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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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
Display MoreSee Edit:
EDIT: it is still there. I removed all addons ->
https://gyazo.com/b49703a291a200eb57afcb1390a414b1
https://gyazo.com/dda4b49eac445e9f7ef5e7d469e9972a
The API is maybe not complete. It still works without any addon
I mean, an addon that Tashield has might be hooking this function wrongly, which is breaking the function.
---
Function information will be corrected in API page soon.
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Display MoreCastSpellByName function do not have 2nd parameter in our API, unless function is hooked by the addon, which means it can be hooked by another addon and lose its 2nd parameter.
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It is using this function Oo
https://runesofmagic.gamepedia.com/API:CastSpellByName
there is a second parameter. Maybe it isn't changed in CoA?
Taken from our API page, I am not entirely sure if it is correct, but as I said, reason of issue might be an addon is hooking this function wrongly which is removing 2nd parameter, so it wouldn't be related with RaidHeal addon.
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You need to disable Self Cast in interface -> controls settings in order to cast a skill on some other unit than yourself when you don't have a target, assuming addon do not target clicked person automatically.
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Addon is using CastSpellByName("SpellName", "target") for example target = raid2
This still works even on my client with enabled self cast in interface settings
CastSpellByName function do not have 2nd parameter in our API, unless function is hooked by the addon, which means it can be hooked by another addon and lose its 2nd parameter.
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I did some improvements with CastSpellByName usage and CASTING-Events in this addon. It should drastically reduce the lags while very fast spamming a skill of skillbook (not from actionslot)
Kind regards
dont know if its just me but when i klick on one ppl to heal and have myself in target i only heal myself instead of the clicked person - or did i something wrong?
You need to disable Self Cast in interface -> controls settings in order to cast a skill on some other unit than yourself when you don't have a target, assuming addon do not target clicked person automatically.
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This is a localization issue, will be fixed with next patch.
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- Implemented magical and healer 1-H Hammer combination to Sealed Magic Weapon item in Realm of Forgotten Legends.
Thank you so much
In that case, I will also ask for a magic bow (yes, I know there is a crossbow, but the bow would be better for a mage / scout)
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We do not plan to implement magical bow into game for current instance content. (There is no magical bow in custom content at all while magical hammer isn't something new in it.)
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To explain basically, the usual setting for skills is 1% base miss rate + 1/4/9% (varies) additional miss rate for each extra level target has - and opposite if target level is lower.
But there are other conditions too as example;
- When your weapon level is lower than targets defense level, this base rate will be higher, or opposite.
- When your accuracy is lower than targets dodge value, this base rate will be higher, or opposite.
Mentioned skill has 70% hit rate + 10% additional miss rate for each extra level target has, and it is clearly noted in description of skill to denote that this skill isn't same as other skills.
Balton is level 107, so even if your accuracy is enough to compensate its dodge rate, or have enough weapon level, skill is supposed to have 60~% miss rate, which is correct behavior.
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Dear citizens of Paradise,
13.03 at 02:20 CET, Paradise will be shut down for server restart due to application of patch 10.4.0.4009 and to fix the critical zone crash issue.
#02:23 Server has been started. Patch Notes 10.4.0.4009
This is occurring when you gain/lose Fatal Shot, it is changing Snipe skill in your skill book which is causing order change sometimes, we do not plan to change it soon.
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I would suggest you to check how many attacks you do in a certain amount of time and compare durability loss with other weapons. Every weapon in the game is using the same formula to lose durability except ranged weapons.
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Skills wouldn't provide their effects if you do not land a successful attack with them. You need to do a successful attack to any target with the mentioned skill to get the cooldown reset.
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This is expected behavior because when you change the zone, your character is obtaining totally different identity. We do not plan to change/fix this.
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30% is just base miss chance, your accuracy and targets dexterity/level may change it.
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I have checked this now, but this effect do not have physical/magical damage. If you could provide more details, I can investigate it further.
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(yes, yesterday it was ~200% p-dmg boost)
It had 72.5% physical damage yesterday, you weren't seeing it in character frame, but your damage output was being depending on that. The change is 72.5% physical damage -> 62.2% melee + ranged damage.
Almost every heal spell is already light heal, so we do not plan to change the description for all.
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Dear citizens of Paradise,
11.03 at 00:40 CET, Paradise will be shut down for server restart due to application of patch 10.4.0.4008.
Restart will take approximately 3-6 minutes.
# 00:45 Server has been started. Patch Notes 10.4.0.4008
We do not plan to change this.
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Dear citizens of Paradise,
09.03 at 03.00 CET, Paradise will be shut down for server restart due to application of patch 10.4.0.4007.
#03:06 Server has been started. Patch Notes 10.4.0.4007
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