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Gladiator

Legendary Mentor
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Posts posted by Gladiator

  1. 3 hours ago, Shadowmon said:

    :eating-crazy-rabbit-emoticon:

    Yall done arguing? 

    I need some water with this biscuit.

    Hey, let them! The russian post has 25 pages of comments under it, why can't we have a more active community. I think people arguing is great for the forum culture and admins should encourage it because it promotes forum activity.

     

    I remember one of the more active days, I would have back and forth arguments why Paladin should be buffed, and look at us now, stronger than ever, Paladins really owe me a lot of the buffs. Hell, I might start doing that again. I went to check and I think I haven't really gotten into it with someone since 2020, it was about palas being able to self-cast sacred shield (*cough* @Higgings), and guess who won. :dirol:

     

    Keep arguing guys! You never know what might get devs to buff your class.

  2. 23 hours ago, Raislin said:

    Since it forces you to be in a 1h build to make proper use of and the best use for pala is 2h magic for mass pvp, hopefully never. Considering the amount of time chieftain has been busted lets make it a year at least.

    I hear you, even if magic 1h paladin is like one of the worst builds offensively, but being "unkillable" even with no damage hasn't stopped people from complaining about Wardens back in the day. And I feel like with something like 15% Parry, 25% block, 600-700 magic, 10k HP, 40%+ damage reduction (MM and 30% HP Inner Force) might be getting close to that "unkillable" status.

     

    Now granted, every class is seemingly getting stronger, so we still need to see how it plays out, at the end of the day, reapers and like you said, chieftains are still a thing. 

     

    Btw, I totally see people trying to make it work with magic hammers in some situations since it works with parry as well.

  3. On 5/27/2023 at 7:08 PM, LeeLoo said:

    Key Class Talents

     

    несломл духа.png Unbroken Spirit

    The skill "Inner Forces" additionally increases the "Block" parameter by 5% and by 0.5%, depending on the missing health.

    заступничество.png Intercession

    Restores health to the character and an ally, primarily party members, within 5 yards equal to 80% of the character's magic power when blocking or parrying an attack, but no more than once every 1 sec.

    I wonder how long it will take for this to be nerfed. :candy:
     

  4. On 5/27/2023 at 7:08 PM, LeeLoo said:

     

    неизбежн тьмы.png Branch “Inevitability of Darkness”

    Above the heads of the Warlocks of the “Inevitable of Darkness” branch, the darkness thickens with renewed power, plunging the hearts of enemies into the inevitability of death.

     

      Reveal hidden contents

    Warlock_2.jpg

     

    Lesser talents

     

    темный круг.png Dark Circle+

    Increases the duration of the skill's effect by 0.5 sec.

    порча.png Hex+

    Increases the duration of the “Mute” skill's effect by 0.2 \ 0.4 \ 0.6 sec.

    увядание.png Fading+

    Increases the duration of the “Stun” effect from a skill by 0.5 sec.

    камен тело.png Stone Body+

    Increases skill effect strength by 1 \ 1.5 \ 2%.

     

    Key class talents

     

    общий кошмар.png Overall nightmare

    Additionally applies the effect of the “Dark Circle” skill to a random enemy within 5 yards with 40% reduced power.

    неотврат гибели.png Inevitability of death

    All character skills that impose negative effects ignore 25% of the opponent's "Resistance" parameter.

    This is kinda... Scary..:scare1crow:

  5. Oh, wow... Interesting... Cool, cool.. Nice. Talk about a meta shift. 

     

    On 5/27/2023 at 7:08 PM, LeeLoo said:

    неугас свеча.png Inextinguishable candle

    The "Light Aura" skill additionally restores health to the character and all party members every 2 sec. at a rate of 8% of the healing received by any member of the group under the effect during this time.

    I'm interested to see how this will work. Will all amount of healing in the entire party be counted and every 2 seconds 8% of that healing that happened in the 2 seconds applies to all characters? If so, it can kinda get pretty juicy.

    Do all healing effects get counted? Do heal multipliers affect that? Do non-skill heals get counted? Does the healing of this talent count? That would be a crazy circular bug. So many questions, can't wait to test it out in the closed testing that I'm definitely going to be a part of!

  6. 12 hours ago, Raislin said:

    Basically no summon/minion attack targets that are in cc that's breakable by attacking. I think that's what he meant. So you have to awkwardly sit there and wait for the ice block in this case to disappear. It's coding from ages ago to stop minions breaking necro nightmares I believe.

    It's actually not the case with moon.

    It does break those cc effects and it's really only a problem for PvP (was too lazy to make PvP screenshots)

  7. Ok... Either Paladins have not tried at all or the class is just the slowest in dungeons. Obviously it's not the latter, you'd think Paladins can have close time to that of a mage. We could at least beat Druids, for gods sake! Embarrassing...

     

    Come on guys, get it together...

     

    (for me, I was playing my Beastmaster mostly:blush:)

     

  8. On 4/11/2023 at 12:26 PM, Zurp said:

    Also, here are my calculations for best weapons.

      Hide contents

    Physical weapons

    Weapon Pdmg Mdmg Atk str Cat Damage Dmg on Rampage
    image.png.ecd5a059652ed992ea77b6d4818b96d7.png Spear of the Kingdom of Indestructibility 1560 458 0.10 2331 2914
    image.png.c0c854c51e53a55ff434c39d7e4cbf37.png Spear of Metamorphosis 1604 458 0 2168 2710

     

    Magic weapons

    Weapon Pdmg Mdmg Atk str Cat damage Dmg on Rampage Aura damage
    magichammer.png.1db3485c3dc359c67a0009910937b574.png Morgenstern of the Kingdom of Indestructibility 599 1128 0.10 1721 2152 1557
    crafthammer.png.976533b18edb864159881aab3b3febd3.png Hammer of Metamorphosis 599 1152 0 1583 1979 1590

     

     

    PvP

    Magical Weapons

    All damage calculated to enemies with 50% defence. Resilience doesn't matter since it would decrease all damage outputs equally.

    All skills on max levels.

    +10 weapons. Full greatness accessories. Stats from gears not included. Ferocity skill on.

    Weapons Pdmg Mdmg Atk str Ferocity Penetration Cat damage Aura damage Chain lightning Tree heal 1 tic Heal 1 tic
    magichammer.png.1db3485c3dc359c67a0009910937b574.png with magic.png.8c18a79118642a9529d9e7ac1a384984.png magic enchant 599 1249 0.10 0.050 0.07 1090 1032 1196 637 625
    crafthammer.png.976533b18edb864159881aab3b3febd3.png with magic.png.8c18a79118642a9529d9e7ac1a384984.png magic enchant 599 1279 0 0.050 0 881 927 1074 652 640
    image.png.2e328fbe9b1119edb7a7dba5671522a9.png with magic.png.8c18a79118642a9529d9e7ac1a384984.png magic enchant 576 1210 0 0.311 0 1050 1095 1269 617 605
    magichammer.png.1db3485c3dc359c67a0009910937b574.png with fero.png.e287d9929ded937374f592439127876d.png magic enchant 599 1063 0.10 0.325 0.07 1259 1107 1284 542 532
    crafthammer.png.976533b18edb864159881aab3b3febd3.png with fero.png.e287d9929ded937374f592439127876d.png magic enchant 599 1094 0 0.325 0 1019 1000 1159 558 547
    image.png.2e328fbe9b1119edb7a7dba5671522a9.png with fero.png.e287d9929ded937374f592439127876d.png magic enchant 576 1030 0 0.500 0 1100 1066 1236 525 515

     

    Physical Weapons

    All damage calculated to enemies with 50% defence. Resilience doesn't matter since it would decrease all damage outputs equally.

    +10 weapons. Greatness rings, contender amulet and cape. Ferocity skill on.

    Weapons Pdmg Mdmg Atk str Ferocity Penetration Cat damage Dmg on Rampage Chain lightning Tree heal 1 tic Heal 1 tic
    image.png.ecd5a059652ed992ea77b6d4818b96d7.png with fero.png.e287d9929ded937374f592439127876d.png ferocity enchant 1458 458 0.10 0.325 0.07 1667 2084 1046 234 229
    image.png.6cb3f7ff7fc6b7c28dc376f470baf8c2.png with fero.png.e287d9929ded937374f592439127876d.png ferocity enchant 1411 445 0 0.500 0 1459 1824 1005 227 223
    image.png.c0c854c51e53a55ff434c39d7e4cbf37.png with fero.png.e287d9929ded937374f592439127876d.png ferocity enchant 1507 458 0.00 0.325 0.07 1556 1945 1081 234 229
    image.png.ecd5a059652ed992ea77b6d4818b96d7.png with physical.png.7463fb681b70cd803e9723808e14d709.png damage enchant 1608 458 0.10 0.050 0.07 1430 1788 914 234 229
    image.png.6cb3f7ff7fc6b7c28dc376f470baf8c2.png with stun.png.4428cba59d7d7ffca3fdbe0ff08046e7.png stun enchant 1411 445 0 0.311 0 1276 1595 879 227 223
    image.png.ecd5a059652ed992ea77b6d4818b96d7.png with stun.png.4428cba59d7d7ffca3fdbe0ff08046e7.png stun enchant 1458 458 0.10 0.050 0.07 1322 1652 829 234 229

     

    Yeah I came to the same conclusion.

    Ultimately, spring melee weapons (10% atk strength) with Ferocity enchants are the best in terms of dealing damage.

     

    I also compared them to staffs.

    Here are my numbers even though they much less finalized and visually appealing. :scare1crow:

     

    image.png.71c314008e98b88b68f4461f14a68f8b.png

    The calculations are based on level30 cap  vs 40% magic and physical defense and 40% resilience. (The spear is with magic accessories!)

     

    I do think staffs are very underrated. The double pene staff provides close damage to the hammers when including auto attacks, which, in my opinion, isn't really the case in practice since you're better off keeping your distance from enemies with melee weapons in most situations.

    The way I see it, I look at moon's damage being basically doubled with staff, which would beat the hammer.

    Now if I really need to deal more damage, since staff's damage can be insufficient at times, especially vs high heal parties, then I'd rather use spears since kiting doesn't matter as much and keeping Moon alive is easier anyway. I'm mostly talking about Arena btw.

  9. 7 minutes ago, Zurp said:

    These buffs don't increase cat's damage. For some reason it is not considered as a skill. *cough* image.png.31c92c528317f7bf861956664a0f6dae.png

     

    I tested damage amounts before update and they seemed to be correct. I tested now again and they are off. 

    Seems like there is some base damage added for the cat, which seems to be 60. I did get some different values with some weapons so im not sure what is going on. Tried on lvl1 character with lvl1 cat and got 20 base damage.

    Yeah, I just tested with 31 pdmg and 31 mdmg (0 gear) and got 118 which is 60.65 more than the calculated damage.

    Tested calculator with 60.65 base damage and the values are correct now! I guess there is indeed a base damage of ~60 for 5/5 Moon.

    Thanks!

  10. 5 hours ago, Azeveco said:

    Hi!

     

    Newbie Paladin here, only at level 6.

     

    Which skills would you recommend me to level in order? Should I first focus on maxing out Heavenly Light? Do you have a specific order in mind?

     

    Thanks!

    There is no right or wrong. But I would recommend alternating points between Heavenly Light and Purifying. At level 10, you should have 5/5 Heavenly Light and 3/5 Purifying. Which one gets there first, is up to you and how you feel you're performing while doing quests (if you're too slow killing monsters then get the next point on purifying and so on). After that, you can start putting points into Fetters of Justice till 5/5 (lvl18).

     

    In reality you could even start by maxing out Purifying and Heavenly Light to make questing easier/faster, but if you're going for a PvP build at the end, you'd will need to reset the skills, since you need maxed Fetters.

  11. In efforts to make a calculator for Moon's damage, to figure out the best weapon for Beastmaster, I've come across some discrepancies with Moon's damage. But maybe I'm missing something?

     

    image.png.496f8da4d4a42fd28de1cbaa55ab45bd.pngimage.png.f2e01f061d8cbe9dc279b0a6034acd09.png

    image.png.f914ab7effebca227b6d34f59c245613.png

     

    The calculated value from these magic and physical power values would result in physical power 1328.35 for Moon. Applying 2% attack strength, the damage would become 1355.

     

    But as you can see, Moon is hitting 1416.

     

     

    image.png.c7ffa1d9bb25ec2696aa53440a6426ec.png

     

    I looked for any other damage modifiers that could be applying. There is this 1%, since the dummy is considered a "blue" monster.

     

    image.png.c91b5f8adfcdfa7a9ae5b086e0986652.pngimage.png.73244bca3a7ffffc75fe0d41c5b3dbf5.png

     

    The calculated value would still not become 1416.

     

    I tested other situations, including different weapons, different magic and physical damage values, and tested in PvP. It's always not as depicted in-game with error margins varying from -1% and up to -10%, meaning the calculated value is always less than the real value:

     

    image.png.46c16bd8071bd3cd8bc72dc49e234358.png

     

    Here, comparing Moon's damage to auto attacks. Showing that auto-attack calculations are correct, but not Moon's. Meaning that the method of calculating damage should be correct, unless Moon's damage applies differently with damage stats (i.e. ferocity, resilience, defense, attack strength, etc...)

     

    So what am I missing?

  12. On 3/29/2023 at 6:13 PM, Drakoknight said:

    Well- yeah it's to prevent ganking at crossings and stuff like that. 

     

    It's intentional 

    How can you know it's intentional? This has nothing to do with ganking at crossings. It doesn't make any sense to have moon not attack enemies here, when they're clearly "attack-able"  

  13. I haven't read shit besides the OP but I think I know the gist of it.

    There seems to be a general lack of understanding when it comes to class balance. Every time, discussions boil down to d*** measuring contests of comparing different classes and different skills that should not be compared. I've been guilty of that myself in the past.

     

    It always comes down to arguments like Chieftain and Mage are similar right? But why this one has more AoE damage? Why this one has more stuns, why this has more of that and bla bla bla. Well, no Chieftain and Mage should not be compared.

     

    When it comes to balance between sides in the game, the focus seems to be rather on skill-based, not class-based levels, IMO.

    Meaning: If one side has a prominent skill, i.e. Harad's Banner, they introduce a skill that is analogous but not similar to the other side, i.e. Chieftain's Swooping Army.

     

    Warlock used to be dominant in AoE control with Dark Circle and Zone of Weakness, they introduced Templar with skills of similar effect - Reverse Flow and Touch of Truth. Now one can come here and say WHAT? Templar has more heal and is much tankier than Warlock, how dare you say that's balance?! That's not the point of the balance though, it is to balance the skills and not the classes! Warlock and Templar are still different classes in their own rights! Their differences are still compensated by other classes on each side.

     

    So, to the OP: You can't just compare Swooping Army and blazing ground or warlock's pool. In fact, pool and blazing ground are a perfect analogue, hence why both don't stack! Why not compare it to Banner? Banner damage also stacks, just like swooping army. Just because Mage and Chieftain have parallel skills (Resistance skills, and buff removing skills), doesn't mean they have to be compared in all other skills.

     

  14. I'd argue staff is better than hammer in a lot of cases (PvP/Arena vs melees mostly), since with the hammer, yea you get more damage from Moon, but you don't really get to use auto attacks, since you would be vulnerable to getting controlled and killed. With staff, you get auto attack as much as you want while keeping your distance, that basically compensates the weaker Moon damage. Also if the Moon dies, you're not as vulnerable and limited while you wait the CD.

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