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Old 11-10-2010, 04:01 AM   #71
esp_tupac
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One of the posts above stated that a lock that was not able to get cs items needed twice the time a lock with good gear needed to cast a spell. That might be the case before the update, but after the implementation of gcd and cs nerf, the gap between uber geared lock and a normal geared lock has been greatly reduced. cs on your armor barely affect your combat ability right now. it's that 100% cs from Arcane Devotion that really makes a difference.
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Old 11-10-2010, 05:36 AM   #72
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Quote:
Originally Posted by esptupac View Post
One of the posts above stated that a lock that was not able to get cs items needed twice the time a lock with good gear needed to cast a spell. That might be the case before the update, but after the implementation of gcd and cs nerf, the gap between uber geared lock and a normal geared lock has been greatly reduced. cs on your armor barely affect your combat ability right now. it's that 100% cs from Arcane Devotion that really makes a difference.
This is correct, having maxed CS gear now is only roughly equivalent to having level 6 devotion.
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Old 11-10-2010, 05:38 AM   #73
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Quote:
Originally Posted by Mikan View Post
This is correct, having maxed CS gear now is only roughly equivalent to having level 6 devotion.
How can it be equivalent to something that doesn't even exist? O.o
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Old 11-10-2010, 06:34 AM   #74
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Originally Posted by VandaMan View Post
How can it be equivalent to something that doesn't even exist? O.o
Magnets.





Arcane devotion increases by 10% per level, lowering the casting times by 50% on the highest level, so what I was implying was that having max cast speed items will only bring your cast times down by about 55-60%, equivalent to having a level 6 Arcane devotion skilled (if it existed).
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Old 11-10-2010, 10:54 AM   #75
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Quote:
Originally Posted by esptupac View Post
One of the posts above stated that a lock that was not able to get cs items needed twice the time a lock with good gear needed to cast a spell. That might be the case before the update, but after the implementation of gcd and cs nerf, the gap between uber geared lock and a normal geared lock has been greatly reduced. cs on your armor barely affect your combat ability right now. it's that 100% cs from Arcane Devotion that really makes a difference.
I know and im happy about the change but some ppl want the old system back.

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How can it be equivalent to something that doesn't even exist? O.o
Devotion alone still reduces the casttime by 10% per lvl (+/-~1%) as it was before so a lvl 6 devotion would probably reduce it by 60%.

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Arcane devotion increases by 10% per level, lowering the casting times by 50% on the highest level, so what I was implying was that having max cast speed items will only bring your cast times down by about 55-60%, equivalent to having a level 6 Arcane devotion skilled (if it existed).
Devotion 5 decreases your casting time by 50%, if you have 21%cs on gear and devotion 5 its -45,23...% casting time (in this case 21% cs reduce casttime by 4,76...%), if youre ignis and have a light tunic, 21% on staff and gloves and devotion 5 you need 44,44...% of the normal casttime for casting (-5,55...% by gear).

If you do not use devotion the effect of the items is higher:
21% cs reduce casttime by ~17,4% and 25% by exactly 20%.

A lvl 6 devotion that decreases the casttime by 60% would have to give +150% cs bonus, you can only have a maximum of +125% that is as i said ~-55,55% of the casttime.
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Old 01-03-2011, 05:10 PM   #76
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What this game lacks is a good long-ranged castspeed debuff.
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Old 01-03-2011, 05:33 PM   #77
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Quote:
Originally Posted by KarlXII View Post
What this game lacks is a good long-ranged castspeed debuff.
The Goltars have it at melee range. Mind squash debuffs it as well. Long range? Do archers have trouble killing mages? I know, shooting 300 normals from 40m at a guy with crap armor and 3000 hp is so unfair, how can anyone play archer without a CS debuff?
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Old 01-03-2011, 07:47 PM   #78
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It apparent that cast speed has a significant impact on the gameplay.

Yet there is no specific debuff against it.

We have debuffs of crit hit chance (that noone ever uses), against hit chance (that noone ever use), of movement speed (which is used frequently), of constitution, strength, dexterity, armour points and of just about everything -- except such a crucial property as cast speed.

PS. 1.) Any non-warrior, not just mages, standing so close to a hammer-weilding warrior that MS can be used, is dead already. 2.) Anyone within the 25m range of the deadly attacks/debuffs of a warlock, is dead already. 3.) Cast speed is important for every class, not just mages. 4.) RO is not a PvP game.
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Old 01-07-2011, 11:54 AM   #79
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Quote:
The Goltars have it at melee range. Mind squash debuffs it as well. Long range? Do archers have trouble killing mages? I know, shooting 300 normals from 40m at a guy with crap armor and 3000 hp is so unfair, how can anyone play archer without a CS debuff?
lol at 3000 hp with barrier and soulkeep. (and before you start the resisting bussiness mages tend to resist burst and etherial also)


This math lesson is all very nice. You guys are very smart and just cool mathematicians, you just simply miss 1 little problem here.
These are all very nice and probably true on papper, where are no obstacles, remove these from the game and marx will own any mage. But as long as locks cast meteor instantly on me while hugging a rock hitting 400dmg dizzy for 8 sec, while my burts arrow does 15 dmg and OMG 11sec dizzy what a difference!
NERF ME PLS!!!

Ever fought at samal for example? Where locks own the walls? Or as a matter of fact any fort where locks can force any archer of the wall

If my etherial would do 1000 and my burst 400 and every lock would be dumb enough to stand in the open than yes, you would have a reason to wish back the old system.
Locks are still the OP class. Not SC noob barbs with the position bug, neither knights with the high survivability.
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Last edited by Dome; 04-13-2011 at 01:35 AM.
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Old 01-08-2011, 11:08 AM   #80
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Quote:
Originally Posted by Dome View Post
lol at 3000 hp with barrier and soulkeep. (and before you start the resisting bussiness mages tend to resist burst and etherial also)
Nobody "tends to resist" anything, resists are random. And Marksmen can resist as well as locks, havign a chance to continue their cc-chain.

Quote:
This math lesson is all very nice. You guys are very smart and just cool mathematicians, you just simply miss 1 little problem here.
These are all very nice and probably true on papper, where are no obstacles, remove these from the game and marx will own any mage. But as long as locks cast meteor instantly on me while hugging a rock hitting 400dmg dizzy for 8 sec, while my burts arrow does 15 dmg and OMG 11sec dizzy what a difference!
NERF ME PLS!!!
The difference is: you can still do a lot dmg when being dizzied, the lock not. And i ts not possible to "instantly" cast meteor, your bow or freeze are always faster, no matter how much +cs the lock has.

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Ever fought at samal for example? Where locks own the walls? Or as a matter of fact any fort where locks can force any archer of the wall

If my etherial would do 1000 and my burst 400 and every lock would be dumb enough to stand in the open than yes, you would have a reason to wish back the old system.
Locks are still the OP class. Not SC noob barbs with the position bug, neither knights with the high survivability.
Locks are op as soon as they can cast the first cc, marks are op because they can run awway for ages or build up endless ccchains if they dont want to, hunters are op when they come from camo with confuse and barbarians are op as soon as they reach the enemy. NGD should start creating a real balance instead of making everyone overpowered in different situations.
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