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Old 09-10-2010, 11:14 PM   #31
_Enio_
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Quote:
Originally Posted by theotherhiveking View Post
Fulminating its fine now, what i believe its broken its thirst for blood, and maybe the magnifications, but thats affects the knights too.
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).
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Fix the Marksman subclass: Suggestion
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Old 09-10-2010, 11:25 PM   #32
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Is there a chance to rework the Fuse items scroll mechanics so we can fuse the looks in between items our subclass can wear?

It seems a bug that i can not get the look of an item i can legally equip to another item i can legally equip.

Eg. fusing a "Marksman" leggins (stats) with the look of the dragon leggins which have the requirement "Archer" (look).

The resulting requirement should be "Marksman" of course so the original Marksman leggins(now with Archer look) could not be passed over to a Hunter.
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Fix the Marksman subclass: Suggestion
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Old 09-10-2010, 11:59 PM   #33
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I did some tests with dex and a medium long bow on my hunter.
Code:
With dex passive +12 , and no other skill or bonus
>>> 76+87+78+96+100+79+80+98+80+91+74+98
1037
>>> 1037/12.0
86.416666666666671
>>> 74+99+82+78+99+99+93+77+79+96+88+84
1048
>>> _/12.0
87.333333333333329

Without dex passive, no other kind of bonus.
>>> 72+84+78+73+89+82+84+71+87+72+80+82
954
>>> 72+66+84+81+74+82+88+67+82+90+81+89
956
>>> 955
955
>>> 955/12
79

With:
>>> 79+82+98+97+77+89+80+94+79+82+85+90
1032
>>> _/12
86

Without:
>>> 76+62+86+86+86+76+70+88+69+74+71+74
918
Notice the randomness.

All kind of buffs and items for dex, total of 102.
>>> 126+127+111+105+112+126+124+120+120+125+105+112
1413
>>> 1413/12.0
117.75

Diference of average damage of full vs without.
>>> 118-79
39

Damage difference between full and nothing divided by the dex difference.

>>> 39/40.0
Due to randomness i will assume its 1.


Damage per point.

Only with +25 dex.
>>> 95+108+94+93+103+102+93+97
785
>>> _/8.0
98.125
>>> 98-79
19/25 -> around 0.75, due to randomness i will assume its 1?
Note this character is lvl 33, so that means he still will get a huge damage increase from arrows and bows, but not from dex.

One of the points of this update was to make stats useful again, in this case this is not true, its worse than on RA.
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Old 09-11-2010, 07:36 AM   #34
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Similar situation is with int / const at mage (conju) class.
Even 7int / 7 const bonus is worse than +points bonus.

You can have even 114 int and have problems with mana or its regen. (conju)

There is probably no way to get ~50 lvl tunic with big hp points bonus (180 magnas offered, abandoned) from players or grinding (shitty drops, about half million mobs killed, nothing special with this bonus dropped- congratz for drop rate silent-changers). Logical says that's a waste of time killing mobs to get after 6 months of pure grinding MAYBE this what you want. I won't buy item box (thats unfair with others imho).



Someone told more will depends of point-stats rather than others...
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Old 09-11-2010, 09:03 AM   #35
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Still an old bug that should be fixed:
If you cast camouflage when a mob/guard has aggro on you - they keep "seeing" you and hit you through camo.
Attached Images
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Old 09-11-2010, 09:09 AM   #36
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Quote:
Originally Posted by Kianoni View Post
Still an old bug that should be fixed:
If you cast camouflage when a mob/guard has aggro on you - they keep "seeing" you and hit you through camo.
Same is with players. Yesterday i died from spell when i was under camu for about 1-2 sec.
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Old 09-11-2010, 10:10 AM   #37
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Quote:
Originally Posted by fluffy_muffin View Post
Same is with players. Yesterday i died from spell when i was under camu for about 1-2 sec.
that's just lag, the guards/mobs will keep you hitting forever
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Old 09-11-2010, 10:21 AM   #38
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imediatelly afte camouflage casting nobody should can hit you with notmal hits and direct spells
yesterday i was on my hunter and trubyone was chasing me
i managed to do camouflage but truby and his troll continued to hit me till i died (aound 7 seconds)
i had no lag
and how the **** can trubyone be faster than my horse?
i thought horse is 150% max speed of game
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Old 09-11-2010, 10:50 AM   #39
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Default Onslaught

just a question, is onslaugth still stacking ?
should be fixed if not, haven't read anything about it yet^^
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Old 09-11-2010, 11:33 AM   #40
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Quote:
Originally Posted by doppelapfel View Post
Could you make protect ally instant too? Its hard enough to run to the target fast enough to be usefull.
+ range, i think how it is now would close no one use it...




a question: is MOD and the barb spell whirwind (the aura?) supposed to be still an aura?
i thought der should be 4 aura's ? how it is now, there are 6
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