The damage of physical bleeds depends on physical damage of main hand weapon. If you do not have enough physical damage on your main hand, effect is expected to be down scaled.
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The damage of physical bleeds depends on physical damage of main hand weapon. If you do not have enough physical damage on your main hand, effect is expected to be down scaled.
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Such effects are scaling mostly with magical damage ( and healing power too for heal effects ) and down scaling in the case of low magical damage. We have plans for this behavior for following low level patch to change the mechanic for low levels.
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This is intended behavior because spell is applying a negative effect. We do not plan to change this.
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I have question to:
Mage/Scout
- Changed Fire Rose to do not trigger global cooldown.
I played as m/s for long time and what i experienced is that this skill already don't trigger GCD or maybe i'm missing something?
It was meant to be for Fire Rose Explosion, is now corrected.
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Hey,
Knight/Druid has the ability to shield groupmembers and block dmg for them. If you shield someone, one of your Elite skills, Holy Flank(1490517), will buff all shielded party members for 15 secs, which gives everyone a patk/matk buff(1501171). If the buff runs out, and you are casting something (like music) it will cancel the cast, which can be fatal if the casts have to be in time. It might not be a big deal, but i ran a few times and tested it and i got my music canceld often enough, and even some healers got their revival canceld which can result in a group wipe.
Negative effects are supposed to interrupt casts, we do not plan to change it for this class.
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Not really, the damage mitigation is already very high, so another 9% shouldnt matter that much, maybe it's another 1%.
This is correct if the goal is to find the increment on the reduction, but 9% reduction will reduce damage you receive at a certain moment by 9% regardless of your actual damage reduction. Therefore, it does not weaken the effect of percentual decrement while stacking.
In your example, the increment of the reduction is 1.496%, but the actual damage reduction is still 9.6%.
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Dear citizens of Arcadia,
17.05.2021 15:27 CEST, we will perform a short server maintenance to apply some changes.
Festival will not be changed.
# 15:37 Maintenance completed. Patch Notes 10.4.1.1002
Dear citizens of Arcadia,
10.05.2021 at 23:55 CEST, we will perform a short server restart to apply some changes.
There won't be any client patch.
#00:09 Server has been started.
This has been fixed immediately in custom instances after getting the first report about it.
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and i as magical tipe dmg am doing 3x times less dmg and it should have been 30% and 10% magic , so 40% if i was doing 2m somwhere i should do 1.1m but no i do about 800k.
Both reductions are equal to 36.58%, not 40%, and your damage cannot be reduced to 800.000 from 2.000.000 just by this reduction, please control other parameters.
Even if you include main class reduction; Mages got 5.5% reduction, Warlocks got 4.46% reduction, therefore,
A mage inflicting 2.000.000 before patch would inflict, 1.198.638 damage
A warlock inflicting 2.000.000 before patch would inflict 1.211.829 damage
These values are excluding Warp Charge effect. When it is added, deducted damage will be approximately 1.330.000~, which is total of 33.5% reduction combined of global and class special reductions, as it is clearly provided by numbers in the patch notes.
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Would you mind sharing also what makes you think this?
I think he's talking about the overall class nerf of 30% + the direct nerf of mdd's with the reduced magical dmg output
This reduction is equal to 36.58%, not 50%.
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Thank you for sharing your opinion.
(for mages -50%)
Would you mind sharing also what makes you think this?
someone forgot that ROFL is an instance that should be done in GEORG's old inventory
Realm of the Forgotten Legends instance has been cleared with approximately 90% weaker classes in 2020 Spring by the community, current damage reduction is 81.1%, which would make it still easier to run with Gorge of the Ice Giants equipment than when it was during initial release.
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Realm of the Forgotten Legends creatures are immune to effects such as silence or attack blockers. They will still continue to attack and continue to use skills.
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Byte Wrl/m skill "Warp Charge" have wrong description it says that it gives 20% mdmg buff yet i gives 10% as it should.
This is just a description issue, the effect is still providing 10.3% magical damage. It will be fixed with the next patch.
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Just to inform community;
Damage multiplier in Realm of the Forgotten Legends (Hard) instance is 27% as of now, which was 70% before class balance started at 2020 Spring.
With the following patch, it is planned to be reduced by another 30% for every zone instead, to be reduced to 19% for Realm of the Forgotten Legends (Hard) as a result of this reduction.
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Druid/Mage
Changed Earth Chain to inflict boosted damage as extra when under effect of Nature’s Power, instead of boosting base damage.
Could anyone explain this? I dont understand it.
Inflicts boosted damage as extra instead of boosted; 1038+1557 instead of 1038/1557.
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4% more of 256% is equal to 266.24%.
4% more of 246% is equal to 255.84% which is rounded to 256% in frame.
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Dear citizens of Paradise,
16.04.2021 at 02:00 CEST, Paradise will be shut down for server maintenance.
# 02:42 Maintenance has been ended. Patch Notes 10.4.0.5002
(and I didnt found in patch notes)
This is noted as
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Skills are reducing cooldown a bit quicker when you are close to any Balton in weapon levelling area, please consider that too.
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UseSkill doesn't work anymore?
i've tried it on multiple computers, with and without addons...
Are you trying to use it as a chat command or as a macro? This function isn't working without key hit, therefore you can't use it as a chat command.
Display MoreD/R
I was just playing the D/R in rofl and found 2 very strange bugs of Poisonous Widow Embrace. I also tested this on dummy and it took me a really long time to figure out how this actually works.
1) The skill description says, you get back NP equal to the amount of crits, but in reality the behavior is different: You always loose 10 NP (even if you enter the negative digits <0) and restores NP for each crit.
Example: You have 3 NP, the skill crits for 6 times. First it subtracts 10 NP, so you are at -7. Then it restores 6, so you are at -1, which is shown as 0 and the buff is removed.
So the solution is: Don't let the skill subtract lower than 0, so you will be rewarded for crits, not punished for non-crits (as it is atm).
2) As long as you have only 1 NP, the skill always tries to hit 10 times but once you don't crit, the additional hits will end. See this screenshot for clarifying:
The skill "tries" to hit 10 times but the 5th hit is non-critical, so it determines after that. This behavior only occurs at exact 1 NP.
With more than 1 NP, always 10 hits come out, but they behave as mentioned in (1).
If you have 1 Nature's Power, you will have 1 extra hit chance. If you successfully land a critical hit with that extra hit, you will obtain 1 Nature's Power again and skill will check your Nature's Power after that to use the second extra hit, until you don't obtain any Nature's Power back.
If you have 3 Nature's Power, it will go between 2 and 3 until you do not land a critical hit, not -7. So as long as you have a Nature's Power, you will have a chance to do 10 extra hits as long as you do land critical hits, this is intended and not considered as a bug.
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Display MoreD/R (w/ new hammer)
I tested the Druid/Rogue these days with the new magical dmg hammer. I found some points to mention.
Poisonous Widow Embrace
- skill needs 10 energy, not 30 as displayed
- the 10% bonus damage is buggy: the break even point is 3 stacks of Nature's Power, means you need at least 3 Stacks so that this skill is better than Earch Arrow. But with 3 stacks, the skill hits with 10 bonus hits like with 10 stacks.
- The Nature's Power is also not removed in general, but only if you don't crit with the spell.
However, the skill is pretty good how it is atm. So even if it's buggy, it should be officially changed into the current behavior. The class is pretty strong in some specific raid setups, but unfortunately feels a bit weaker than any other magical dps class, except S/Wl. I would say, it's equal to SWl. Lesser Burst, better sustain dmg, but good AoE.
So I would say, even Poisonous Widow Embrace is quite good atm. If the skill would work as displayed (30 energy cost, remove all NP by using) it would be unplayable and deal literally no damage.
Another good thing would be to add the same mechanic to Sandstorm: That Nature's Power is only removed, if the skill does not crit. The concept of the class is pretty cool: You have a great dmg potential but loose a lot if you don't crit. However, you have a lot of crit-support/buffs/debuffs, so you need a good management of time to max out your crit potential.
Another suggestion I agree on, is the Dwarven Beer to add additional NP, which would make all druid dps classes much more playable, since they are definitely the weakest magical classes (right next to SWl).
There is no bug. Every critical hit made by skill will recover a certain amount of energy. Every critical hit made by skill will provide 1 stacks of Nature's Point, so if you have 1 Nature's Point, you can still do 10x hits as long as every consecutive attack is critical.
This information were missing in skill tooltip, will be added with next patch.
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Dear citizens of Paradise,
25.03.2021 at 01:12 CET Paradise will be shut down for server maintenance.
# 04:23 Maintenance has been completed. Patch Notes 10.4.0.4010