Posts by Serenadae

    Thank you for the changes to Open Flank, Probing Attack & Slash. Makes playing warrior at least a little bit more rewarding, although warrior in general and especially some secondary classes still need work.

    However, an issue with warrior/wardens Attack Weakener elite skill has arisen. Before the patch it dealt damage equal to Open Flank. Now it is just a useless skill.

    Since all the similar skills for other warrior sec-classes have been buffed substantially, I'd suggest increasing Attack Weakeners damage at least to Open Flanks 1035% (altough imho a skill with cd should deal more damage than its spammable counterpart - hence 1350% would be reasonable as well).

    I finally managed to test the "new" priest/warrior tonight. First off, nice changes, they did make things better for this combination for sure.

    However, the class still doesn't deal damage that can compete with the other classes. Having almost no offensive cds and only a weak Whirlwind as aoe without good singletarget damage to compensate, is the reason for this.

    Here are my suggestions to change that:

    - Make Prayer passive apply to physical water damage as well

    - Reduce the damage of Ascending Dragon Strike to 800%, Explosion of Fighting Spirit to 500%, Fighting Spirit Combination to 400% and change their damage types to physical water damage.

    - Change Condensed Rage the following, since it is currently a self heal that does not fit the role of the combination as dps:

    Condense your righteous rage to improve your battle prowess. Increases your weapon damage 30 seconds by 30%. 2min cd

    - Change Light Healer Fighting Spirit (for the same reasons) to Flying Crane Stance

    Reduces the cooldown of your Whirlwind by 20 seconds and makes it inflict physical water damage instead. Also increases its damage to 650% and makes it consume mana instead of rage.

    - Raise the one handed axe weapon level for priest to at least 240

    @ Ferrugio

    Regarding Thunder, 1 handed weapons do have a lot less dps than 2 handed ones on this server. Moreover, the newly introduced attackspeed cap penalizes fast weapons (1 handers) even further. There is currently no reason to use them on pdps warriors, which is fine in my eyes, because I always pictured warriors as 2 hander bearing bruisers :D

    Hence thunder should be usable with 2 handers as well imho ( I mean, even the skillname hints at a brutal, forceful hit, more fitting for a big weapon).

    Regarding rage management, I agree that constantly available rage contradicts skills like enrage . However, the prior state made classes that don't get access to some kind of spamskill from their sec-class borderline unplayable. In fact, reliable rage management is key to the class and having to wait to use skills is entirely undesireable in this game. Since warrior skills that consume rage don't necessarily hit harder than their mana/energy/etc consuming counterparts, the ressource was mostly disadvantageous.


    I was contemplating if this reply could be considered offtopic, but I think Ferrugio provided important questions that have to be addressed, since they do touch the aspect of class identity quite nicely. So I wanted to share my thoughts.


    @Rogue/Champion hammer vs dagger topic:

    I do think the most elegant solution would be to remove the hammer requirement from the elite skills altogether while keeping the hammer damage bonus from Disassembly Shadow. This way everyone can choose which weapon to wear.

    I do like the change made to Aggressiveness very much, it solves a basic problem warriors had, especially regarding non /wardens, /rogues.

    Moreover I'd suggest removing the 1handed weapon requirement for Thunder. Warriors exclusively (well, at least the physical ones) use 2handed weapons on Arcadia, hence the skill currently serves no purpose.

    Hello


    Warr/mage took away the magic attack and gave magic damage.The decision is wrong, it has become less damage to the bosses. No magic attack and no crit. Warr/mage can't break through the boss's defense. Return the attack or give the Berserker a 39.3% magic attack for 30 seconds.

    From what I've heard and seen warmage is dealing more damage after the change compared to before, at least with good gear and m/wl support.

    Your idea with adding a magical attack increment to berserk is decent though, I think it wouldn't hurt considering it.

    I would appreciate if all damage item sets would give the same ultimate bonus, ideally %damage (chain, leather) and %mdamage (magic).

    This would at least make further class balancing simpler as each class gets than the same amount of damage increase in the future, whereas critical damage is increasing damage almost not at all with current equip and with attack/cast speed only certain classes profit.

    Generally I do support swapping out the increase critical damage for something more useful. I do disagree on changing every bonus to % increased physical weapon damage though, which I suppose is the %damage you are referring to. Currently classes with fast weapons, such as daggers & two handed swords do profit more from % weapon damage increased than slow weapons like 2h axes & hammers.

    While this is no problem in the current meta, I'd strongly suggest either changing the bonus to % increased damage dealt (the way iron blood title works) or more simple, swap the crit damage for % weapon damage and increase the bonus to 4%. That would make things more balanced imho, referring to the time after the upcoming class balancing.

    While the bug described by Lutine obviously exists, I strongly disagree in fixing it.

    Why ? First off, the damage calculation never was consistent among different classes. For example, magical classes do have a global magical weapon damage, the magical damage from the offhand ist added to the total. This is not true for physical weapon damage, where the offhand does only serve as a statstick.

    Hence balancing always directly referred to the status quo. While physical classes like the champion would easily compensate the substantial amount of damage lost by fixing this bug, other physical dps classes that are already struggeling in the competition would suffer a lot. It would make said balancing a lot more difficult.

    Overall a nice update with handy new features and most importantly, some long anticipated bugfixes(camellia flower <3).

    The nostalgia instance is a little bit lackluster for endgame players, due to practically nonexistant physical and magical defense values of the mobs and bosses, but i guess it is aimed at the lesser geared players of the server. Moreover, there are new cards to farm, which is a fun change to doing gorge over and over:D So that's nice too.

    However, I'd suggest increasing the defense values for the nostalgia instances to come, the events of past bosses are very fun to play and it won't hurt said lesser geared players to play them, instead of just burning everything down. After all, that's what nostalgia is about, right ? Reliving fun experiences with the bosses of the past.

    Go for it ! Leaving the GF server behind was a decision I have never regretted.

    The estimated serverpopulation should be indeed around 300 - 500, atm maybe a little bit closer towards 300, but that will soon change since several contentupdates are announced.

    In fact, next week there should be a update introducing nostalgia instances.

    I wholeheartedly agree. Moreover, I'd suggest increasing the movementspeed of warden pets, except for nature crystal. With fast lanes and several other movementspeedbuffs, such as the pet's passive, the majority of poor warden pets can't keep up with the player.

    Rogue/Warlock's skill "Dark Soul Smelt" scales with magical critrate instead of physical.

    Since the skill has been changed to benefit from physical attack instead of magical attack it should use physical critrating as well.

    Furthermore, I suggest making the skill skillable and thus make it scale with level. Currently it is useless, because the damage at level zero is far to low. This change would make rogue/warlock an interesting and viable class combination.

    Maybe it would be possible to include those changes during the upcoming class rebalancing ?

    Both frantic briar and cross chop do have a aggro multiplier as long as spirit of the oak is summoned. The issues with wd/w tank is, that frantic has a rather high cd and the class lacks any form of group support.

    Furthermore, having to rely on your pet to survive in order to retain the additional defense and parry rate sucks. Especially considering that a phoenix trigger will instantly unsummon your pet and you will be likely to die.

    Well, it comes down to a matter of taste. Of course 50k hp are not much, but the little bit more healing you get from tiering your weapon isn't either.

    I myself like to tier my weapons on any class, but saying either way is the absolute way to go is bs.

    Anyway, a high tier curse rune and of course the right timing is far more important to be a good healer. Pick whatever you like better.


    OFFTOPIC:

    No, using only dexstats on any class, especially rogue who has even less patk than a scout, is utterly useless. The dex multipliers equal a minimal amount of damage and are negligible . Let's say your skill has a 0.3 dex modifier and you have 150k dex. That's a mere 45k damage increase. Literally nothing. There is no playerdex vs bossdex calculation like back in the raksha temple times anymore. The only thing that your stats have to provide in order to maximize your dps is patk and you get the most of it by using dex AND strenght stats.

    Gorge bosses have a very high defense and especially leather classes thirst for every point of patk that they can get.


    Please don't take this as a offense. Everybody can customize their gear to their liking. But stating that you should not use strenght as a leather class is outright wrong and I don't want new players to get confused.

    Patch 10.1.2.4000 - Juice Festival update :


    Mechanical Gamble ( lvl 95 champion iss) has only one second cd instead of 5min.

    Berserk of Nature (lvl 99 warden iss) shares a cd again with savage power.

    Shetamb's Think Tank (lvl 75 mage iss) has now 2min cd instead of 1min.

    Runic Formation (lvl 95 mage iss) has been rerolled to it's old version (that summons pillars instead of giving the caster a buff) .


    Edit:

    Phirius potions and itemshop bufffood are no longer itemshop items.


    Fixed.