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General discussion Topics related to various aspects of Champions of Regnum

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Old 09-11-2010, 12:26 PM   #41
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Quote:
Originally Posted by Doggy-San
i thought der should be 4 aura's ? how it is now, there are 6
devastate and expansive wave are se-mi areas
that means only 180 degrees or less
areas are:windwirlm, typhoon, lightning strike and thunder strike
so 4 areas
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Old 09-11-2010, 12:28 PM   #42
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Quote:
Originally Posted by mariqri View Post
devastate and expansive wave are se-mi areas
that means only 180 degrees or less
areas are:windwirlm, typhoon, lightning strike and thunder strike
so 4 areas
hmmm nope
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Old 09-11-2010, 12:40 PM   #43
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Quote:
Originally Posted by mariqri View Post
devastate and expansive wave are se-mi areas
that means only 180 degrees or less
areas are:windwirlm, typhoon, lightning strike and thunder strike
so 4 areas
He was talking about auras, not areas.
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Old 09-11-2010, 01:18 PM   #44
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Bugs:
Names of players not showen in the log
Invisible players (got a meteor when noone was around)
Ppl still sliding around, standing while theyve already moved 10 metres away and so on
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Old 09-11-2010, 01:26 PM   #45
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Quote:
Originally Posted by Znurre View Post
Thank you. Best change this iteration for me.
It's only useful if you are able to cast it and hit 3 or more times in 3-4 seg.
Casting it you lose one hit, if you hit 2 normals you gain 100% more damage but you lost 100% damage losing one hit. So you need 3 hits to gain 50% more damage or hit+south cross to do 25-30% more damage.
For me this and colossus are useless.

Quote:
Originally Posted by _Enio_
Sadly still too high imo..
Seriously, barbarians have high damage but the problem lies elsewhere, this skill is in the limit to be useful (you need very high v.a. and knocks of 7seg), if they nerf it more it will only be a complete waste of mana and points.
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Old 09-11-2010, 01:37 PM   #46
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Bug: Sanctuary effect does not end at end of spell duration. Visual effect vanishes, icon remains, and can not attack/be attacked e.c.t remains. Must re-log to remove all effects. You can even reset powers and skill for other things and the spell remains.

Nice for the support conjs, but a bit of a pain for everyone else, so may be worth mentioning.
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Old 09-11-2010, 02:50 PM   #47
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Quote:
Originally Posted by _Enio_ View Post
Maybe tone down berzerk a bit. The problm is theres too much damage stacking possible.

tfb, magnification - both +dmg is counted as weapon dmg iirc and gets boosted by berzerk and that dmg passive.

Colossus now boosts damage quite well too since STR contribution has been raised, STR passives add to that.

These 2 "branches" combined get scaled by Fulminating to amounts not funny for the targets. The hard part is to balance the normal damage vs berzerk damage vs berzerk +buffs dmg vs +fulminating.

Another thing is - fulminating (still) allows very high 1.5s areas. 2k Ewaves are fine when we go the high damage way. But with all damages lowered fulminating seems to break that rule quite heavily.

Its not that you can dodge a Barb at doors who comes out +dmg buffed +10s UM and an Ons, casts Fulminating and lays down a 2k+ Ewave. The natural counter will be Knights 10s dmg reduction, however i fear it will be very hard to cover the area with it in time especially whne the barb comes out of door right when Fulminating is cast while the gcd resets (you wont see the yellow buff in time).
I didn't notice that STR contribution has been raised. It's still 2 attack points per STR point.

About multiple damage stacking, yes its possible, but i don't think a lot of barbarian will stack all buffs in once. Too many time and mana for buffing. Its not realistic in war and for a "versatile" setup (and here we can see that NGD wants barbarian have to specialise for have lots of damages)... So no need to town down bersek. I think Bersek will be more used that Fulminating (maybe i'm wrong and and bias since i don't like fulminating in his conceptual way).

What i notice, that's barbarian players don't care about Fulminating, very few barbarians take part to the discussion and most of them don't like new fulminating ... Maybe its the "buff reliance" thing, that's the case for me anyway ...
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Old 09-11-2010, 02:58 PM   #48
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Quote:
Originally Posted by chilko View Post
UPDATE: Mana Regeneration change.

We've finally understood your concerns with being in and out of combat mode.
To prevent ridiculous control pressing and thus possible reasons for carpal tunnel syndrome we are taking away control of your mana regeneration
from now on being out of combat mode does not imply any change in mana regeneration.

So, mana regeneration will depend of the following three states:

Under attack: fast
Normal: faster
sitting down: fastest
http://www.youtube.com/watch?v=x3O9q8I06h0
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Old 09-11-2010, 03:13 PM   #49
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Quote:
Originally Posted by mariqri View Post
devastate and expansive wave are se-mi areas
that means only 180 degrees or less
areas are:windwirlm, typhoon, lightning strike and thunder strike
so 4 areas
no i ment aura's^^ like heroic presence =P
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Old 09-11-2010, 03:19 PM   #50
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btw i don't know if you guys want it or if it is a bug:

if someone is knocked on the ground and you cast dizzy on him and he stands up, he doesn't have the dizzy effect on him

Doggy
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