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barge

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Everything posted by barge

  1. they want you guys to spend more on the stamina elixirs :bad: thats why they shortened the time compared to ruberius
  2. the update removed my completed but not reported lab quests. :facepalm: now i have to do them again
  3. barge

    help on simbyan

    i have the same problem too
  4. i dont have the screenies but the old astral values are as follows arena mace normal astral 38 arena mace great charm astral 44 sd mace normal astral 40 sd mace great charm astral 46 2 handed hammers cant have astral
  5. i have the same problem too on symbian
  6. i just downloaded the 3.11 version for the symbian. The program keeps crashing, please fix this
  7. do you want the developer to widen the stairs? 8)
  8. waiting for someone to post 10mil :aggressive:
  9. hmmm, i would prefer if they just group up sun, moon and dark together whilst leaving astral alone. this is because the former elements consists of damage whilst the latter is just for heal mostly. this would allow players to still have a bit of variations with setups like "high heal with low damage" or "low heal with high damage" instead of the proposed "high heal with high damage" or "low heal with low damage". just my 2gold
  10. dunno about sapphire side, but on the emerald side i have seen the stairs being deserted occasionally.
  11. thanks jzwaaz for helping out :) yeah mecha i know the 4% deduction does seem like a disadvantage especially if you make your necro to have 3k hp (120 deducted for heal and another 120 for shield) which is easy to reach with the guild level 3 hp upgrade. but at least its not as bad as the melees...
  12. hi mecha :friends: just for checking how much astral do you have and whats the heal amount? if you meant that necros have a 4% hp deduction then yes, the formula does not take that into account as i treat that as a separate issue.
  13. Just for those that are interested. :) Heal amount without aura= [70+((heal lvl-1)*20)] +[char lvl*(2+(heal lvl-1)*0.5)] +[astral*(1+(heal lvl)*0.2)] thank you Barge
  14. in terms of dps, the redeeming factor for the 2 handed weapon over the 1 handed weapon is that the power attack of 2 handed does exceed the power attack of the 1 handed even though the normal attacks of the respective setups may be roughly equal.
  15. i thought just accepting gold from others does not qualify for a ban? unless of course he has a screen shot of the conversation between you 2 intending to trade characters.....
  16. barge

    Amplifying

    well, i did amped without sign the garaan armour and treads to +5. thats only because i had another piece of armour and treads lying around :spiteful: i wouldnt do that to the helmet or glove though as there are no spares yet...
  17. actually, i do suspect there are mage capes around. its just that they are hoarding them so that they can sell them really expensively like over a million gold when the event has ended. just a guess though
  18. how about putting physical damage on melee armours first just like cloth classes?
  19. they gave out those surprise chests previously so you guys could keep creating lots of level 3 accounts for aigrind to reach 4 mil. ;)
  20. i agree that the reburius bright cape should remain rare as it was meant to be. however i would like a lvl 17 version abyss zealot sun cape (remove the astral and replace with say dodge) to be created for balancing purposes. that being said, a lvl 17 abyss zealot astral cape should also be created as its missing too. thank you
  21. actually i agree with the imbalance. any cloth class can just use full resilience gears to achieve 20%+ resilience which is already a hard nut to crack for regular/normal amp melees. add in the multiple ways that cloth classes have at their disposal for delaying or stunning melees, that would inevitably put them into the hard to kill category for melees unless he is +10. for higher levels (ie level 30) the heavy armour (even if amped to +10) is going to do nothing to reduce the cloth class attack damage but the same cannot be said for the cloth armour against the melee damage. knowing that, the high level heavy armour "advantage" that the melees have will only be useful in pve situations against mobs and for balancing other pvp physical attacks damage in my opinion. on the other hand, cloth classes amping their armour would also not help or reduce any damage against other cloth classes. so for high level cloth classes fights its going to be like glass cannons attacking each other ending the fight pretty quickly. so yeah, why dont we all just play cloth classes to avoid the "meleecist" that the game is imposing.
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