Posts by Madox

    Most of those things a normal druid (healer) would do... would you find a person to use d/r as sup? I saw m/r without doing any dmg cose they can contribute as sup but never saw a d/r used as sup.


    As I said before, all wl dps do op dmg and they can res, they give attack (which i prefer more than any of druid dps skills could do) and noone say: hey they are sups, lets nerf them. R/ch give sup things and is one of best dps outthere. R/wd had a group skill. Wd/d had too. S/r? I consider that a dps, not a sup. Or all champs with 104 set skill were always dps and not supports until this patch. Many classes do that and are considered a dps, not a support.


    I really think druids dps (mdps atleast) are mistreated always fine to have them as one of worst dps (d/r, d/wl, d/m) because they can res and clean a trap.


    But thats my opinion tho :P

    - Or change the last named Buffs to a short time Buff which changes a skill to cps based. It would be very nice for all mages btw because on a mage cast speed is nearly useless because you anyway get easily to 0.5s cast.

    If is only the 3s skill I wouldn't mind but if is whole class, please don't. Most cps classes are terrible. Only one worth was s/m and we see how is that going with a nerf everyday. They did the same to s/wl, it was good until it died. Look what happened to d/r, they turned it into nothing, from one of the best to the worst.

    Warlocks are super strong and they aren't cps. Im sure they can just buff 3s spammable skill to make it worth in boss burst (anyway is the only place we use that skill).

    DPS-Supps are for example M/Wl, D/R, P/S and for sure even more (I have no idea what pdps classes can do here, maybe D/W or P/W, bcz of the battlerez and such). They have a good dps potential but their support for the raid is just decent or makes playing them viable. Even if they don't deal that much dps (like full dps classes do), the supportive potential is enough to make them worth it. Turning them into classes that can actually deal decent damage as well, is a fail in my eyes.

    I disagree 100%. Healer classes used as dps are not supports. Your support potential is 0. Real healers will res people. You can, but that is not a support if others do the same thing. Warlocks res in combat, they give attack to the group (that is a support skill) and I didnt see anyone saying they should do half dmg of a real dps because they are sups. D/W (damn is broken op) and P/W always did the same dmg as any other dps while D/R (after crap CPS change) and P/S are a joke. Please stop saying they are sups because Byte might even believe it. They are dps and should deal exact same dmg as any other dps.

    Few thoughts about wl/k tank.


    -Bug report: Dreadful Sleep channel get cancelled many times. I really think is because of high movement speed but can't be sure. Happens always in lake.


    In general the class is lacking a lot of aggro everywhere. With tank gear and 600k mat, I have problems in many places.

    -Single burst: the worst. In balton and last boss I can't hold the aggro of anyone, im usually 2-4 on the list (even using ISS with -100% received heal).

    -Single off burst: as bad as burst.

    -Aoe burst: is good once im quiet and all mobs are on me. Since last aoe wl change, I lose half of big waves trying to call the rest.

    - Aoe off burst: or I have dreadful sleep on, or nothing. Lets remember it has 40s cd.


    Class needs a way higher % aggro skill ALWAYS up and not only 20s out of 30s. Can't tell them to wait those extra 10s cose I will be useless.


    Other things it needs:


    - Beast's Roar. Remove the slow part from this skill to this class.

    - Dreadful Sleep. Same as before, remove the slow part.


    Having a tank with 2 aoes with 30s and 40s cd which slow the mobs is the most unbalanced and nonsense thing on this year of balance.


    At the moment im tanking with almost full mdps gear, 1.2kk sustained matt. Using perma unicorn, always +lvl 8 hp rela and a w/p on my ass to not die and change to tank gear after I have aggro in bosses. Is the only option to use this class.


    I wish you would really look into this.

    Regards, Madoxx.


    Esta es una guía paso a paso sobre las misiones necesarias para entrar en Templo Secreto de Tikal y por supuesto, el principio hacia todas las instancias creadas en Chronicles of Arcadia y el End-Game de este servidor.


    Antes de nada, más adelante explico lo que es el Hechizo de transporte del Códice Negro. Si sabes lo que es, es muy recomendable tenerlo para todas las misiones que vamos a realizar. Sino lo sabes, espera a leer sobre ello en la misión “8. ¡Nadie confía en mí!” dentro de la sección “Los Pilares de Morfan”.


    Intentaré explicar cada una de las misiones por separado para ayudar a que se entienda mejor.





    Para empezar, debemos dirigirnos a Isla perdida de la Atlántida. Se puede ir a través del fisgo, de retorno o, si es la primera vez, a través de una misión en el puente de Varanas.









    Una vez en la ciudad, debemos usar un portal que hay subiendo las escaleras a la izquierda de la puerta principal. Este portal nos llevará al PNJ que inicia esta cadena de misiones, que está al suroeste del mapa Macizo del Colmillo de Dragón en el continente de Candara.








    (Nota importante: Es recomendable marcar con tinta esta zona porque vamos a volver muchas veces a lo largo de todo el proceso).










    Ese PNJ se llama Bolon Yokte. Está dormido, así que hay que patearle y cantarle hasta que obtengamos una misión.






    ¡Espero que haya sido de ayuda!



    This is a step by step guide about the necessary quests to enter Secret Temple of Tikal. It will be the beginning of all custom instances created in Chronicles of Arcadia and the first way to the End-Game of this server.


    Before anything, I will explain later what is the “Black Codex Transport Spell”. If you already know what this is, it’s truly recommended to complete all the quests that we are going to do. If you don’t know what this is, wait to read more about it on the quest "8. Nobody trusts me!” inside the section "The Pillars of Morfan".


    I’ll try to explain separately all and each one of the quests to make it an easier process to understand.




    To start, we should go to the map Lost Island of Atlantis. You can go using the Snoop, clicking the “recall” spell on “k” (by default) or, if is the first time, trough one quest on Varanas bridge.









    Once we are on Atlas city, we should use a portal. It is at the left of the main city gates, right on the top of the stairs. This portal will teleport us to the NPC who will start the quests chain. It is on the southwest of Dragonfang Ridge map, in the continent of Candara.







    (Important Note: It is highly recommended to mark a transport point in this area because we are going to come back to it many times during this process).









    This NPC is called Bolon Yokte. He will be sleeping so, we will need to kick him and sing to him until we get a quest.





    Hope this guide was helpful. Have a nice journey!

    Found another d/wl bug but this time is a spanish translation fail. In old times, sandstorm used to hit twice when you had nature points. New system removed that and only hit once now. In spanish still have that word in description.

    - Just need to change "dos veces" for "en su lugar".

    - Also is "piedras" and not "pideras".

    Idk if this should be in this post or not, sorry.


    Want to report a bug which honestly idk if it was always there.


    D/WL.


    The combo of this class is Toxic Arrow (3x stacks) and Nature's Poison. I just found out that the first stack of the toxic arrow isn't increasing the dmg of Nature poison, only the last 2 stacks do it.


    Mage/Scout

    • Reduced Flame Spirit magical attack scaling to 30% from 50%, magical damage stays same.

    Was this nerf intended to be that huge? Pet went from sustain 11kk to barely 4kk... is doing a bit more than a cenedril.

    Is a 50% nerf on pet dmg and 10-12% in overall, is too big imho. This class is getting a nerf every 2 weeks and is reaching the dangerous point of becoming useless if this keeps going nonstop.

    I was checking new s/m numbers and there is something I don't understand. Here are the data.

    All skills are higher % in mdps but not in the same proportion which is what I don't get why.


    Single skills: pdps vs mdps


    Fire shot: 352 vs 760 = 216% better

    Vampire Arrows: 398 vs 868 = 218% better

    Joint Blow: 750 vs 1650 = 220% better

    Flame Arrows: 478 vs 1062 = 222% better

    Combo Shots: 490 vs 1072 = 219% better

    Snipe: Byte already said why these numbers


    Aoe skills: pdps vs mdps. Here always in all mdps, aoe skills have a 40% reduction on their numbers so I will apply that too just in case.


    Piercing Arrows: 564 vs 709 = 126%. With extra 40% reduction, 76%

    Incineration: 160 vs 264 = 165%. With extra 40% reduction, 99%

    The inferno: 400 vs 880 = 220%. With extra 40% reduction, 132%


    Why are mdps aoes that low compared to single skills? That make me think 2 things.


    1. Class will have broken single dmg and normal aoes.

    2. Class will have normal single dmg and 0 aoes.


    Any explanation would be lovely :*

    Regarding Scout/mage.


    While I think it should be seen if both versions are similar strong but in "fairness" regards maybe let one elite skill change "Intesification" to also increase p-dmg (or something like that) because right now it'll only benefit the magical version.


    Greetings.

    Scout ISS and few scout buffs are not working with magical version so I imagine this will be a long process to make both versions work tbh xD. Honestly is an interesting idea, I wouldn't mind to see more classes with 2 versions if they manage to balance it right.

    Hellou. Ive been playing a lot with npc and new prices. Ill give some math of what I could see and experience the last days. Hope is not too long tho :P


    Perfect stones: Didn't use. They are still super expensive and not worth to use imho, maybe only as last resource once we finish 100% of cards by rng method.


    Not perfect stones:


    - Gold: I think is really good now, I would keep it that way.

    - Diamonds: Still too much. There is one of the stones we use like trillions of times. Is called "fortune", the one changing randomly the value of X stat. In terms of currency and gold is good but in diamonds is crazy. I trully think it should be same amount/diamonds as the green ones. 20 free (now is 15), next 20 for 1d, next 20 for 2d or maybe even half than that, at the end is a lot of money.


    Another thing, the one I think it should be way cheaper is the purple one. We need to use many per card and they are madly expensive as Ill say later.


    In 90 mins of new ini farming I did 5 purple cards and 5 blue cards. They cost 250kk gold (is good) but 2500 dias, I think is too much. Have to remember I did them with 3 okish stats and 4 last stat had whatever the value I got from getting the stat I wanted only once (didn't do world boss currency). As I said, didn't use perfects.


    Fast numbers in the most efficient way to buy the stones in personal store:

    Green = 1.83 diamonds per stone

    Blue = 3.5 diamonds per stone

    Purple = 17.09 diamonds per stone

    Orange = Didn't even do :P


    How many different stones do we buy with each reset of the store? These:

    Green = 1-2 different stones to buy in insane amounts (mostly Election)

    Blue = 1 stone to buy in insane amounts (Fortune)

    Purple = 3 stones in more or less same amounts


    So yeah, the huge problem is that we need to reset the whole store only to buy the same stone over and over so the resets get wasted (we don't need the rest of stones, just a few of them time to time and is more than enough). I think the 2 green stones (Election and Determination) and the blue stone (Fortune) should have a fixed value (and in unlimited amount) of 1 diamond each for the 3 of them. In gold, 100k for the green ones and keep 250k for blue one. (Btw I play in spanish so not sure if these are the real english names, most of the store is partially translated).


    All of the current cards without perfects would be +625k dias (that without counting all the new cards you add with every patch) so I think at the end It could probably be another 400-600k. So 1kk diamonds with okish stats wich if we use perfects, probably another 1kk-2kk since purple (better to farm atm) are suuuuuuuper expensive. (Didn't add the gold or the diamonds wasted on lucky potions and the hours of farming currency ofc)


    These numbers are imho, craaazy. So please reconsider all diamonds prices cose I don't think more than 5 players from server could afford (and maybe not even those xD).


    These are just my thoughts about the prices in diamonds. Rest of the system, Im really liking it and I love that our opinions get heard and we get slowly step by step into the best possible way.


    Regards, Madoxx.

    Hey there :P


    Now that we are in this new world of spending trillions of hours farming cards, I noticed a huge problem that make the whole thing really unpleasant. Trash loot. Beside the fact that we need to spend an hour adding one by one every piece, flower, potion, amuntion, hell who knows what... we want to trash when a new map comes out, the game dies in the process when we loot and remove things. Mobs are giving way toooo many items and we need to throw away way too many items, game can't handle it (or maybe my pc :P). Killing mobs without pet perfume I have 99fps capped. If our pet is looting and addon remove all except cards, I have 25fps. Btw I already play in a different client with almost 0 addons.


    My proposition, create a new item shop potion, like pet perfume for example. When we have this thing on, mobs will only loot cards (or nothing if mob had no card). We don't need the millions of items we loot, we just want the cards. Please consider this, is so shitty to permanently have no fps and eat every wall cose I cant even move.


    Then they should change the way Ice blades work or won't be a viable class. Right now this spell fail a lot, you need to use it like 3-4 times before all mobs have the debuff on them.


    If you fix this bug you also need to do these changes:


    1 - Remove that 5% mana cost. Right now using only in BIG pulls I need 30 mana potions E type per run. Using this skill with small group of mobs so all have a debuff, imagine how many mana pots :D


    2 - GCD. If play style change and we need to use it more often to apply the debuff, that global cd needs to be removed.


    3 - Type of aoe. A stright line aoe has always problems. I propose to change it like m/d aoe or same type as you did with warden so all mobs get the debuff on them with just 1 skill not with 3-4 cose of terrain.

    • Increased Cross Chop range to 150 from 100, changed it to have distance travel delay, changed range type to circle around target instead of a straight line around target, reduced radius to 60 from 100.

    4 - Also have to consider these kind of debuffs have 1 second delay. Skill have 3s cd so many times you will use on a mob and it won't do aoe cose rest didn't get their debuff yet.


    Easier than all this, remove that condition from the skill. Class was already weak with this bug, why change it now.

    Hell no. Why? You just killed wlk tank.

    Is WlK not using spells every second? My WlWd tank for example uses CC or PotW on cd or channels stuff, but the change would be okay for the class I think. So if I understand right, you just need to do "something" to trigger the Soul Crusher hit. Is WlK different in some way?

    Wlk aoe have 40s cd. Don't have cc or whisper like wlwd. There is nothing to spam, just 1 single skill which does no dmg and need focus. We are always close to 0 focus even if we had something to spam, we couldn't. Besides, all rest of skills have no aggro multiplier so unless you go full dps or have all dark buffs on, their aggro is nothing.


    Soul Crusher is the only reason why class is viable in mobs if you reach good mattack.

    • Removed Soul Crusher set skill cooldown and duration, change the skill; it will inflict area damage and recover HP every time you use a magical offensive skill, but this can’t be triggered more than once within 1 second.


    Hell no. Why? You just killed wlk tank. This is literally 50% of my dmg. Please reconsider this terrible change.


    Just remove the skill outside custom inis. Another idea, ban the afk players and bots, no need to destroy the whole endgame content for this.

    • The current cards which have high attribute values will remain unchanged, only new zones will include these categories.

    I guess the cards released until now will have old system, all cards with max atributes and you pick what you want to improve.


    Few thoughts:


    - Really nice the new gold cost.

    - Good point with perfect stones currency reduce although I still think is crazy high for just +0.1.

    - I have same question, from 10-14 to just 8, well not terrible but from 30-50 to only 15? O.o


    You guys have to remember the system is still crazy long and expensive, we got a few improves like perma store or cheaper gold but a HUGE nerf in values. Don't forget this.

    Druid/Mage

    • Changed Holy Fury to do not apply cast speed to party members anymore; also modifies Mind Vitalization and when you use Mind Vitalization or Body Vitalization, it will also trigger other one.


    Bye bye support skill, maybe is time to make the class a proper dps? :P

    Why bye bye? I understand it, that you still buff the group with attack and cast speed at the same time. Only change is, that the cast speed is a separate buff now

    Changed Holy Fury to do not apply cast speed to party members anymore; Hmm literally says is not group anymore?


    Byte appear and explain please. If is like Lutine says, please use better sentence is confusing as hell.

    Druid/Mage

    • Changed Holy Fury to do not apply cast speed to party members anymore; also modifies Mind Vitalization and when you use Mind Vitalization or Body Vitalization, it will also trigger other one.


    Bye bye support skill, maybe is time to make the class a proper dps? :P

    Did anyone test druid/rogue since last changes? Would like to see some feedback. Thx.

    Imo this class is fine the way it is. Its not op like it was before and its not garbage. Its damage is great and with the right buff food and ur self buff, mana isn't really a problem so I think the way this class performs now is really good. You don't have your maximum damage every 1.5min but you still have a good off burst and if you have all of your buffs ready, this class still can do a lot of damage. Anyway, thats just what I think. Did you test it? Whats ur opinion?


    Greetings.

    Thanks for answering :)

    For me is underperforming. This class aoe was never the brightest thing but it had incredibly easy and fast single dmg. Now the aoe is as bad or even worse than before (30 to 50% lower than any of my mdps) and the single can't make the difference anymore to reach the overal I get with others since is reduced in time and by around 20% less dmg full buffed. It breaks my heart but it joined the club of weakest classes ;(<3

    I tried m/wl after the last changes and it boosted its dmg quite a bit. It is enough? Idk in overall is like 50% of a normal dps. Few sugestions.


    - Elemental Weakness and Forgotten Black Magic are both 1s with gcd. Is terrible for the playing experience. Second one could be like you use in 1 mob and next soul pain on that target spread the buff to mobs around with 15-20% defense instead of 30. Use on every mobs literally kill any chance the class could have to do any dps.

    - Aoes. Worst of all mages and probably out of all mdps (not sure if even worse than w/m, would need to compare :P).


    Yes I know this class is supossed to be a sup but beside balton and last boss doesn't have much utility and unlike the rest of supports, you need a mdps gear to use it.