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Old 08-09-2010, 10:35 PM   #1
metsie
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Damage increase for Marksmen <-- umm, I didn't get any increase, normals are low low, around 250 with slow bow so it feels like it's even worse..

but hunters got uber damage buff now, arghhhhhhh
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Old 08-09-2010, 10:39 PM   #2
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I didn't test but..isnt escapist + sotw like the old sotw again? I guess the price would be pretty steep though.

So soulkeeper can be dispelled correct?

Glad sentinel has dex bonus now as well, as I use sb primarily, and dont get the bonus from Maneuver so this may help I guess.

Hope for a damage bonus for mages too soon..or at least the staff mags working right..I'd like to seem them redesigned into a single buff with an acceptably dmg bonus of the same element attack in staff, like other classes, or to three unstackable buffs with an acceptable rate, so players can choose what type of damage they would use in conjuction with their primary element type. Just guesses, as I want them to be usable again, and not just killed, as the idea is nice..its how it was implemented that made it a bit overpowered.

Still would like to see a change in confuse though, but I guess you did say you wouldnt change it, but that still promotes its same usage even on amun, since regardless of my speed, i can uncamo and confuse a supporter, and cast sanc quite easily still. I'm glad the duration was lowered though, but its still possible to get back into most teammates range with it, or cast sotw/new escapist maybe after it runs out, (havent tried new escapist, i was using sotw previously simply for the resist for ambushes/kicks from pursuers)
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Last edited by Kittypretty; 08-09-2010 at 10:55 PM.
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Old 08-09-2010, 10:46 PM   #3
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Quote:
Originally Posted by Kittypretty View Post
I didn't test but..isnt escapist + sotw like the old sotw again?
preety much... anyway... SOTW also had a 15% speed bonus all in one spell (hehe)
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Old 08-09-2010, 10:50 PM   #4
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Did you do any more damage reduction for knights? I find I am doing 240 normals on a slow weapon which has very good stats, against a buffed target I will hit them by almost nothing.
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Old 08-09-2010, 10:56 PM   #5
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This Seems perfectly fine

I notice a slight difference in my Barbs Damage

I was noticing slow reaction to spells being casted (thank you Znurre :P)

There is a bug with "Protector" that wont let you activate/deactivate it if your under fire. (Artec/Bois has more info on this then me)

----

Question:

Is NGD going to redo all the saves like they did with Trelle

When & Where is the Teleport from Alsius to Efe

----

Things are really looking good! Keep it Up! -
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Old 08-09-2010, 11:27 PM   #6
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I don't know if it is a bug or feature.....

I tried protector aka Defensive Stance using no other buffs and a fairly balanced armour set.

Besides my tests with Faith and Klutu, I also tested with archers and a sm conju.

It seems that once I am under attack , normals or damage spells from ranged, I can activate DF Stance and it works as prescribed. In other words it mitigates the damage and my own attacks are dulled by the prescribed amount. I can't cast damaging spells as expected but I can cast spring , etc.

When I try this with a melee however, Once I am under attack the spell does not seem to activate. At first I thought it was just due to calculations of armour points and their weaknesses but still it should do some mitigation. I got no damage reduction at all.

So I tested pierce and saw no mitigation, same for slash and blunt. I was able to damage and cast as normal too. I thought then I must have clicked the toggle twice and deactivated it by mistake so I was really careful to make sure I did not do it. I stood still and made sure not to hit any spells and possibly trigger some sort of deactivation. Same result.

In one odd PvP I decided to kick then hit the spell and it worked versus blunt attacks. Now, I noticed this since the spell first came in but I decided to keep testing to make sure I wasn't the one making a mistake.

If I cast this spell well ahead of time and under no attack it usually does its job against melee.

This operation also happens versus mobs too. Hit it and run in and you are okay. Try to hit it under fire and it does not seem to activate even though the Icon is up and timer running down. This is only in a melee type situation.

I will continue to test it. In other reports this update is looking decent. I did a PvP versus another knight with ~5014HP versus my measly 4330 and I was on slash versus their blunt. I was actually able to win a few with such odds stacked because of a tactical style I cooked up on the spot.
Anyone who says versatility will be lost in this update needs to come to Amun again and think outside the box. There are hidden possibilities here.


Edit: Almost forgot, the DF Stance animation "sticks" not giving you a proper feedback to whether it is active or not. Rather irritating.

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Old 08-09-2010, 11:37 PM   #7
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looking at barbs, i can notice the fix...thanks for that =)
looking at hunters, well we gots kinda buffed now lol even though this is my secondary class.
looking at marks, i really don't see the damage difference to be honest o.O its still the same 250-350s depending on your bow's speed, setup that you're using e.t.c.

I'm not really a big fan of warlocks but can you explain why you made soul keep unable to work against mobs? I remember speaking to locks when as they got the skill for the first time said it made grinding easier cause now they rest alot less..could that be the reason?
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Old 08-10-2010, 12:27 AM   #8
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I didn't see the damage increase either, though I am loving the change to the range. I'm using a slow bow and I'm only doing 200-250 on unbuffed mages.
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Old 08-09-2010, 11:02 PM   #9
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In fact for marks seems damage have gone even lower. Without spells i am doing 40-55 on ancient sabertooth with fast sb.
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Old 08-09-2010, 11:11 PM   #10
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Well i dont thinkk itd be god mode like the old one, but it will give hunters some more chance to dps I guess, I cant say till i test though. I hope both will allow the cancel of camo though, even if resisted or evaded.

(since it was common for hunters back in the day of old sotw to use rapid shot+dirty fighting and fill them with normal hits, then camo while under sotw yet. I remember most of my fights using old sotw being like this, if it didnt fail, I could do some nice dps that made up for the fact I had no offensive spells to use.

I do agree on maybe lowering the usable time for it though, so both cant be on simultaneously for duration, because their cooldowns are the same. This would make easy Uncamo confuse sotw+escapist combos deadly..not to mention the fact that old sotw had a "no dmg skills" debuff.
so maybe making it so under escapist can only cast normals? as it seems more like a tanking/run away skill. Maybe even something like "archer is concentrating solely on evading all attacks, so he cannot cast non damaging powers? Or maybe even none, I think they should have some limitation, so they can either do heavy damage under it, but cant do most trick skills, like distract shot, ambush, confuse. I could see a possible role of uncamo, cast escapist+sotw, and have enough mana to confuse conj, distract shot another, ambush another player, and stun fist another. Thats alot of players out of combat for a bit. Im just throwing out possibilities, dont even know if all are even goning to work or my ideas may suck, IDK.

I don't know, just an idea, I just don't want itt to be uncounterable like the old one, where hunters could uncamo, confuse conj and kill him without any fear at all. as it stands id have 15 secs to do the job, and a possible 10 secs to escape back to ally lines.
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Last edited by Kittypretty; 08-10-2010 at 02:26 AM.
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