Posts by Byte

    key word: each .

    EACH explosion will deal 1611 damage . There is no question of reduction anywhere, and there is even a denial of reduction : "EACH" explosion will deal 1611 damage""

    Each explosion (each channel) inflicts 1611 damage already. The explosion is occurring on your target, the rest of the damage is reflection from the main explosion. We do not plan to change this for now, but there will be changes for the class for the future.


    Greetings

    Defense Net (498549) is providing only magical immunity.

    Therefore, the only way to reduce damage of Cosmic Explosion is physical damage reductions or magical immunity.

    I'm even more confused now :D

    Immunities are for spell types since a magical spell does not need to be a damage dealer yet magical immunity can still block their effects; but damage reductions are for damage types. Cosmic Explosion spell is magical type, but its damage is physical.


    Greetings

    498549 and 490270 both from warlock don't work in last boss to prevent the explosion.

    Defense Net (498549) is providing only magical immunity. Cosmic Explosion spell type is magical, damage type is physical.

    Shield of Otherworld (490270) is providing damage reduction in PvE/PvP which does not affect percent damages. Therefore, the only way to reduce damage of Cosmic Explosion is physical damage reductions or magical immunity.


    Greetings

    Please do not forget that Magical damage types currently have excessive amount of resist rate in Dark Core, which will be fixed along with this patch.


    Greetings

    Also any chance this annoying s/ch bug gets fixed ? -> click here

    We still do not have any possible solution for this.


    Eventho i have a Base Channel time of 3.02 seconds and Skill states that it reduces channel time by 0.5s per stack up to 4 stacks , so should be 1.02s for me.

    This is changed with a recent S/Ch change, maximum stack is removing casting time entirely, it will be corrected in description.


    Greetings

    Resist rate of magical spells will be fixed along with next patch as in following planned change;

    • Changed NPC resist point gain per wisdom to 0 from 0.36.

    Greetings

    The buff that people get inside the ini giving mdmg and pdmg when you have a new weapon should be changed to the same dmg kind as iron blood will buff. Not all the classes benefit the same from it right now.


    Now a question. The 15% accuracy this buff give? It works the same for all classes? Don't leathers get waaaaay more advantage from it than other classes since dex give base accuracy? I'm not sure so I ask.

    Mentioned buffs are already providing equal amount of damage to classes, working exactly as Ironblood Will, except visually increasing damage. Physical boost of mentioned effect is split into main/offhand weapon damage so unlike Physical Damage boost, it isn't boosting equipment bonuses.


    -


    Every skill has a base Hit Rate, which is usually 99% and has a decrement per level difference which is usually 0/1/2/9%. This is calculated like; 99 - level difference * accuracy decrement per level of skill. Raw Accuracy is subtracted from this Resist Rate through various formulas and % Accuracy is doing same except the process of transforming Raw Accuracy to % Value.


    We are aware that some spells have excessive Resist Rate and working on it to reduce them to a reasonable value currently.


    Greetings

    All classes should have 285 level weapon for the weapons they use. It's stupid some have 285 and others 220, it makes no sense. If checking subclass by subclass is too much work, add 285 to every class in all weapons and easy fix.

    Common Resist is not related with weapon level. If your spell is results being a Resist, only way to improve it is more accuracy.


    Weapon level is affecting only Miss, which magical spells can do too, which is a lot less frequent compared to Resist caused by level difference.


    If certain class spell is Resisting more than others, it is a matter of balance which will be investigated further.


    Greetings

    Yes, it is relying on your weapon level; resist rate is working same as dodge rate now, just depending on magical attributes instead.


    Greetings

    The thing won't be "fixed" because this is how heal formula is working currently, the visible value is not representing the heal output directly. There won't be any 2.39x increment on this until, if happens, we rework the heal output formula.


    Greetings