Jump to content

Psyborg

Members
  • Posts

    172
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    Psyborg got a reaction from Higgings in Resetting Talent Tree   
    Much like resetting skills and getting back skill points, I am suggesting that the devs should allow the players to reset their talent tree via some consumable, and get back knowledge points. Sometimes we make wrong decisions or level up talents that are required at that time, but later on they become less important or useless (cap reached for a stat).
     
    Challenges to this suggestion:
    1. Creating a consumable similar to book of oblivion. - Easy enough for devs, and maybe give each player a free consumable once they release it. And also make it available in mshop.
     
    2. Redeeming knowledge points - There could be a case where the restored knowledge points exceed the maximum limit (75k as of today). Hence the reset action can store overflown knowledge points into consumable pots and send them as gift to the player (to avoid bag full scenario). And allow using the pot only if the current knowledge is below the limit. User caution and responsibility required.
     
    3. Scope - This feature must cover the character talent tree and may also cover the underwater territory talent tree.
     
    Hope you like the suggestion and implement it in the next update or as soon as possible.
  2. Like
    Psyborg got a reaction from Phosphatase in Non-class skill books and what you should know about them - (Sauron, EU-Emerald)   
    Superb topic.
    Can you please update this post and add the books dropped from castle dungeons please?
  3. Haha
    Psyborg got a reaction from Kyrai in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Yes that's right.

    I wonder what will be our resultant mana regen when we go naked. Would it go to negative?
    Isn't anyone going to talk about this?

    27 units?!
  4. Haha
    Psyborg got a reaction from God Emerald in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Yes that's right.

    I wonder what will be our resultant mana regen when we go naked. Would it go to negative?
    Isn't anyone going to talk about this?

    27 units?!
  5. Haha
    Psyborg got a reaction from Gladiator in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Yes that's right.

    I wonder what will be our resultant mana regen when we go naked. Would it go to negative?
    Isn't anyone going to talk about this?

    27 units?!
  6. Like
    Psyborg got a reaction from Speedom in [2021.10.04] The Bounty Week and special Weekly ratings Tournament!   
    Maybe also increase the knowledge daily cap to 2x?
  7. Thanks
    Psyborg got a reaction from Buudbd in How do the castle relics work?   
    Hello,

    I wanted to create this thread to discuss how the castle relics work. I will share the screen shots of all the castle relics. Lets discuss how each one works so that the players can make a good investment in these very expensive relics.

    1. Relic of Exclusive Attack
    Does not give any buff to the relic user.
    All the basic skills that do any sorts of damage are buffed by 10% this relic when you get the buff on your character.
    For eg: If your Mage Fireball does 800 dmg on a dummy, then with this relic's buff it will do 880 dmg.
    For any dot skills, as long as you use the skill before the relic buff expires on you, it will still do the buffed up dmg even after you lose the relic buff. eg: Swarm of bees, pool of darkness, etc.
    Skills confirmed: Mage(Fireball, Time Warp, Shattered Stones), Ranger(Powerful shot, Blessing). *Will update more soon*
     
    2. Relic of Exclusive Defence
    Does not give any buff to the relic user.
    BD parry: Increases the parry % at that level by 20%. Say 1/5 = +1% parry, then with this relic you will get +1.2% parry.
    Mage Sun Shield: Increases the defence % at that level by 20%. Say 3/5 = +35% defence, then with this relic you will get +42% defence.
    Druid Barkskin: Increases the defence % at that level by 20%. Say 5/5 = +50% defence, then with this relic you will get +60% defence.
    Warden Spirit: Increases the defence % at that level by 20%. Say 5/5 = protects 80% of the dmg caused, then with this relic you will get 96% buff.
    *Will update more soon*
     
     
     
    3. Relic of Exclusive Healing
    Does not give any buff to the relic user.
    All the healing skills are buffed by 20% this relic when you get the buff on your character.
    For eg: If your Druid heals 400 normally each tick, with this relic's buff you will heal 480 each tick.
    Skills confirmed: Priest(Healing touch) *Will update more soon*
     
    4. Relic of United Attack
     
     
    5. Relic of United Control
    Increases the skill duration time by 25-40% depending on the number of party members within a 3yd range from the relic user.
    Eg: If your armistice lasts about 7s on a normal target, with this relic's say 40% buff, now the armistice will last about 9.8s.
    Skills confirmed: Priest (Armistice)
     
    6. Relic of United Extermination
     
    7. Relic of United Punishment
    Increases the skills power by 25-40%.
    For eg: If your Bladedancer sap reduces enemy damage and speed by 20% (at lv5), then with this relic's say 40% buff, now the sap will reduce enemy damage and speed by 28%.
    Skills confirmed: Bladedancer (Sap)

    Credits: Myself (Psyborg US-SA), Pecleb US-SA, Hatchling US-SA, Higgings
  8. Thanks
    Psyborg got a reaction from r0di0n in How do the castle relics work?   
    Hello,

    I wanted to create this thread to discuss how the castle relics work. I will share the screen shots of all the castle relics. Lets discuss how each one works so that the players can make a good investment in these very expensive relics.

    1. Relic of Exclusive Attack
    Does not give any buff to the relic user.
    All the basic skills that do any sorts of damage are buffed by 10% this relic when you get the buff on your character.
    For eg: If your Mage Fireball does 800 dmg on a dummy, then with this relic's buff it will do 880 dmg.
    For any dot skills, as long as you use the skill before the relic buff expires on you, it will still do the buffed up dmg even after you lose the relic buff. eg: Swarm of bees, pool of darkness, etc.
    Skills confirmed: Mage(Fireball, Time Warp, Shattered Stones), Ranger(Powerful shot, Blessing). *Will update more soon*
     
    2. Relic of Exclusive Defence
    Does not give any buff to the relic user.
    BD parry: Increases the parry % at that level by 20%. Say 1/5 = +1% parry, then with this relic you will get +1.2% parry.
    Mage Sun Shield: Increases the defence % at that level by 20%. Say 3/5 = +35% defence, then with this relic you will get +42% defence.
    Druid Barkskin: Increases the defence % at that level by 20%. Say 5/5 = +50% defence, then with this relic you will get +60% defence.
    Warden Spirit: Increases the defence % at that level by 20%. Say 5/5 = protects 80% of the dmg caused, then with this relic you will get 96% buff.
    *Will update more soon*
     
     
     
    3. Relic of Exclusive Healing
    Does not give any buff to the relic user.
    All the healing skills are buffed by 20% this relic when you get the buff on your character.
    For eg: If your Druid heals 400 normally each tick, with this relic's buff you will heal 480 each tick.
    Skills confirmed: Priest(Healing touch) *Will update more soon*
     
    4. Relic of United Attack
     
     
    5. Relic of United Control
    Increases the skill duration time by 25-40% depending on the number of party members within a 3yd range from the relic user.
    Eg: If your armistice lasts about 7s on a normal target, with this relic's say 40% buff, now the armistice will last about 9.8s.
    Skills confirmed: Priest (Armistice)
     
    6. Relic of United Extermination
     
    7. Relic of United Punishment
    Increases the skills power by 25-40%.
    For eg: If your Bladedancer sap reduces enemy damage and speed by 20% (at lv5), then with this relic's say 40% buff, now the sap will reduce enemy damage and speed by 28%.
    Skills confirmed: Bladedancer (Sap)

    Credits: Myself (Psyborg US-SA), Pecleb US-SA, Hatchling US-SA, Higgings
  9. Thanks
    Psyborg reacted to Bdsc in Discussing nerfed and op classes after update 7.7   
    Fun facts for ppl who argue about warden or Dk
     
    - Warden absorb 35% ( before it was 50% ) of incoming dmg with 100% chance 
     
    - Dk absorb 37% of incoming dmg with 55% chance 
     
    - Warden now heal 12% of his hp per sec ( new limit ) which is a fair Nerf ( since warden now can't solo other parties Or be immortal like before )
    - Dk reserve now heal 400-800 each 2 sec ( depending on your hp reg and mainly if you have HP Reg Guild buff ) and there is no def buff ( That was really important part of the skill because your heal doesn't mean much if you still receive high dmg) 
     
    Ok so why dk are complaining alot now ? Any pro dk would never completely rely on reserve everytime he kill something
     
    Almost every mob have pent % now
     
    Really? Yes. Does it actually make difference? You tell me 
     
    ~ 8,000 def = 55% / 10,000 def = 60% 
     
    Lvl 28 mobs ( common lvl / Blue crown 👑 ) have 8.5% pent 
    Lvl 28 mobs ( uncommon lvl / Green crown 👑 ) have 11,3% pent 
    Lvl 28 mini bosses ( elite lvl / Yellow crown 👑 ) have 16.3% pent 
     
    Basically if you have 10k def and you try to do ( baits - Tp dg - mini bosses ) your actual def is going to be 6,000/7,000 which is like a +5-6 while you're wearing +9 lvl 26 great charm gear to get the 10k def and you lost the most important 2 supportive skills ( reserve and saturation )
     
    Note: pent increase/ decrease 0.5% per lvl 
  10. Thanks
    Psyborg reacted to Higgings in 7.7.2 Bug Reports: POST HERE!!   
    I ask you to be a bit more patient. Tomorrow the incorrect work of some relics previously reported as bugged will be fixed. I may try to ask @Reivenorik if these guys can check for this report, but I fear you'll have some infos not earlier than monday*
     
    *They usually do not work on weekends, but since a new update has been released 2 days ago they may have to check if everything works correctly and therefore, also your report.
  11. Thanks
    Psyborg got a reaction from Speedom in [2018.09.12] Game servers restart. Welcome update 7.7!   
    1. Even if elves or mcs cry about nerfs and beg for buffs, in the end its the devs and the team that came up with the original skill ideas. So you gotta respect that and just deal with the final skill mechanics. 

    2. The game is more fun when you have to think outside the box to make your toons the best given the limitations of each class.
  12. Haha
    Psyborg got a reaction from nabnecro in [2018.09.07] Update 7.7: Hidden power. Preview   
    my bad I quoted the wrong guy(replier) rather than the original poster.

    And f*ck you for being such an ass. No need to get hyped up. I never called you names.
  13. Haha
    Psyborg got a reaction from nabnecro in [2018.09.07] Update 7.7: Hidden power. Preview   
    Let me explain the actual formula for final CD of any skill:

    Let your cd in % = X
    Let Y be the base CD of any skill in seconds.
    Let Z be the final CD of any skill in seconds.
     
    The formula goes like this:

    Z = (100 / (100 + X)) * Y

    Let's verify for resurrection and your case of CD:
    X = 34.3%
    Y = 360s
    Thus,
    Z = (100 / (100 + 34.3)) * 360
    Z = (100 / 134.3) * 360
    Z = (0.744) * 360 (Rounded to 3 decimals)
    Z = 267.84
    Z = 267.9 (Rounded to 1 decimal)
     
    The final number may be off my a few decimals but this works 99.9% of the time.

    Cheers. Hope it solves your doubts. 

     
  14. Confused
    Psyborg got a reaction from Larrikin in [2018.09.07] Update 7.7: Hidden power. Preview   
    Thanks to this update, my 9-10 sets stock of ethereal essence is useless now. 🤢

    They better bring some good quality craft accessories!!! At least ones equal to or better than arena % accessories.
  15. Like
    Psyborg got a reaction from Pecleb in [2018.09.07] Update 7.7: Hidden power. Preview   
    NOW MAGES WILL LOOK LIKE THIS 
  16. Like
    Psyborg got a reaction from Speedom in [2018.09.07] Update 7.7: Hidden power. Preview   
    Thanks to this update, my 9-10 sets stock of ethereal essence is useless now. 🤢

    They better bring some good quality craft accessories!!! At least ones equal to or better than arena % accessories.
  17. Haha
    Psyborg got a reaction from Akasha in [2018.08.27] Unique costumes of the Boogeyman and Mortis are in the Dungeons all week! Hurry up to grab rare rewards!   
    Not cute!!! They are the deadliest couple in Warspear. 

    Boogeyman uses nightmares and Peluli sleep (Forest song). Both put you to sleep in a bad way 
  18. Thanks
    Psyborg got a reaction from Akasha in How do the castle relics work?   
    Hello,

    I wanted to create this thread to discuss how the castle relics work. I will share the screen shots of all the castle relics. Lets discuss how each one works so that the players can make a good investment in these very expensive relics.

    1. Relic of Exclusive Attack
    Does not give any buff to the relic user.
    All the basic skills that do any sorts of damage are buffed by 10% this relic when you get the buff on your character.
    For eg: If your Mage Fireball does 800 dmg on a dummy, then with this relic's buff it will do 880 dmg.
    For any dot skills, as long as you use the skill before the relic buff expires on you, it will still do the buffed up dmg even after you lose the relic buff. eg: Swarm of bees, pool of darkness, etc.
    Skills confirmed: Mage(Fireball, Time Warp, Shattered Stones), Ranger(Powerful shot, Blessing). *Will update more soon*
     
    2. Relic of Exclusive Defence
    Does not give any buff to the relic user.
    BD parry: Increases the parry % at that level by 20%. Say 1/5 = +1% parry, then with this relic you will get +1.2% parry.
    Mage Sun Shield: Increases the defence % at that level by 20%. Say 3/5 = +35% defence, then with this relic you will get +42% defence.
    Druid Barkskin: Increases the defence % at that level by 20%. Say 5/5 = +50% defence, then with this relic you will get +60% defence.
    Warden Spirit: Increases the defence % at that level by 20%. Say 5/5 = protects 80% of the dmg caused, then with this relic you will get 96% buff.
    *Will update more soon*
     
     
     
    3. Relic of Exclusive Healing
    Does not give any buff to the relic user.
    All the healing skills are buffed by 20% this relic when you get the buff on your character.
    For eg: If your Druid heals 400 normally each tick, with this relic's buff you will heal 480 each tick.
    Skills confirmed: Priest(Healing touch) *Will update more soon*
     
    4. Relic of United Attack
     
     
    5. Relic of United Control
    Increases the skill duration time by 25-40% depending on the number of party members within a 3yd range from the relic user.
    Eg: If your armistice lasts about 7s on a normal target, with this relic's say 40% buff, now the armistice will last about 9.8s.
    Skills confirmed: Priest (Armistice)
     
    6. Relic of United Extermination
     
    7. Relic of United Punishment
    Increases the skills power by 25-40%.
    For eg: If your Bladedancer sap reduces enemy damage and speed by 20% (at lv5), then with this relic's say 40% buff, now the sap will reduce enemy damage and speed by 28%.
    Skills confirmed: Bladedancer (Sap)

    Credits: Myself (Psyborg US-SA), Pecleb US-SA, Hatchling US-SA, Higgings
  19. Like
    Psyborg got a reaction from Pecleb in Ranger - Hail of Arrows broken!!!   
    Hello,
     
    I want to report a bug in the Hail of Arrows expert skill of the ranger. I noticed that in CC hero dungeon this skill when used by my party member; ranger, gets BLOCKED by the adds.
    As per the skill description this is an impossible to avoid attack.
     

     
    Can some mod flag this as important? 

    Thank you.
  20. Like
    Psyborg got a reaction from Pecleb in GUILD MERGE   
    Hello developers,

    After the release of guilds in warspear, many guilds have flourished while others have failed or stay relatively weak. Hence they end up selling guilds, etc. But this only changes leadership and not the actual guild condition. As guilds will get more and more max levels, the lower level guilds will disappear, all the hard work wasted.

    The main idea of my suggestion is to allow two guilds to merge and become one. Following are some points related to the challenges of guild merge:
     Let's say we have guild A and guild B who would like to merge. The resultant guild is say C. Also the leaders of the merging guilds can choose which guild will dissolve and merge into which guild. For eg: guild B can dissolve and merge into guild A. The dissolving guild must be less than or equal to the level of the other guild. The dissolving guild as you will see will have to make certain sacrifices.

    - What happens to all the guild members from A and B?
     All the guild members other than the leader of A and leader of B lose their guild slots. And the two old leaders now become the leader and the heir (more on how in the next point). The reason to kick all members is the size issue. When you merge (say) lvl 5 guild with lvl 5 guild, you cannot fit 100 members in the resultant guild. Hence it is the leaders' choice of A and B to later on invite their members of the guild.
     
    - Who gets the leader of the new merged guild?
     Now this suggestion by all means is for the guilds and the leaders who trust each other. So with that assumption, the merging guild leader stays the leader and the dissolving guild leader gets Heir role automatically.

    - What will be the level of the new merged guild?
     The motive behind merging guilds is to help low level guilds get another chance. Hence it is obvious that the level of the new merged guild will be equal to the greater of level of A or B. Eg: if A is lvl 5 and B is lvl 2. Then C will be lvl 5. If A = B = lvl 4, then C = lvl 4.

    - What happens to all the hard work?! The guild points and the skills and the unity signs and the gold for skill level up!
     All the gp that the two guilds have collected will be summed up. So if A had 100k gp and B had 50k gp, then C will have 150k gp.
     When guild C is formed, all the active and passive skills of the dissolved guild will be lost but the gp, gold and unity signs will be refunded to the original leader of the dissolving guild as a message in the inbox. To introduce some loss, developers can either introduce a % loss to the refunds (more on cost of merge in later points).
     
    - What happens to the warehouse gold and warehouse items and the warehouse slots?
     The warehouse gold of the dissolving guild gets summed up with the other guilds gold. All the warehouse items are lost! (WARNING). And all the expanded slots of the warehouse are refunded to the respective leaders as guild bags in the inbox.
     
    - Guild achievements, tournament ratings, etc?
     The dissolving guild loses all of its tournament ratings (if any).
     
    - Cost of guild merge?
     The developers can make the cost affordable so that almost all guilds which are in need of a second chance can make it happen. Guild merge will cost certain amount of gold and unity signs. Appropriate mechanisms to initiate a guild merge and pay its cost can be discussed here. When the dissolved guild leader gets the refunds, developers could introduce (say) a 10% loss in the refunds. Overall it should be fair and affordable.

    - Who can merge guilds? Will it be unfair if high level guilds bought off low level guilds under the merge pretext for easy gp?
     I believe the whole decision to dissolve and merge with the other guild is in the hands of the guild leader. Hence it wont be unfair. Any guild looking to merge can merge. Hence effectively using the gp from the dissolving guild to build a stronger guild.
     
    - How many times can a guild merge with the other guild?
     Any guild which wants to merge with the dissolving guild can merge at most 11 - n times, where n is the guild level of the main guild. For eg: guild A is level 6, it can merge with other guilds for at most 11 - 6 = 5 times. As long as it is level 6. When it goes to level 7, it can merge at most 11 - 7 = 4 times and so on. A level 10 guild can only merge once. Any guild > 10 cannot merge with any other guild.
     
     - Some other obvious points
     Sentinels can only merge with sentinel guilds, legion can only merge with legion guilds.
    The name of the merged guild, its level, skills and leader do not change.
     

    Thats all folks! I hope you like this suggestion. Let's discuss! Any feedback is appreciated.
     
  21. Like
    Psyborg got a reaction from Pecleb in Exclusive healing relic not working on Warden agro heal   
    And yes. The relic was used on a priest and warden was in the same party inside 3 yd radius.

    And here's my guide about group relics. I do know how they work.
     
  22. Like
    Psyborg got a reaction from Pecleb in Exclusive healing relic not working on Warden agro heal   
    Yes brother. I am a hardcore tester.

    I used agro while on the relic buff.
    Basic healing skills not necessarily mean click and heal.

    Basic healing skills, rather basic skills are all the non expert skills that we get. So I believe warden agro should definitely benefit from that relic.
  23. Like
    Psyborg got a reaction from Higgings in Exclusive healing relic not working on Warden agro heal   
    Yes brother. I am a hardcore tester.

    I used agro while on the relic buff.
    Basic healing skills not necessarily mean click and heal.

    Basic healing skills, rather basic skills are all the non expert skills that we get. So I believe warden agro should definitely benefit from that relic.
  24. Like
    Psyborg got a reaction from Pecleb in Trade chat area Town 2 Tlaskoe Ayvondil   
    Hello,
     
    Can we make the Tlaskoe a trade chat area on both the town areas? Area requiring the trade chat attached.
     
    Only the lower area is trade chat enabled. The upper area which is more important since it has market and warehouse needs to have a trade chat but doesn't.
     
    It's very frustrating to switch between areas just to see trade chat and check market.
     
    Thank you.

  25. Like
    Psyborg got a reaction from Omercix in Champions of Coliseum requirements   
    I believe they have removed the 1st place winner requirement altogether and only set the requirement as the level of the guild.

    I think for the smaller guilds, winning a tournament now is close to impossible. But they can always level up their guild at their own pace. So keeping only the requirement of the guild's level is very fair VS winning the guild tour 'n' number of times.
     
    I hope I am right about this and they remove the win requirement.
     

    I'm sorry how is leveling the guild more costly than winning a tournament. It might be costly but not harder.
    Imagine competing against lv10+ guilds, they make Millions of gp without even trying vs a small guild which will have to pour free stams, gp pots and a ton of time to come even close to winning.

    So Ill support your suggestion of keeping the guild level as the only requirement. So that the guilds work towards it at their own pace. It is cheaper, less risky in the long run.
×
×
  • Create New...