This skill is changed in past to make cast based on player itself rather than pets, so it is not relevant anymore.
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This skill is changed in past to make cast based on player itself rather than pets, so it is not relevant anymore.
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It will be fixed along with next server maintenance.
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It will be fixed with next patch.
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Change is done, it will be applied as soon as possible.
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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.
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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
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.
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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.
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It will be fixed with next patch.
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Display MoreRegarding Mage/Warrior.
I honestly don't see why the class would need such a substantial nerf. The class is strong, but by no means overperforming in Dark Core.
Sure, its Static Field destroys older content, but I really hope you didn't take RofL as a point of reference. Any fast and ideally ranged class has a major advantage there, given the surplus of damage output we currently deal with.
The latest content should always be the one referred to in balancing.
By the way, this comes from someone who has done countless runs with the probably best geared M/W on the server. He has played the class for ages and most certainly knows what he's doing. Yet I fail to see why the class should see a nerf.
If you absolutely must, please restrict the nerf to older content and not DC.
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.
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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.
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Display MoreDisplay MoreCommon 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.
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Can you check pls resist rate for static field? Just i still have a lot of resists(more 20% for this skill) with dmg tittle for tittle system, i havent only with +600% acc, but its the loss for 10-14% elementaly dmg (class dependent).
Resist rate of magical spells will be fixed along with next patch as in following planned change;
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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.
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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.
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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
Regarding Champion/Scout.
The class currently has the Knight/Scout version of Wrist Attack, which renders the lvl 35 elite useless.
This will be fixed with next patch.
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The issue will be fixed with the next patch.
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Display MoreNew Corruption visual from bow is hovering infront of character , intended or not ?
https://gyazo.com/f4e13e9465c92960d835de3de837f4b7
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It is intended.
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Display MoreRegarding
Changed elemental damage formula to actually be possible to ‘resist’ against high level targets. This includes all elemental damages, both physical and magical.
Does the weapon level now matter for magical hits as well?
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Yes, it is relying on your weapon level; resist rate is working same as dodge rate now, just depending on magical attributes instead.
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It is being orange if target can attack to player, but player can't attack to target.
Display MoreFor overtime damage/heals, it is calculated by value * interval / duration.
Therefore, it is 267 x 1 / 6 = 44.5 for old, 320 x 3 / 9 = 106 per tick for new.
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I had to remove my msg because I was doing exactly those numbers XD Thank you, I feel dumb asking but changes were done before I could type down old values so I couldn't test all this by myself.
This also leads me to the conclusion that when you fix the extra heal of this skill with a 2.39 times value higher than the plussing of the 3 ticks of the HoT it will be way too much.
values ub:
114k per tick. 114k x3 ticks x 2.39 = 817k
Direct heal is 623k so this can perfectly heal +5-6kk buffed to whole raid.
Fountain is 277k ub so making that extra heal same amount than that skill should be fine.
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.
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The individual ticks of the skill are three times more potent now.
Old one:
per second.
267x3= 801 in 3 seconds, 267 per second.
For overtime damage/heals, it is calculated by value * interval / duration.
Therefore, it is 267 x 1 / 6 = 44.5 for old, 320 x 3 / 9 = 106 per tick for new.
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The shots missed are multiplicative. If you see 5% miss rate is in reality a 15%. I had 10% so is a 30%.
Did you use the new xbow as a weapon?
As an information, accuracy is not provided per weapon from Corruption buff, unlike damage, having any Dark Core weapon equipped will provide the accuracy.
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This is intended and rarity changes were mentioned to be gradual with further patches in Patch Notes 10.6.0.1005.
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Knight/mage
- Fixed Holy Light Domain wasn’t inflicting damage properly.
It does now damage again, but it is removed/shut down again, if you stay and don't run.... Yesterday it was perfect. it wasnt cancelled
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Display MoreRegarding
Changed buff removals while being AFK in Gorge of the Ice Giants, Realm of the Forgotten Legends and Dark Core.
M/R has still the same problem, that it gets cancelled upon not moving. (works the same as it does in open world)
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There was a small flaw in buff checker, it should be fine now.
Hello
R / S - trying today on DC with this combination I noticed that although I used runes for accuracy and the title up to 300% accuracy, skill ID 491532 had almost 69% dodges, where on ROFL this level is about 20%. I know that rebuilding it and increasing its chance of hitting it will result in too high dps on lower instances than DC. Therefore, I suggest changing the system to - not a chance to dodge, but a chance to hit the target and give the indicator initially to 70%
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Hi, I would like to suggest removing gcd on R/S Precicion buff
, to make this class more fluent to play when you have to use this buff while you are on combat
We do not plan to change these.
mage/scout
Could you check which weapon accuracy is shot using? im having crazy miss rates in dark core. If is bow, any chance to increase bow level? or stick shot to main hand weapon level?
Why isn't magic dmg affecting pet dmg? catalysis (for example) or tamb are totally useless. Our burst is totally dependant on supports magical attack extra buffs, our selfbuffs do nothing
Mentioned skill is using ranged weapon level for initial miss rate, missing the first physical hit will cause other hits to be resisted/missed too.
Because Flame Spirit does not have any magical damage scaling. It is just having magical damage from having more magical attack, which is a fixed rate for all NPCs. We do not plan to add a magical damage scaling to this pet, currently.
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04.08 at 13:20 CEST Paradise will be shut down for server maintenance.
#13:28 Maintenance completed - Patch Notes 10.6.1.1002