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Old 08-13-2010, 11:48 PM   #41
Topogigio_BR
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Chilko infect i like the idea of the Dead eye spell, only the damage is not noticeable as some have said, plus i would like to see in this spell a % per lvl debuff too.
lvl1 - +10 damage - 4AS
lvl2 - +14 damage - 8AS
lvl3 - +18 damage - 12 AS
lvl4 - +24 damage - 16 AS
lvl5 - +30 damage - 20 AS

This to make more possible intermediary use of the spell, better to have it on 0 or 5 that is the present situation.
Well depending on the correction to damage i think mana cost could be reviwed too to pu this spell in something like 120 or 150.

Not having range and being a quick damage boost for marks with short cool down i think overall is a great spell.

Good Job.
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Old 08-13-2010, 11:53 PM   #42
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For Dead Eye

I think maybe instead of dmg it should be +range? than marks can combine it with dirty fighting
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Old 08-13-2010, 11:54 PM   #43
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Thank You NGD marks asked for an increase in damage, but to have a increase with no drawbacks would be overpowering so you added a AS reduction now marks can chose to hit fast or hard As far as the difference in damage, no biggie, as you said this is just a test so a change to the spell to make the bosst better is still a valid option Comon' guys dont whine that NGD listened and made an attempt to help marks out, is still a test and the fact that a spell with great potential has been added is a testiment on how NGD does pay attention. Once again Great Job.
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Old 08-13-2010, 11:55 PM   #44
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Quote:
Originally Posted by TheMessenger View Post
For Dead Eye

I think maybe instead of dmg it should be +range? than marks can combine it with dirty fighting
That's actually a cool idea if it could be implemented correctly.
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Old 08-13-2010, 11:58 PM   #45
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Quote:
Originally Posted by _Enio_ View Post
Was just meant as exactly this, to point it out

Is there any chance a marks gets some sort of mana regeneration tool?

Id say thats currently the biggest drawback for marks, being manastarved so much. You can barely play in a way to save mana and regenerate a bit as you not only lose mana by buffs and spells but even normal hits drain you heavily, especially with longer fights and increased attack speed.
Every class suffers from this. (Apart from mages) You've got the initial mana pool, and if the fight lasts longer than expected... Well, bad luck then. (Assuming there's no nice conju around)

Recharged arrows should stop the mana regeneration, imo, not make the mana constantly go down.
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Old 08-13-2010, 11:59 PM   #46
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The point is that in wars everyone will likely cast it at the same time, so no one will be left behind.
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Old 08-14-2010, 12:01 AM   #47
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Quote:
Originally Posted by theotherhiveking View Post
The point is that in wars everyone will likely cast it at the same time, so no one will be left behind.
That's going to be difficult when it is going to be an area of 6 now.......
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Old 08-14-2010, 12:06 AM   #48
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hey guys

I know that you have issues with:

Onslaught
Dead Eye
Marksmen mana consumption

We also have strong debates about this things internally and as you know this is not the final update.

let's move on to another topic... like hit chance, evasion & criticals against other players and mobs.

evasion has been a major complain by almost every player in the game, please try to test and give us a feedback about this important features modified for this stage.
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Old 08-14-2010, 12:11 AM   #49
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Quote:
Originally Posted by chilko View Post
hey guys

I know that you have issues with:

Onslaught
Dead Eye
Marksmen mana consumption

We also have strong debates about this things internally and as you know this is not the final update.

let's move on to another topic... like hit chance, evasion & criticals against other players and mobs.

evasion has been a major complain by almost every player in the game, please try to test and give us a feedback about this important features modified for this stage.
chilkooooooooooooooooooooo....answering

but also add mana consumption problems for every class to that its just marks have it the worse because usually conjs syn bond barbs and still have to cast areas+heals.

anyway

From what Ive grind on Amun Ive seen a pretty nice increase in crits when I use point shot. I don't think there has been an increase in crits the farther you are away from a target (or is that not a feature) but with 1k hc I don't think I should get any evades :/
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Old 08-14-2010, 12:13 AM   #50
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My question is:

What exactly does "1000" hit chance stand for? What is the number calculated into?? Concentration, Dex?
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