Um thanks for info after some rolls but nevermind.
I went to Orkham, try to roll something good but unfortunatelly some error appeared and now its like this
Its grey and cannot move it
It is corrected.
Greetings
Um thanks for info after some rolls but nevermind.
I went to Orkham, try to roll something good but unfortunatelly some error appeared and now its like this
Its grey and cannot move it
It is corrected.
Greetings
Display MoreOk I love memes but its time for serious post about Corrupted weapons and sets.
1. Corrupted weapons
Not everyone wear cape, but Fallen guild do, so take a quick pick on rolls1a) WHAT XDDDD
1b) If ranges are 0-100% good stat and 0-90% bad stat you can be super OP with 100% DMG
1c) You can also have 100% DMG and -90% MATT
1d) Stats in this STAFF are totally random, chosen from EVERY possible stat in game, f.e. katana dmg, ranged weapon, +RAGE or WAND SKILL UP
1e) You can roll like million times and still nothing
1f) If you wear it, cannot unbound later, right?
Its totally RNG how it was never before.
LOWER SET + ACCESORY:
Basic info, If you roll f.e HANDS you get RANDOM HANDS unless we do not know something. So can be cloth, leather, chain or 5 times in a row plate
Also rolling stats were very enjoyable:1) original item after roll
2,3,4) corrupted crystal roll
I'm little confused right now butmore I'm worried about another players.
Stay strong!
Stat list of weapon shuffle is updated, I suggest using shuffler item in Orkham as it has updated lists. For example weapon levels are removed from list entirely, along with around 20~ other irrelevant stats ( i.e.: katana magical damage )
Armors has chance to get all stats maximized depending on value you have before next roll, until that happens, values will be random.
Greetings
I've seen daggers with spear dmg % XD
I never implied you can't get irrelevant stats, you can. But getting physical damage has higher chance compared to getting spear damage for that particular item. System is not supposed to let you get maximum benefit, as there is more than one beneficial outcome. Theoretically should roll and stop if you think you are at a good spot, talking for weapons. But for amors, eventually they will be maximized on stats and you can't roll anymore on them.
Also do not forget that reducing randomness will result in making bad stats be really bad. You will probably wan't -15% spear damage as 2nd stat instead of -15% physical damage.
Greetings
Hey,
Quick suggestion for Dynamic Equipment mechanic mainly for corrupted weapons but I would assume the same will apply to gear as well.
I feel that the RNG in this system is too much, mainly because I got confirmation that for example on 1 weapon you can get the same attribute (Attack speed for instance in the screenshot below) but with different % values. This means even if you get the attribute you want on your weapon you would still need to spend more items in the hope of getting the highest possible value. Knowing how many possible attributes are in the pool, this seems awful and to be frank quite unnecessary.
Can you please at least add an item to allow players to shuffle the % dynamic value but keep the existing attribute ( Like some stones from the card system do)
Armors doesn't have random stats, they are just random values of predefined particular attributes, with chance all to be maximized with each roll.
Also weapons has not-low chance to particularly get attributes related with the weapon type itself rather than fully random pool. So you are more likely to get physical damage stats on a dagger.
Greetings
I like the change (obv. i didnt stored any tierstones so far), but i think its a huge barrier for new players. They cant just farm with low gear some stones and sell them, because they have to do orkham first... Maybe you guys should overthink this type of the changes.
You can still sell them before converting to real tier stones, converting costs nothing so their value is same as a real one.
Greetings
Devaluation is inevitable in long term. As big devaluation occured when new transmutor addons appeared in 2020 too, for example.
Minimum level of farmable tier stones was increasing in past too eventhough its once in a very long time, but eventually happens. However, Arcane Forge doesn't have a serverwide market as it is locked behind the finishing entire secret questline of Orkham, so devaluation won't happen immediately unlike previous base tier increments in game (previously lv98~ to get access to constant source of Tier 6s).
Greetings
Display MoreDisplay MoreHello,
1490820 is 12 Good Raid Members, 100 range
1490927 is 72 Good Raid Members, 80 range
Raid Members include also pets and cenedrils into counting.
Greetings
Can you then adjust the numbers of 1490820? In that case knight/druids elite skill is kinda useless and we often wondered, why some ppl don't get the buff. Skill is saying "All raid members"
Edit: and maybe also check and adjust the shield of warden/knight 1490667. it should be same mechanic like from k/d
It will be adjusted for next patch.
Greetings
We do not plan to change this.
Greetings
Hello, i reported warden 95 iss bug before. But it seems like even after patch it is still bugged in a different way. Right now we cant use 104 iss and 95 iss at same time as intended. But problem is we cant use 95 iss even after 104 iss buff runs out. When we use 95 iss after Animal Spirit's Embrace buff expires, we can trigger Roar of a Lion, but Swift as a Gazelle never gets triggered.
There is also a problem with 104 iss Animal Spirit's Embrace. If we use 95 iss first, 104 warden iss can never be triggered for 25 seconds.
This is intended behaviour as skills are now mutually exclusive. Cooldown of each will block each other.
Greetings
This behaviour will be corrected with next patch.
Greetings
We have other long term ideas about champion class itself, but there is no ETA.
Greetings
Display MoreOn Warrior/Druid.
The skill "The last resistance" (494036) is bugged.
It is supposed to make stacks from Stiffle (499499) unconsumed on the next use while the buff is active, however, if you already had some stacks of Stifle left, the skill goes into cd and your stacks get consumed too.
The only workaround is to try to remove the stifle stacks you have before using the skill, these stacks can't be removed from the player buff bar UI nor via CancelPlayerBuff(x), and in some situations, you have no target to hit to remove the stacks so you have to wait until Stifle buff wears off otherwise you sacrifice a big portion of your burst dmg.
This is not a bug. Skill clearly says that it will make Stifle be not consumable if used while this effect is active, it won't be changed, but buff will be cancelable next patch. If you think there is a translation issue, let me know.
Greetings
It will be reviewed.
Greetings
The behaviour of the first scenario makes sense. But the behaviour in the second video looks like a bug. Is it just a visual bug or not? Does this only happen for Rogue/Bard?
No, it's not a visual Bug, literally all of your skills can crit within 10 seconds. You can try this yourself. For Rogue/Bard, this bug lets you literally have 4 hits of Wound Attack with 50% more damage and ensures that all other skills always crit.
i don't know actually if this problems occurs with other classes or not, but what i'm sure about is that buff is totally bugged. because even with rogue/priest sometimes the buff effects doesn't go away even when i use more then 10 stacks within the 10 seconds.
Video :
This is client side visual bug, other players wouldn't see you are inflicting critical damage I assume. It will be fixed with next patch.
Greetings
Issue could be related with low memory/CPU power that causes slow load in this particular object that game hides name too late, if it happens every time constantly, I would suggest a reinstall, but if it is happening sometimes, it might be system related. Either way, I will modify it for next patch, you could check again later.
Greetings
We couldn't reproduce this issue, please be sure your client files aren't corrupted and client is fully patched.
Greetings
Can I request that: the use of talisman can now be added atk speed ?
why talisman can use rune + casting speed ? and no atk speed
Attack speed and Physical Damage is separated to both hands in our game engine. Using attack speed rune in offhand resulting in adding damage to your offhand eventhough its not a weapon, we do not plan to do change this.
Greetings
Server will be closed due to mismatching data between server and client. It will be started back after no ETA along with fixes for the known issues above.
Sorry for inconvenience.
Server will be under semi-maintenance for unknown duration due to unexpected game breaking issues until certain fixes are applied. Please contact with our GM/DEVs for any issue you are facing with.
Known issues:
- Magical damage is not correct causing it to be useless
- Some zones are missing NPCs (contact with GM/DEV for zone restart)
Greetings
Hey! After some small tests, I noticed an interesting bug, namely, when I have a t17 dagger with WB, it has fewer included damages than a t16 dagger with DC when I equip it in the off-hand. Considering the attack speed and weapon damage, the WB weapon should have significantly more off-hand damage. Please check this, and if it's a bug, please fix it
Offhand weapons are losing 30% damage. It is clearly noted in Off Hand Training passive skill of the rogue, besides damage of the new item is not supposed to be higher than any other relevant item, other attributes of the item makes up for that.
Greetings
Titan stats will be replaced with chance of another Colossus stat in the pool.
It will be corrected with next patch.
Regarding Raw Dragon Scale.
Is it intended that the item has physical critical hit rate on it ? Since the aforementioned stat isn't counted globaly, like magical crit rate and doesn't influence your mainhand at all, it's currently a dead stat.
Attributes of these items will be adjusted.
Greetings
if you change the item afterwards i want my The murk clean back and the t-stones, rune drills and the plus stones
Greetings Luciaa
Support would handle this if you contact.
Greetings
Display MoreRecently i´ve noticed three things about the Perfect Slice.
1) You are not getting 50 energy back when hitting successfully, not even close to 50 and the value can vary.
2) Elemental damage doesn´t work in open world at all and sometimes on dolls as well. Happens when you do the last slice which will provide the grandmaster buff and switch targets for each slice when stacking it up.
3) After you lost the grandmaster buff by failing and the target still has 3 bleedstacks - if you hit successfully again while bleed is up, you will get the grandmaster back. Not sure if this is intended.
Energy restoration in combat log will not show the exceeding amount for certain type of restorations, so if you do not have 50 or lesser energy at the moment of restoration, you won't see full restoration. If you are checking this on a class that has more than 100 energy and you mean it doesn't restore energy beyond 100, it might be an issue on our side, please confirm if so.
First attack against a target might be tricky for the slice in regular zones, it might be improved later.
Yes, it is intended. Stacks are provided by amount of bleeding you have on target inflicted by you, your own buff is irrelevant.
Display MoreGotta do three Perfect Slices in a row with perfect timing. Good Job, here a 900k DoT. Oh you play Rogue/Scout? Ok you get 1.5kk DoT but don't mess up the timing with your 1.5 second Channel skill that misses anyway.
In all seriousness, the DoT damage does not reflect the effort of aquiring the DoT. There are other Classes who do 1 single attack and get 20kk DoTs.
[...]I wanna come back to this post and just further illustrate my point. Here is a scrut of Warrior/Champ doing organs within ~30 secs (no SA from pt).
https://gyazo.com/7f05efa03197f6ff7862fc380c2ad6c2
In comparison, Perfect Slice after skillfull timing and three hits does maybe 1-2kk dps and you can only do it on one target at the same time.
Also with the introduction of the new dagger there is 0 reason to play with Katana anymore.
Right now I do around ~10% more dps with Katana (if I hit all Perfect Slices) over 2x Dagger for non-offhand based classes like Rogue/Warden, Rogue/Priest in singletarget. I think this is a fair dmgboost considering the skill and risk needed to play with Katana.
With the offhand elemental boost + patk you will do the same and require less skill and no luck. You have very low aggro in burst, higher precision for classes like Rogue/Bard in Dark Core and can use this Dagger for other classes like Scout/Rogue and Bard/Rogue.
Suggestions:
Restore the ~10% dps advantage for skillfull gameplay and look deeper into the bleed damage especially comparing it to other bleeds.
Adjustments for The Murk item will be done. We do not plan to alternate the burst capability of the Katana entirely for all possible class combinations.
Greetings
for example as dps with old lower body: https://gyazo.com/b10fd20b321584f43ed772916eb14afa
This will be changed in future.
Greetings
"Rune Overload" from Champion/Warrior stops after 10 seconds. can you fix this pls? or change the tooltip. thx.
Not moving will result in losing similar buffs, it is our bot preventation.
Greetings