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Old 01-25-2017, 11:12 AM   #51
Monthser
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About the lock, who was in the past my main:

Stalagmite (5)
now: Piercing damage: 600-800
version 1.18: Piercing damage: 400 ice damage: 400
cs now: 2,5 sec
version 1.18: 1 sec
mana now: 160
version 1.18: 210

Slightly more damage, although piercing will not do much as almost everybody got defences against it. 1 sec less cs, mana +50.
Conclusion: not bad but nothing to get excited about.


Golem Fist (5)

now: Blunt damage: 1000-1200
version 1.18: Health damage: 650
cs now: 3
version 1.18: 2
mana now: 500
version 1.18: 320

Much less damage (-350/-550) but if i am not wrong the health damage will not be resisted (?). 1 sec less cs. -180 mana.
Conclusion: Still too long cs, reduction of mana is good. Damage needs to be tested to judge it (althoug imo blunt damage was good).


Wind wall (5)

Now: Ranged recived damage: -35%
version 1.18: Ranged recived damage: -25%

So 10% less defence



Mass Pricking ivy (wm)

Now: Damage: 0
Version 1.18: Piercing damage: 750
Now: Duration: 4 sec
Version 1.18: Duration: 5 sec
Now: Area: 6
Version 1.18: Area: 10

From zero damage to 750 piercing damage. 1 sec more duration and area of damage +4.
Conclusion: Good. Although piercing damage is worst damage element an increasing from 0 to 750 is excellent. same with area.
Best change
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Old 01-25-2017, 11:23 AM   #52
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Cast time of knights haste is instant, but it's bound to attack cycle. This is common with offensive spells such as SC, balestra or shield bash, but not with buffs.

Is it intended behavior? I don't think buff casting should be bound to attack cycle.
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Old 01-25-2017, 11:27 AM   #53
Hayir
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Quote:
Originally Posted by Monthser View Post
Golem Fist (5)

now: Blunt damage: 1000-1200
version 1.18: Health damage: 650
cs now: 3
version 1.18: 2
mana now: 500
version 1.18: 320

Much less damage (-350/-550) but if i am not wrong the health damage will not be resisted (?). 1 sec less cs. -180 mana.
Conclusion: Still too long cs, reduction of mana is good. Damage needs to be tested to judge it (althoug imo blunt damage was good).
It's like ethereal arrow, doesn't matter if ao1, barrier etc. Much better than the old blunt damage if you ask me. Locks can now do about +2k direct damage to health, kinda scary.
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Old 01-25-2017, 11:29 AM   #54
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Ehm whats up with all the range buffs? Its as if they reduced bow range but regret doing so smh. Well atleast they add reduction to marks movement speed. Pet reduced dmg reduction of 50%, not so sure about that
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Old 01-25-2017, 11:33 AM   #55
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Quote:
Originally Posted by Kopstoot View Post
Ehm whats up with all the range buffs? Its as if they reduced bow range but regret doing so smh. Well atleast they add reduction to marks movement speed. Pet reduced dmg reduction of 50%, not so sure about that
It's so that they have to invest points if they want more range. You have to give up either defense, cc or damage to get more range, which you didn't have to as much before. That's one way to balance something.
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Old 01-25-2017, 11:36 AM   #56
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Quote:
Originally Posted by halvdan View Post
Cast time of knights haste is instant, but it's bound to attack cycle. This is common with offensive spells such as SC, balestra or shield bash, but not with buffs.

Is it intended behavior? I don't think buff casting should be bound to attack cycle.
What do you mean by attack cycle?
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Old 01-25-2017, 11:41 AM   #57
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Quote:
Originally Posted by Frosk View Post
- Fixed: Under Precise Block you could sit down or change combat mode and hide the animation of the skill.
I still think you should add some visual effect to the shield while precise block, casting buffs and turning still hides the animation after all.

The not sitting fix is great though.
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Old 01-25-2017, 11:45 AM   #58
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Quote:
Originally Posted by Hayir View Post
It's like ethereal arrow, doesn't matter if ao1, barrier etc. Much better than the old blunt damage if you ask me. Locks can now do about +2k direct damage to health, kinda scary.
Could you explain how can locks do +2k direct damage to health. According to the version 1.18 it makes only 650 damage to health.
Sorry for my ignorance

regards
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Old 01-25-2017, 11:47 AM   #59
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Quote:
Originally Posted by Monthser View Post
Could you explain how can locks do +2k direct damage to health. According to the version 1.18 it makes only 650 damage to health.
Sorry for my ignorance

regards
I didn't mean with golem fist alone. Soul keeper + vamp + golem fist. Obviously SK can be stopped.
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Old 01-25-2017, 12:07 PM   #60
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Quote:
Originally Posted by Hayir View Post
It's so that they have to invest points if they want more range. You have to give up either defense, cc or damage to get more range, which you didn't have to as much before. That's one way to balance something.
Ah i thought they intended to reduce the bow range to make this game a bit more actionpacked rather than balancing.
Cant deny that Marks with amus are still too strong.
(will prolly not take focus and/or killer instinct in my main build tho, but will test further it in a real rvr fight)
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