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Demonhyde

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  1. Demonhyde

    Bees Guide

    The account that my bees druid is is on Emerald sweety, are you on Sapphire or Em? But btw if that's your moon, you should be doing 259 damage every for each dot hit on bees (so multiply by 4 and actually over the course of 8 seconds, you're doing 1,036 damage). That's a LOT, and could be VERY useful when farming lol. I'm intrigued though, what's your astral/heal at? It can't be at much if you spec on moon.
  2. Well I heard that having barkskin and good armor can make u a big damage-eater, and if this is true then I think it is worth it. I'd need to know somebody with experience in barkskin though, who's used it quite often and can tell me if it's worth it compared to other skills used or not. I know for a fact though that I'm going to put in heal, I just need to know which is best between lightning, bark, or entangle for pve.
  3. Demonhyde

    Bees Guide

    Well not all skills are by percentages, but some are (like bees and bark for a druid), but for things such as lighting, dew, and bees (which can be increased by an addition in moon magic AND level, 2 seperate factors), the only thing that can tell you roughly what damage will be the outcome is a quadratic function. juoppaja: thanks but I'm no Einstein :lol: I just recently have gone over the manipulations in formulas in school and found that this was probably the solution to how much damage you could produce. Coolcat: Don't worry this isn't as near accurate as it could be. When my pve druid is higher and i can produce more variables, I will probably edit this to fix it and make it a bit more precise. I'll probably post guides (when I get enough level) for the equations on the separate levels of lightning and healing dew. The druid community needs it, instead of just guessing at what could be done to improved these kinds of things. This post isn't completely finished yet either, mostly because I'm going to wait until I get to level 20 on here and buy a book of oblivion I'll start working all the variables for this. Just a heads up for upcoming posts by me.
  4. Demonhyde

    Bees Guide

    Okay everyone, I'm starting a guide on using bees. I'll be getting a book of oblivion to help me figure out the lower levels, but I was able to find out the formula for bees at level 5. Level 2: Formula for level 2 bees is 0.0001x2 + 0.2449x + 20.9877 Level 5: The formula is a quadratic equation, being .0013x2+(.19)x+28.01. Results MAY vary from the graph(I just tested with 73 moon and it was off by a point), but not by much at all. Even at higher moon you should stay within a 3-5 point range. I'll have the lower levels whenever I can get stupid mc on my account, but this is as best as I can start. Edit: Okay guys just like on my lightning and bees forum, I just found out that the physical damage(basically level of your druid) also determines what your damage is...so for instance level 2 druid with 19 moon and lvl 1 bees does dot of 14, lvl 13 druid lvl 1 bees 19 moon does dot of 20...so yeah. Not as big of a difference as lightning, but it is a difference. So for higher levels, whatever you come out with in the equation is not the real number, your damage will actually be higher. (for lower levels it's opposite, your damage will be lower)
  5. Okay I'm working on a good farm druid to make money for my main. So far it's level 7, and I have 4 sp in bees, bout to max it. Don't reply "bees sux and ur a noob" because I am WELL aware of what some of you people who don't even play as druids THINK, because I've seen your post. Bees is a very good skill so far, granting me very easy kill time. For those that DO play druids and DO know how to make these kinds of druids, I need help. I am stuck after maxing bees. I don't know whether to go with a bees+heal+light combo, or to go with a bees+heal+bark combo. Also, whichever combo that an experienced player chooses (whether it be one of these 2 or something different)...which skill should I max right after bees? Or should i split sp between whichever two skills that are given to me as the best for farming. Thank you for anybody that can help. ;D
  6. Ah see I understand. No, I may not know that boss, but I can understand the mechanics behind your example. There are those that think they're "superior" above everybody else in the game, therefore they don't talk to the "underdogs" of the game. So this makes them looks like bots. :facepalm: I understand, thank you for making that clearer for me
  7. Thank you for clarifying this. As I said before, I am still new-ish to the game and don't fully know how people like to work within it.
  8. Thank you all for posting counter-arguments. I do love a fresh debate :) Ok as for the counter-argument topics 1. The questline- Radiant Falcon, you are right with the fact that most of the game players are playing from their mobile devices. I didn't say, though, to completely diminish the questline. I myself enjoy the questline, but it gets a little ongoing and boring if you're like me and take more time than 40m per session. I'm an avid gamer and like to get to know the depths of the game, how to manipulate things with my character, etc. 2. Switch to easy AoE characters- Radiant this is also a good counter - but maybe if the game devs were to add an AoE to druid or perhaps increase the percentages on elf skills, it would balance all this out? I'm still a new-ish player, but even still this does seem like it would even out some odds between the characters. I know I have a hard time in Arena and pvp only because of the rogues invisibility skill. Them little suckers are hard to put roots on. 3. The leveling "marathon"- Yes it would seem like everybody's in a haste for experience, but that's why I mentioned raising exp req. I don't know what all the xp requirements are, per level, above 14, but if devs were to raise them by maybe 250% if they were to add xp from mobs, this would also balance out. 4. Bots- this one I am afraid I am stuck on. I HAVE played runescape, and I do understand most people like to cheat. In ANY game people like to cheat. I do know I have already seen some bots though on WarSpear, and they're programmed to either farm bosses (whether it be first island or on irslenort), or farm mobs and sell quest items(like wolves fangs or satyr horns). I don't have a good counter-argument for this topic, so for this one I am at defeat. 5. The Dev money source- from my readings on this forum website and personal experience, I know devs are already getting quite a bit of money from those who buy novice outfits or amps or signs and whatnot. Taking away the quest items would not affect people as much as you'd think (in my perspective atleast). Then again I am also one of those that doesn't use MC a whole lot if at all. Remember everyone these are just suggestions that I would think enhance the gameplay, and I am by no means trying to offend you if you are an older player and are used to how the game originally is.
  9. Thank you Sange for being the only person thus far that has given a real example for a counter-argument. My highest level is 14, and I am unaware of all these bosses. This argument I can understand because you've given actual examples of what people might do to take advantage of this idea. Maybe a way to counter this (for atleast those under level 12) is restrict them from moving to Irslenort and gaining fast xp in an area you shouldn't be, and possibly having limit zones for individual islands like melendvil? (I'm elf side so I don't know MC islands) I don't know, I'm just shooting ideas to possibly improve gameplay. Maybe there's a reason most MMO's allow exp from mobs, it enhances gameplay. That's always what I've come to understand, being an ex player of Diablo and WoW. I'm not going to be on for quite a bit but feel free to provide more arguments and I can get back to anyone on this as soon as I can. :good: :drinks:
  10. I never said I didn't want to work hard. I actually do very well, this was just a suggestion to the devs. Did you not read the part where I said only allow an xp gain of 1-10 based on level and mob type(meaning the highest level boss would be max of 10xp per kill)? This would prevent new players from gaining massive loads of exp, especially if it were based on like exp from 1 to 2 is 50, 2-3 is 80-100, and 3-4 lets say somewhere between 100-200. I know 12-13 takes what? 400 xp? this is by doing just quests. If my idea were to be set in, make the exp required for this level like...idk 1-1.5k? you'd get what you could out of quests, and then extra based on how many mobs you killed. Or if you were tired of the questline, you could just start farmings mobs. With what little xp you would make, it would be the equivalent of questing for the same amt. of time. You would still be working just as hard, but instead of doing these collection quests where you have to kill 60 mobs for 25-30 items and only 10xp, lets say these mobs are blues level 13. you'd get 2-3 xp per kill and then the xp gained from the quest. And then those that like to farm bosses at level 16-17 can also gain exp, because farming with the drop rate as low as it is gets u little to nothing.
  11. I agree very much with this. Rich players can easily hold as much stuff as they can pay for, and extra bag slots are way too much in trade. Creating a banking system (like the chest from the Diablo series) would allow you to hold old items you still may want to keep instead of having to sell it.
  12. Well this is also why I suggested raising the exp. required to level up. Yes, it would be a bit easier instead of just doing quest after quest. However, the raised required exp. per level would balance this so it takes longer to level. Like level 1-2 is i think 8 exp? Maybe raise it to 50 instead, requiring new players to actually kill a decent amount of mobs and do a decent amt. of quests to level. This would also allow characters to get more familiar with your characters and understanding what each player might want to do with his/her character before spending all their skill points after 2 hours of playing and already level 6.
  13. Okay so I don't know if anybody has posted anything like this, but if anybody has then please redirect me to it and I will delete this post :) I understand there are those like the experience system of getting exp. from quests and having to do a certain amt. of quests to level. My suggestion is to increase the amount of experience to level up based on each level, keep the low experience you receive from the quests, and possibly allow 1-10 xp per mob monster you slay(depending on the level and whether it's blue, green, yellow, or red)? I do like the original idea from leveling from quests, but after a while it becomes repetitive when you have to kill so many mobs for a collection quests for what...like 10 xp from 12-18? I don't know. Comments and other ideas anybody?
  14. Okay I'm level 12 now, about to hit level 13. I need help...I'm still very new to the game and inexperienced with runes. What runes should I choose when I finally decide to start enhancing my armor and weapons? I was thinking either basic defense runes, or resilience runes, because a lot of these arena players have high crit. hit chance. I don't know, somebody help, preferrably somebody who has experience with druids?
  15. Perfect. thanks lots. it seems the quest map for that is screwy, because every single plant i killed where it told me too, they never had roots or thorns. Thanks a lot(:
  16. Okay I'm having difficulties. I don't know if my version of WarSpear(3.4) is messing up, or what, but I can't get to the thorns or roots pf the plants of prey. I'm killing a bunch of the carnivorous plants, but they always drop either sharp leaves or faded roots, and I don't see anything else in that area...wtf? I eventually just bought the thorns...but now I need their roots for a quest. Help?
  17. Sometimes questing can bore me. And also when I'm up at level 8 with all the satyr's, it gets rather tricky. My armor is low def, even with +5 orbs, my attack is rather low compared to their health. I tend to just gather 25 fairy dust and sell for like, 300(which I consider reasonable, as to others selling 5 for 300 :facepalm: ). Basically all I'm waiting for is to get orbs off my money. mainly def orbs cuz they're inexpensive, and they help me out a bit. I know this sounds like a newbie mistake(which it is, I am at my own fault because I knew that most players wouldn't do this), but those satyr's can really kick my butt :sorry:
  18. Thank you both very much for your insight. I know roots is a prime thing, but I red a thread that said that should be built up last, building healing first, then lightning. Tsja I can understand the confusion. I was trying to ask if there was another, faster, way of making money rather than fairies when I get bored questing. Once again, thank you both for helping and for the invitation of my questions. ;D
  19. Hi everyone. Very new to Warspear, maybe 2 weeks old. been reading posts and everything working on a druid(lvl 8 right now, reg hit 70, light hit 170, heal 75). 1. I see all these posts about mobs, and I don't understand. What are mobs? 2. I go to arena and partnered with a lvl 8 or 9, and we die facing 2 lvl 7's. I'm healing and whatnot but they're hitting like 300's >. 3. I'm having trouble with money...mainly i just farm little fairies and sell like 50 fairy dust for bout 600...but fairy dust doesn't always come around(bout 35-50% rate) and it's making me little money compared to prices for stuff in the game... 4. I'm having trouble with the bosses...I can't even kill the pirate merc or the bear close to bladedancer camp...can somebody explain how I'm supposed to do those? I really just need somebody to give me a good general overview of Warspear, how to play it and whatnot. And don't message me how I'm "such a noob" for picking druid...the use of magic and healing is a personal favorite of mine in ANY game. Thank you to anybody that can help me.
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