This is expected behaviour for this particular mob as it has a skill (Far Pierce/Ferne Durchbohrung) thats used on player who is farthest to the caster.
Greetings
This is expected behaviour for this particular mob as it has a skill (Far Pierce/Ferne Durchbohrung) thats used on player who is farthest to the caster.
Greetings
so the game allows you to use this kind of method
Game also allows you to create addons and combat engines, we have full control over these but instead of blocking it our direction is towards promoting manual play. Any change that will help making manual play less-hindersome is welcome in this case.
Again, all these stuff can be simplified gradually so both combat engines and manual gameplay will be viable eventually. This won't be an instant change, but a progress that will be done over months so there may be some easy classes that are purely designed by considering it will be played with no combat engine.
Greetings
we have legal automatization in game
First of all, we do not allow any kind of automation (doing stuff infinitely when you are AFK) in game regardless of how it is done. I believe you didn't mean to use this word here. (PetAutoCraft is probably the only exception.)
There is already a huge gap between manual players and combat engine users, yet we aren't disallowing anything about combat engines. Recent change about removing global cooldown trigger from self buffs was already a step to promote manual game play, but eventually it just increased benefits of scripts even further.
By using macros or other tools you accept the loss of this benefit.
Ofc, the easiest way is to place spell in kitty/lua
It is still easiest way, just with penalty.
but there is a case: some players swap titles/rolls to reach thier maximum damage
We also do not support swapping titles and weapons during run, so this is irrelevant. We already had changes to prevent this in past such as adding cooldown time penalty for swapping these titles.
To be honest, why those type of spells cant be passive, since you need to press everytime on cd?
We already aim to change such short cooldown buffs gradually to be passive, except the ones that require you to use excessive cooldown speed values on weapons & titles to achieve perma buff situation.
2. Class design: Some classes have trackable buffs and its used in the middle of rotation. We all know this game is perfect and playing without any addons that automate your rotation is a challenge.
We consider combat engines as peak barrier between end game and a new player even if they have equipment, thus idea is to make changes to give them more chance about it.
If you think this affects a class particularly, you can share it and there might be changes about this particular class/skill to make it equal for both manual gameplay and combat engines. (such as making it passive if its already permanent/short duration buff)
Greetings
The change was made to encourage using buffs manually thus adding a layer to gameplay.
Greetings
Display MoreHi, two questions about new grove gear.
1st : Do you plan to adjust some base stats of some items to be more relevant with the type of gear ? For example on the chain gear on the boots they have dext and I think on plate it's also the same with other base stats like dext or str (maybe i'm mistaken).
2nd : Is it intended that on Legs and Belt of the new lower set there is HP missing on base stats ? It makes you lose around 25k + HP unbuff compare to orkham one.
Hi , could you give us an answer about those questions please , would be appreciated
They will be adjusted with next patch.
Greetings
I've came across the removal of the cost reduction and it seems that this causes a lot of trouble for the rogue/knight.
I'm not sure, if this class combination is not of interest, but I really like the style and I'm afraid, that it doesn't have endgame potential.But now already, I can see that my usual rotation doesn't work anymore because I lack energy.
Searing Light cannot be used with energized hands together, so I don't have an option like the rogue/mage using that complementary to Chaos Dagger.
Punishment still doesn't recover mana
There will be adjustments with next maintenance, there is no estimated time of arrival yet.
Greetings
This portable stone will work together with ranged weapons or only for melee weapons? For example, i have 1 portable stone 16 tier, if i use him for melee weapon i got 16 tier melee weapon with 16 tier ranged weapon too?
One more question, how work simple stats with this stone?
You can use it on any weapon slot. You can use portable tier stone extracted from any weapon on any other weapon as well, there is no restriction about it. However, you cant use single tier stone on 2 weapons simultaneously.
If you have dirty portable stone, when its equipped it will disable every stat on the weapon except the ones that you can normally have on a dirty tiered weapon. (green/yellow/purple dirty stats)
Clean portable tiers will not interfere with existing stats on item at all.
Greetings
whats the price of Portable Tier Proficiency?
It is yet to be decided, but we want it to be sustainable (without using item shop) from other mentioned sources with active gameplay.
Greetings
We are working on a system for allowing players to have broader access for class selection, thus designed a system where you can extract tier stones on your weapons.
Note that this system will be available only on The Shattered Grove content and its weapons, won't be compatible with other contents.
If you have a Tier 10 or higher weapon, you will be able to extract its tiers by using:
1) a Tier Stone of the same type and level. ( i.e.: Dirty statted weapon + Dirty Tier stone )
2) another weapon of 1 lower tier level (i.e.: Dirty statted T15 weapon + Dirty Statted T14 weapon )
You receive portable Tier X, where X equals the weapon's lost tier. This portable tier will be wearable to any portable tier slot attached to each weapon slot, similar to current corruption extraction slots.
Extraction:
Wearing the stone:
Portable tier you extracted will be bound to the content you extracted it from. Thus you can't use portable tiers of Shattered Grove on any older or future weapons we add.
By previously mentioned extraction equation, 1 Portable Tier is equal to 4 regular tier stones of same level. Normally, when you use tier stones on a weapon, they won't be able to be upgraded anymore. However, with portable tiers, you can merge 3 of them to get 1 higher level of portable tier stone. Merge operation will require more charges for higher tiers.
Portable tiers normally won't be usable as long as you don't have Portable Tier Proficiency effect on you. This effect can be obtained either from:
- Item Shop (1/7/14/30 days)
- Fishing
- Worldboss treasures
- Some other future content
We would like to hear your opinion, concerns and additional comments about this system.
Q: What if I created several weapons already?
A: You can still extract them as portable tiers. Then:
- sell to other players
- merge them to get higher tier
Q: Can I split my tiers to downgrade it with this system?
A: No, you can only upgrade.
Q: What if I have several weapons of different tiers?
A: You can merge two weapons to get a portable tier as long as their tier difference is exactly 1. Like T15 + T14 weapon can be merged to get a portable T15.
There is no change planned for this items stack count. You can use it for crafts that require this material or delete for more bag space.
Greetings
Beim Schurken/Barden und beim Schurken/Kundschafter gibt es ein Problem meiner Meinung nach.
Beide Klassen haben Skills die Kanalisierungszeit haben. Wenn die Skills auslösen und Kanalisierung läuft, kann man in der Zeit den Katana Skill (ID: 1491731) nicht nutzen. Dies ist ziemlich nervig, da es nur diese beiden Klassen betrifft.
Wenn man Musik spielt, kann der Katana Skill genutzt werden aber bei Angriff Skills nicht.
This is not a bug and not planned to be changed.
Greetings
Display MoreDer Skill Katana Training (ID: 1491729) beschreibt, dass das Katana von Natur aus Nebenhand-Schaden verursacht, welcher mit entsprechenden Attributen skaliert.
Jetzt aber folgende Sache:
Wenn ich die Rune Gleichengewicht (ID: 529275) mit 20% Nebenhand-Schadensrate in das Artefakt einsetze, sehe ich absolut keinen Unterschied beim Schaden. Es ist ziemlich verwirrend, wenn der Skill etwas beschreibt und eine ausgerüstete Rune mit 20% Nebenhand-Schadensrate 0,0% Unterscheid macht.
Verstehe ich persönlich etwas einfach nicht oder ist der passive Skill fehlerhaft?
Katana has its own offhand damage, but if your skills doesn't deal offhand damage, it won't have any effect. This addition is for classes that has offhand damage factor on skills. (i.e.: Rogue/Mage)
Greetings
There was no such feature for Rogues before the patch. Nothing is changed on this regard, every weapon is capped at 0.5, dagger on Rogue is capped at 0.4 (Nimble Hands passive)
Only class who can reach 0.3 with Katana (0.24 with Dagger) was Rogue/Bard, but not anymore after this change.
Greetings
Schreibt bitte das nächste mal in die Patchnotizen, dass das Angriffgeschwindigkeits Cap beim Katana jetzt bei 0.50 ist und nicht mehr wie vorher bei 0.30.
Changed Thunderous Rage to exceed attack speed limit only for daggers, increased cooldown to 90s from 60.
This change is already mentioned in patch notes.
Greetings
Display MoreThis is because attribute you are targetting is rounded to closest integer value. In this case values assigned to these items are 6.6/7.62/7.99 (auto-generated based on previous values) which translates to 7/8/8 which is not planned to be changed at the moment.
However, even if its being corrected, that would mean every item gets their existing values reduced, to mentioned numbers.
Greetings
Can you explain that more clearly? Why are the sets almost identical? Apart from the ultimate bonus.
Limit of every dynamic attribute on Red item is being increased when its transformed to Golden, you need to use shuffle again to get their new maximum.
However, previous explanation was about why both red and yellow items has same % attribute bonus limit, as they are rounded.
Greetings
Display MoreDisplay MoreHi !
I would like to know if it's normal that we get almost 0 upgrade in terms of native stat on the new gear between the red and the gold one?
I forgot to screen my chain item but as you can see in the screenshot, compare to this red leather helmet I have less HP bonus, 4 more all attributs and nothing else... Same between my red and gold chest I got like +800 HP and +4 all attributs. It's kinda strange when you compare the investment between a red item and a gold one..
An other question, is it normal that in chain items like boots and gloves we have dexterity? In orkham and DC sets we had stamina which is at least "usefull".
Greetings
Can we get any update about this @Dev ?? Cause there is definitly something wrong in this. Regarding the time it takes and coins needed you should be much better rewarded , at least not nerfed like it is the case in the screenshot (less HP on gold gear than red one...).
It would be appreciate to get some info about why the gold gear is not even better than red one or even worse than the red one.
This is because attribute you are targetting is rounded to closest integer value. In this case values assigned to these items are 6.6/7.62/7.99 (auto-generated based on previous values) which translates to 7/8/8 which is not planned to be changed at the moment.
However, even if its being corrected, that would mean every item gets their existing values reduced, to mentioned numbers.
Greetings
It will be corrected with next patch.
Greetings
Display MoreDisplay MoreChance of including a wanted stat with Itemshop Exclusion stones are 10%, if a stat is included, chance for second stat will be 15% (theoretically). Scales up to 40/60% with Karma.
Theoretically because if your wanted stat pool has stats that are conflicting with existing stats, they will be rerolled which causes inclusion to be wasted. -- i.e.: your weapon has a Damage stat and you exclude it while rolling, if your wanted stats are Damage, everytime it tries to include them, it will be rerolled. Thatswhy aiming a single stat is not easier with 6 stat selection. To make this less frustrating, system is released with giving more chance to first two selected stats (mentioned on Wiki), where they are supposed to appear more than 3-6th stats (double chance).
The illusion is that, thinking selection of a conflicting stat will make them be rerolled again with inclusion, but in reality inclusion will try to add them, but rest of the script will just replace it with a random stat from general pool to avoid conflict.
A suggestion would be to charge your Karma first with cheaper stones such as Corruption Crystal.
Dim Fragments will be changed to reduce negative stats additionally (only if positive stats are maxed out.) Down to -0.1% / 0.1 so value won't be invisible.
Greetings
Thanks for the planned change to Dim Fragments, appreciate it.
When can we expect it to go live approximately? Don't want to be impatient, but I'm currently stuck with a negative roll that borders on unplayable and a guildmate of mine has one that's not much better.
It is implemented already.
Chance of including a wanted stat with Itemshop Exclusion stones are 10%, if a stat is included, chance for second stat will be 15% (theoretically). Scales up to 40/60% with Karma.
Theoretically because if your wanted stat pool has stats that are conflicting with existing stats, they will be rerolled which causes inclusion to be wasted. -- i.e.: your weapon has a Damage stat and you exclude it while rolling, if your wanted stats are Damage, everytime it tries to include them, it will be rerolled. Thatswhy aiming a single stat is not easier with 6 stat selection. To make this less frustrating, system is released with giving more chance to first two selected stats (mentioned on Wiki), where they are supposed to appear more than 3-6th stats (double chance).
The illusion is that, thinking selection of a conflicting stat will make them be rerolled again with inclusion, but in reality inclusion will try to add them, but rest of the script will just replace it with a random stat from general pool to avoid conflict.and what's the intention of hiding this infos until now instead of communicate new systems (which cost money) clearly?
There was no intention of hiding anything, sorry for your frustration.
However we do not prefer to expose every detail of our systems, like any other MMORPG, yet trying to explain them without technical details as much as a casual player could understand, thus patch notes are superficial.
Wiki has/will have more detailed information. If you think something is missing, that could be added.
Greetings
And make the "Higher Chance" of desired stats from inclusion stone public. Feels like you still have only 2-5% chance PER statline
Chance of including a wanted stat with Itemshop Exclusion stones are 10%, if a stat is included, chance for second stat will be 15% (theoretically). Scales up to 40/60% with Karma.
Theoretically because if your wanted stat pool has stats that are conflicting with existing stats, they will be rerolled which causes inclusion to be wasted. -- i.e.: your weapon has a Damage stat and you exclude it while rolling, if your wanted stats are Damage, everytime it tries to include them, it will be rerolled. Thatswhy aiming a single stat is not easier with 6 stat selection. To make this less frustrating, system is released with giving more chance to first two selected stats (mentioned on Wiki), where they are supposed to appear more than 3-6th stats (double chance).
The illusion is that, thinking selection of a conflicting stat will make them be rerolled again with inclusion, but in reality inclusion will try to add them, but rest of the script will just replace it with a random stat from general pool to avoid conflict.
A suggestion would be to charge your Karma first with cheaper stones such as Corruption Crystal.
Please consider introducing stones for PNC that only reroll the negative mod of your weapon.
Currently it is very frustrating to finally roll your desired combination (using Corruption Shard - Inclusion for PNC) only to be confronted with a terrible negative stat. Especially since they get boosted by corruption efficency. Makes the whole process even more rng heavy than it already is.
Dim Fragments will be changed to reduce negative stats additionally (only if positive stats are maxed out.) Down to -0.1% / 0.1 so value won't be invisible.
Greetings
Thanks for the answer.
Can we expect this adjustment for next patch and will we get refund extraAC spent like grandmaster quests ?
I don't understand why you want those purple stats to be so rare. I mean you know most ppl won't craft T13-T15 new gear without all perfect stats right ?
Already used coins will be refunded for the difference.
About stat distribution, it will be discussed with the design team first.
Greetings
Display More- Introducing 2 stat exclusion stones, so it will be easier to have a deterministic way of getting each stat without losing what you have build
We are waiting for this o.o
Instead of this:
"Implemented Corruption Stone - Inclusion: Allows you to select 6 stats from possible rolls & increases chance of getting them in your next rolls greatly for next 10 rolls, in exchange, they will always have minimum roll."
Nobody would use stones for pnc for only min rolls :O
You will be able to grind your max roll after next patch, so it is not supposed to be an issue anymore.
Display MoreHi, it would be nice if you could also give us an answer about coins / stats.
Does the amount of coins needed is going to stay like so we'll really have to farm 2kk AC (that mean around 300 SG runs) for the golden armor gear ? I'm not even counting weapons there.
Will you implement those blueprints (100% guarantee) on last boss with at least 1-2 guarantee purple stats on them ? We've made over 20+ runs and we still didn't get any usefull stat and if i'm not mistaken only 1 good stat from weapon pull. Don't you think there's something wrong in this ?
Hope you will give us some explanations / toughts on those questions "soon"
Amount of required Arcadia Coins will be adjusted.
There won't be any change about the way Grove stats are obtained, it is intended they are scarce compared to previous content. Just as a reminder, Error stats can be obtained by using corruption stones on Millim stats.
Greetings
Display MoreKISS – Keep It Simple, Stupid.
A well-known and proven principle in software engineering - and a very good reason to rethink the current roll system.
I believe everyone on the server understands the need for monetization, especially in a free-to-play MMORPG. But you also have to understand that players want guarantees when they spend real money. And honestly, the current roll system provides none of that.
You introduced a karma system with a "special pool" and a "higher chance" for max rolls, but we never received any transparent information about what is actually inside this special pool, what the minimum and maximum roll values are, or how the system works in detail.
Players want to decide for themselves which stats they want on their weapons, based on their favorite class and preferred playstyle. With the current RNG-heavy system - especially one that requires real money to even attempt a good roll - good luck getting what you need. No wonder people are frustrated and quitting if nothing changes.
There have already been solid suggestions, so let me list them again in case they got lost in the discussions:
Introduce a PNC item that lets you select the four preferred stats for a weapon, all at max value.
Introduce lock/unlock PNC items for the four stat slots, so players can still roll with Orkham Crystals but keep chosen stats fixed.
If I missed any, feel free to add or comment. But all of these suggestions share one important trait: determinism.
Players should not be forced to throw real money into a pure gamble hoping to eventually get the stats they want. Charge a bit more for deterministic items - that’s fine. At least then players can evaluate what they’re buying, which is impossible with pure RNG.
I even took the time to estimate the mathematics behind the current system (assuming a pool of 20 possible stats per roll, and 41 possible roll values per stat - from 4.0 to 8.0).
The probability of getting the exact four specific stats, each with a max roll, using an Orkham Crystal is:
1 in 13,690,812,045.
Good luck to everyone trying to achieve that as a free-to-play player.
Even with a PNC item that allows you to lock one stat slot, the chance is still:
1 in 66,784,449.
Isn’t it a bit unfair to ask players to pay real money for odds like that?
Please change something here - or at the very least, respond to our posts and make an official statement instead of ignoring the community.
There will be changes to improve luck factor in corruption system, such as;
- Permanent karma until you stop rolling for a while
- Introducing 2 stat exclusion stones, so it will be easier to have a deterministic way of getting each stat without losing what you have build
- Craftable Exclusion stones in Grove
- New Orkham mode that drops alot more shuffle stones to not make you feel the need of Orkham runs that frequently
However, chance of getting max roll is not equal to getting any roll, its alot higher, so your calculations are not accurate.
Also as a side note; Initially special stat pool for weapons is created because of player frustrations in past & stats inside are populated with most requested stats by players, so this trend will continue with incoming feedbacks.
Possible stat list will be published soon in forum & in wiki afterwards.
Greetings
This is intended, you are supposed to upgrade blueprint to yellow item first to extract stats
and does it works in the current patch state of the game?
any hints the players will get how to do that?
There is no hint, but since it is an equipment in dungeon, so you can basically use main upgraders on it.
Schematics are upgradeable directly to any tier (red or yellow) with relevant stone (Resonating Stone/Triangle of Bizarre Thing). It should even allow you to pick whichever item type you want (chain/leather/cloth/plate) and give corresponding slot equipment.
Greetings
And you can't even extract the stats from the blueprint item
This is intended, you are supposed to upgrade blueprint to yellow item first to extract stats
Orkham weapons which were modified by Infuser & Exclusion stones:
- can be restored to their old 2 stat versions for free if you send a support ticket with information of weapon & stat
- additionally you can also request a refund for returned Infusers if you wish to receive diamonds back instead
- refund of Exclusion items will be done as soon as possible by support team regardless of submitting any ticket
I've been robbed. I'm making a responsible statement.
https://gyazo.com/7a37eb3efba2b5e232a6973be0638346
You only returned 4 pieces of stones for the 4th stat (ID 1249338). No one returned the damaged extractors (ID 1250531) or the stones for the third stat (ID 1249337). I demand the return of the diamonds and give back my weapon.
Go-go guys, do it something or Im going to be a deputy.
Extractor costs will be returned too if you include it in submitted ticket.
Greetings