regarding dmg-food vs Stew, there is a certain interaction between several sources of percentual damage increments, but I won't go down that rabbit hole
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While I generally do like the idea of a 5 piece accessory set bonus, please refrain from implementing it. Atm taking the second ring and earring from the golden dexterity set outperforms 2x aoth for chain gear and some people (including myself) have already finished those items.
If you consider this change, please give said players the chance to change them accordingly via support. Yes, we were told to reconsider decisions regarding our gear during class balancing, but I think it's fair to say that this statement doesn't apply to changes regarding items.
If i do the math, i cannot see the golden 2 piece dex is outperforming 2 piece aoth str:
Champ still get 1 Str (2 Patt), 1 Dex (0 Patt) - am i correct?
Golden Dex Ring (T12): 894 Dex (0 Patt), 894 pCrit
Golden Dex Ear (T12): 5111 Patt, 894 pCrit
2 Piece Bonus: 540 Dex (0 Patt), 420 pCrit, 2040 Patt
Total: 2208 pCrit, 7151 Patt
Aoth Str Ring (T12): 714 Str (1428 Patt), 714 pCrit
Aoth Str Ear (T12): 4080 Patt, 714 pCrit
2 Piece Bonus: 450 Str (900 Patt), 1700 Patt, 350 pCrit
Total: 1778 pCrit, 8108 Patt
Or do you prefer pCrit over pAtt?
Or am I mistaken?!
Greetings
You miss the 2,9% more critical damage that the ultimate dex ring provides.
Taking into account my current critical multiplier, this translates to one third, so roughly 1% more damage on all critical hits. My critrate in rofl differs between 65 - 76% (ch/wl), but for this calculation I'll take a supposed critrate of 50%. Hence 1% more critical damage dealt (don't confuse this with raw critical damage) would be a total of 0.5% more damage.
You get 957 additional patk from the 2 piece Aoth setup (I'm going to use the numbers provided by you, forgive me my lazyness :D). Let's assume you can buff it up by 5 times (inaccurate yes, but the actual multiplier is less anyway). So you would have an additional round about 5k patk. My patk with damage food is 1,55kk, so this additional patk would be a damage increment of 0,32%. If I'd take Hot Stew the number would be even smaller (2,1kk patk - 6,5k (5k + 30%) -> 0,3%).
Furthermore, I have only taken trashbuffed values of a player vs a boss without any debuffs into account. Once you reach or surpass enemy defense, the rules of decreasing growth apply and 1% more patk ceases to be 1% more damage dealt, further shifting the advantage towards the 2x dex setup.
So in conclusion, you get slightly more overall damage out of it plus 430 crit. The only exception is ch/m because of the additional 100% crit damage that devalues the 2,9%.
Offtopic:
Bosses actually do have more crit resistance than you might think. Each bosslevel adds a certain amount of critical resistance to the base value. Atleast in my opinion, crit is always more valuable than a comparable amount of patk. Yeah I know, thats a topic for debate and I understand that some may prefer having hard stats instead of a higher random modifier :D.
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While I generally do like the idea of a 5 piece accessory set bonus, please refrain from implementing it. Atm taking the second ring and earring from the golden dexterity set outperforms 2x aoth for chain gear and some people (including myself) have already finished those items.
If you consider this change, please give said players the chance to change them accordingly via support. Yes, we were told to reconsider decisions regarding our gear during class balancing, but I think it's fair to say that this statement doesn't apply to changes regarding items.
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have a suggestion. Reconsider the positive effect of the relationship (husband-wife) just want the two to benefit from the buff. It can be done so that one buff gives a magical attack and another a physical. I hope I wrote it clearly, since I don't know English)
I wholeheartedly support this suggestion. There are far more dps than healers or tanks (that benefit from the defensive marriage buff) which creates a situation where not everyone gets the buff he or she wants.
I would suggest though that both partners gain the defensive and offensive buff. Would be easier to implement and wouldn't have much of an impact in terms of power creep anyway.
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Really? Then i would suggest a 30-40% dmg nerf for scouts snipe. reduce the cd to 1 sec and the snipe will be fine
Dont know what you mean. I hope a missunderstanding because you have written your thoughts in a wrong way, because you are not a native english speaker
(if no missunderstanding, first sentence please
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What didn't you understand?Skills that have a global cooldown, for example, a charged strike(Beast Awakening), began to work slower. Previously, there were 30 hits in 30 seconds, but now there are 23 and so every skill that has a global cooldown.
Can confirm, please revert this change. It is a major nerf to all classes that use non-gcd skills.