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Gladiator

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  1. Introduction As an extension to my Comprehensive Paladin Guide, in this topic, I'll be comparing Paladin's defensive skills and their pros and cons for each situation. The goal is give an idea on how effective each of those skills and which ones are the best, if you had to choose to level one or two of them, since there is not enough skill points to level all of them. And everything is backed with evidence and numbers! We're talking about the skills Sacred Shield, Light Defense, and Inner Forces. For a while I disregarded Light Defense as a mostly useless skill that is only useful in larger fights like 5v5 arena or GvG/wars. Most Paladins prefer Sacred Shield and Inner Forces when they want to be tankier, Light Defense isn't usually the first choice when it comes to using skill points. Now, let me get it out of the way and say that Sacred Shield IS the best defensive skill for Paladins, hands down, I don't need to make an analysis for that. But in this topic I'll be rather comparing Light Defense and Inner Forces in reference to Sacred Shield. Methods It's a little hard to exactly quantify the efficacy of Light Defense and Inner Forces, as opposed to Sacred Shield. Sacred Shield gives you a fixed amount of damage absorption per usage and a defined CD, it will always be 80% (talent - 86%) of your max HP per X seconds (Cooldown), hence why it's also easy to use Sacred Shield as a reference point. For example, your Sacred Shield has a CD of 25 seconds, each time it protects, let's say 5k damage, that simply equals to 5k damage reduction per 25 seconds or per 1 usage, and that's always gonna be the case, as long as your HP and Cooldown are constant. But how do we quantify Inner Forces when it's passive and the reduction is based off your HP lost? And how do we quantify Light Defense when it's also basically passive due to the usage duration being basically permanent? I'll be presenting 2 basic methods that can approximately gives us an idea about the average efficacy of each skill. The first method is going to represent damage reduction over a defined period of time as a variable in a completely hypothetical scenario based purely on math. And the second method is based on numbers collected from an in game test, where the Paladin receives damage over time till death, and the average damage reduction is calculated. Method 1: Pure Math To simulate the damage received, I used a self-made calculator that is pretty accurate to real in-game values with very minimal deviations (0.001% - 0.005%) Figure 1: These parameters are the same as the ones that were in use for the in-game tests (Method 2), where the damage received was 1124. When applying Light Defense, I only need to just the defense value and get the new damage received. Figure 2: This is with 4/4 Light Defense, increasing defense from 5971 to 8048. However, it's tricky to apply Inner Forces (IF), since the value of reduction varies depending on the HP lost, so we have to either take different HP points and compare it to Light Defense (LD) at each point or take an average of 50% HP and see how much reduction that gives us, or both! As for calculating with IF (Same goes for Mermen damage reduction), all we need to input is the amount of damage reduction in %. The way to calculate it for IF is the following: Say we want to figure out IF's power at 60% HP and lvl 4/4, we'd need to calculate how many 6%'s are there in the remaining 40% HP. That is 40 / 6 = 6.67, but the game doesn't count the numbers after the decimals so we have 6 "ticks of 6% HP lost", each 6% gives us 2% damage reduction, this means IF would reduce a total of 12% of the incoming damage at 60% HP, 16% at 50% HP, and so on... Figure 3: This shows the damage received with x5 mermen buffs and HP level between 16.01%* - 22% HP with maxed out IF. *At 16% HP exactly, IF becomes 28% strong Now that we have a working damage simulator, all we need are variables such as time, amount of hits, or number of skill usages. The best way to evaluate the effective duration of a passive (i.e. IF) or a quasi passive (i.e. LD) skill is to calculate efficiency over a given period of time. But we also need to think about how much damage would we receive in that amount of time, this could very well vary from 0 damage per second to 2000 damage per second or even more! This is why a damage simulator comes in handy, this way, we can multiple the damage by a given amount of hits that we could arbitrarily assume would be dealt during that time. For example, we want to see how much damage reduction does LD gives us in 1 minute when we are being hit 1 time per second, that is basically 60 hits * amount of damage that we calculated once with and once without applying the bonus from LD. Method 2: In-Game Test In this method, a Bladedancer with 1749 phyiscal damage, 48.9% Ferocity, 21.3% Penetration, and 2% Attack Strength was used to attack an idle Paladin with 47.8% Defense and 42.4% Resilience with only auto-attacks until the Paladin was dead. The damage values on each hit were recorded for each condition. The following conditions were applied: - Inner Forces level 1/4, and Light Defense level 4/4 (With and without Mermen) - Only Inner Forces (With and without Mermen) Inner Forces level 4/4, and Light Defense level 1/4 was not evaluated because I felt that lvl1 LD is not something that most Paladins go out of their way to activate and keep active, especially if not using the respective talent. And with maxed out IF, its talent "External Influence" is more likely to be used. Additionally, in an intense battle, there are higher priorities than to keep a buff of 10% defense active! The evaluation after that is pretty simple, the total damage received was added, from that, the damage reduced in proportion was calculated. Results Method 1: Pure Math Light Defense First of all, let's take a look at Light Defense at work on its own. Since, the amount of defense in the calculator needs to be in %, we first need to know how much defense we need to input. If you don't have the defense values in game. You can use this calculator by mixing gears to figure out the % for your desired defense value. Figure 4: This shows the amount of damage reduced when applying the damage amounts acquired from figures 1 and 2. Here we see that a 4/4 LD reduces the incoming damage from 1125 to 1010, which is approximately 10% damage reduction. To see how much damage exactly was reduced, we just multiply the damage by a number of hits. This 20 hits could be done in 30 seconds (750 damage per second) As a comparison, the efficacy of LD was also evaluated using mace + shield, and as you can see from figure 7, LD becomes less effective with higher defense, this is obviously due to the fact that defense % damage protection decreases with increased defense value. Figure 5: Damage received with 7769 defense mace/shield Figure 6: Damage received with 4/4 LD applied to get 10160 Defense Figure 7: Light Defense damage reduction It's worth mentioning that, changing around certain values (Resilience, Ferocity, Attack Strength, Phyiscal Damage) except Penetration did not affect the % damage reduction (Data not shown). Light Defense vs Sacred Shield To figure out the relative defensive power of LD, Sacred Shield's (SS) power was used to compare the two. In order to simply do that, the following hypothetical scenario was set: - Battle lasts 1 minute (t = 60 s) - Incoming damage is represented as 1 attack per second - Opponent has a Phyiscal power of 1749, Penetration of 21,3%, Ferocity of 48,9%, and Attack Strength of 2% - Paladin is being healed - Sacred Shield was able to be used as soon as it is available with 25 seconds CD (40% Cooldown), thus SS was used 3 times during battle. (Time points t = 0s, t = 25s, and t = 50s) - Case 1 - No Mermen: Paladin has an HP of 7004 (86% -> Shield power = 6023), Defense of 5971 (47,8%), and Resilience of 42,4% - Case 2 - Mermen: Paladin gets an HP of 8236 (86% -> 7083 shield power); For simplicity's sake, the battle starts with x5 Mermen buffs First we need to figure out how much damage the shield is receiving per hit, since we know that shields don't take Defense, Ferocity, and Resilience into consideration: Figure 8: Damage received by Sacred Shield Case 1: Figure 9: Comparison between LD and SS without Mermen The % damage reduction for Sacred Shield was calculated from the total damage reduced highlighted in yellow (11394) divided by the total damage received without Light Defense (67500). Without LD, because we are comparing Sacred Shield vs LD on their own! Case 2: Figure 10: Comparison between LD and SS with x5 Mermen buffs LD has around 10% damage reduction in both cases, while SS has more 50% more damage reduction. Additionally, SS becomes more effective (almost x2 stronger than LD) with Mermen due to the max. HP increase, however, Mermen doesn't seem to affect LD significantly. From these numbers, it might be surprising that SS is only twice as strong as LD. The reason for the total % damage reduction being so close, however, is that as you can see, SS absorbs the damage from only 10-12 hits in the entire 60 seconds, thus, there is a lot of down-time where SS has no effect, where LD provides a small reduction over the entirety of the 60 seconds. However, it is important to highlight that this simplistic hypothetical scenario disregards many things, such as controls. It's not very realistic, especially that receiving around 1000 damage per second isn't sustainable without external help and/or Paladin controlling the enemy, which would help avoid damage during the shield's downtime. This scenario could simulate a strong boss fight, where the Paladin is the main tank. But thanks to this calculator, we can just change the 2 inputs (amount of hits for LD, and amount of usages for SS), and see how the difference in effect between the 2 skills change for different scenarios: A) B) C) Figure 11: Comparisons with variating damage per seconds received: A) 1125 DPS . B) 750 DPS. C) 2250 DPS As you can notice, LD has a constant % of damage reduction of around 10% in all situations. However, Sacred Shield, while having a constant damage reduction (3798 per shield), its % efficacy depends on how the maximum damage received in each scenario. Light Defense vs Inner Forces vs Sacred Shield Now let's add Inner Forces (IF) into the mix and compare each skill individually. For IF, it gets a bit complicated, since we have to set an HP value for Paladin each time. The same conditions as before apply, but additionally, we will account for Paladin at 90% HP, 75% HP, 50% HP, 35% HP, and 20% HP. For 4/4 IF this means: 2% - 8% - 16% - 20% - 26% damage reduction, respectively. There really should be no surprises here, IFs % damage reduction is already known - it's already predetermined by the Paladin's HP loss! This calculator translates the efficacy of LD and SS from defense increase and shield power into % damage reduction, and IF already is displayed in that way. A) B) Figure 12: Damage reduction % comparisons of LD, SS, and IF without (A) and with (B) Mermen gear. One Information we can acquire through this comparison is at what HP level does IF become stronger than other skills! In this case, IF is the strongest defensive skill at when the Paladin is below 50% HP (A) or below 35% HP (B). Keep in mind, all of these numbers consider the fact that each one of these skills is applied individually. This is important for SS and IF interaction. Because with IF, the incoming damage reduction with decreased HP will affect Sacred Shields effective power. For instance, in A, the total damage received is 67500, but if the Paladin stayed at 50% HP, the total damage would be 56700, increasing the relative power of SS. Conclusion In summary, Light Defense and Inner Forces provides a constant % damage reduction regardless of the total damage received. Sacred Shield gets relatively weaker, the higher the maximum damage received, and vice versa, because it holds a constant power (% of the Paladin's HP). Depending on different situations each one of these skills could be the strongest defensive skill: Short battles or intermitted damage - Sacred Shield (Most common case) Long battles with constant and high damage to the entire party - Light Defense (Rare - 5v5 or wars) If the Paladin constantly drops HP - Inner Forces (mainly PvP or boss tanking) Method 2: In-Game Test Since IF and LD are similar in their effect, which is a (passive) damage reduction, I decided to look further into them in the hopes of seeing which one would be better to max out. So in this part, I'll be presenting results for an in-game test, that could help us assess the effectivity of each of these skills at 1/4 and 4/4. Inner Force vs Light Defense Without Mermen Figure 13: Damage received data collected from in-game test, comparing the damage received with 4/4 Inner Force (orange) and 4/4 Light Defense and a passive 1/4 Inner Forces (yellow). On the left side (red), we see the number of hits. To the right, the HP value is being calculated ( = Max HP of 7004 - the damage received with each skill). Additionally, and on the left hand side, the % HP was calculated to indicate the amount of damage reduction applied on the next hit from Inner Forces (Green). * Deviations emerged towards the end of the test presumably due to the innate HP regeneration per 5 seconds (HP values were calculated, not measured from the game) We can see that Light Defense helps us receive less damage from the get-go. The line (below hit 5) determines the cut-off point, where the damage received with maxed IF becomes stronger than LD 4/4 and 1/4 IF. This means that the combination of LD 4/4 - IF 1/4 is in fact, better than 4/4 IF up until the Paladin is at 29% HP! (When IF provides 22% damage reduction, which is between 28.01% - 34% HP) This information only tells us at which HP level do we receive less damage is it with maxed LD or maxed IF? To get an idea on the total reduction through all HP levels, we need to determine an average level of damage reduction: Figure 14: Skill evaluation without Mermen gear: Orange - Inner Force 4/4, Yellow - Light Defense 4/4. "dmg received" = sum of damage of all hits. "dmg total" = damage with 0 reductions (i.e. 1124 x the total number of hits). "dmg reduced" = dmg total - dmg received. "average reduction %" = dmg reduced / dmg total * 100%). We can see that, it total, the average damage reduction of a maxed LD is higher when accounting to all HP levels. The word "Average" is important here. For example, even though IF has a higher damage reduction on a fewer amounts of hits (only 5th - 7th hits), the reduction at that level is stronger than that of LD (up to 26% on the 7th hit!). Keep in mind, that with IF 4/4 we are not considering using 1/4 LD, since according to my experience, it is impractical to keep using LD and keep it active since there is a lot more going on that needs to be focused on. But for the sake of completeness, I also collected data with 1/4 LD and the cut-off point becomes around 40% HP: Inner Force vs Light Defense With Mermen Figure 15: Damage received data collected from in-game test, comparing the damage received with 4/4 Inner Force (orange) and 4/4 Light Defense and a passive 1/4 Inner Forces (yellow). On the left side (red), we see the number of hits with the damage reduction buffs from Mermen for each hit. To the right, the HP value is being calculated ( = Max HP of 7004 - the damage received with each skill). Additionally, and on the left hand side, the % HP was calculated to indicate the amount of damage reduction applied to the next hit from Inner Forces (Green). Regarding the max HP with Mermen, the values for calculating the % HP is shown at the bottom for each tick of Mermen buff. * Deviations emerged towards the end of the test presumably due to the innate HP regeneration per 5 seconds (Since HP values were calculated, not measured from the game) With Mermen, the cut-off point, where IF provides a better damage reduction increases to 38%, where IF provides 20% damage reduction (that is between 34.01% - 40% HP) As for the average damage reduction with Mermen: Figure 16: Skill evaluation with Mermen gear: Orange - Inner Force 4/4, Yellow - Light Defense 4/4. "dmg received" = sum of damage of all hits. "dmg total" = damage with 0 reductions (i.e. 1124 x the total number of hits). "dmg reduced" = dmg total - dmg received. "average reduction %" = dmg reduced / dmg total * 100%). As we can see, with Mermen gear, both skills have an almost equal damage reduction of 25%, where IF is slightly stronger (25,4% IF, and 24,9% LD). It shouldn't be a surprise that with the help of Mermen gear, IF becomes more effective, since the maximum HP increase helps IF trigger faster. Conclusion This method helps us better determine which skill combination is better for an overall damage protection. As you can see, there is no definitive answer. While LD provides a better damage reduction from the beginning of the fight, that is constant till the end of it, IF starts becoming stronger only starting from 40% HP (Mermen) and 34% HP (Without Mermen). On first sight, LD might be the better choice since it provides a better initial protection, but protection at high level of HP isn't as necessary as at low HP, where you can profit the most out of Mermen gear and relics that work better with low HP. It's also worth mentioning that IF is completely passive, while LD is a buff that could be removed by opponents! On the other hand, LD and its strong talent buff the entire party, while IF and its talent only benefit the Paladin. Discussion In this topic, I discussed the power of each of the defensive skills of Paladin individually and in combination, in addition their power with or without Mermen, in the hopes of helping lower budget Paladin decide which skills are the best to make them defensively stronger. It is very important to recognize the differences in each skill besides the fact that they provide "damage reduction". For example, even though Light Defense is seemingly the weakest defensive skill when it is judged based on improving a single players survivability. Light Defense's talent Patronage of Light provides a very useful mana regen buff. Additionally the damage reduction applies to the entire party, this could make it the strongest skill in 5v5 arena, and GvG/War battles if the Paladin is in the party. But even on a level of a single Paladin, LD is more effective than IF till 40% HP. In addition to that, leveling up LD makes it easier to keep the skill active if you're or your party are relying on the talent "Patronage of Light" for your mana regen. Inner Forces makes you stronger when you're low HP, it can absorb up to 30% damage (10% HP), it definitely can be a life saver, it is the weakest at high HP, but at that point, we don't need it do we? Additionally, it synergizes very well with Mermen gear, keeping HP level below 50% provides the Paladin with a debuff cleanse every 6.5 seconds, and, below 50% HP, IF provides at least 16% damage protection in addition to the 15% from MM. Increasing the max. HP through mermen makes it easy to stay around 50% HP without the fear of dying fast (50% would be something like 4k-5k HP!) Sacred Shield provides the strongest instant protection, but with a considerable down-time, but its long duration combined with the talent Sacred Teaching, can make a great damage booster for Raid Boss battles and dungeons. It's also the most effective defensively in smaller battles (2v2 or 3v3 Arena), since you can apply 2 shields at once. SS also synergizes with MM due to the max. HP increase. There are obviously several limitations to the methods applied here, these methods are very oversimplified in comparison to a "real-life" battle, where there are many variables that could affect a skill's efficacy Additionally, a comparison between the efficacies of LD and IF was not performed for levels between 1 and 4, it would be helpful to know if there is a "best combination" for maximum damage reduction using 2/4 and 3/4 on each of the two skills. Considering the accuracy of the damage simulator, this could be done purely computationally, as to not waste any in-game resources. Summary Skill Pros Cons Sacred Shield - Strongest instant damage reduction - Most effective in most situations (1v1, 2v2, 3v3, dungeon mobs, short boss fights) - Constant damage absorption; depends on Paladin's HP - Strong synergy with Mermen gear (increased HP) - Has a relatively long down-time (Cooldown) - Can be removed by opponents skills/relics - Relative strength is lower with higher/increased total damage received Inner Forces - Strongest passive damage reduction at low HP (below 30%) - Very strong in 1v1 situations and high damage boss tanking - Strong synergy with Mermen gear - Passive; cannot be removed/deactivated - Only applies to Paladin; no support value - Weakest skill at higher HP levels (above 40%) and only stronger below that. Light Defense - Relatively more effective without Mermen gear - Best effect with a full party - Constant protection across all HP levels; stronger than Inner Forces when above 40% HP - Constant relative protection regardless of total damage received - Long duration; effectively a passive - Can be removed by opponents' skills/relics - Rare situations where it's most effective: Long fights with high damage on multiple allies (5v5 or Wars) - Gets weaker with increased defense (Defense curve) References https://wsdb.xyz/en/calculator Advanced Paladin Calculator.xlsx
  2. Oh. My. God!!! I was not expecting it all, there was a lot of good guides out there. Thank you so much for choosing my guide, I'm already working on extensions for it, one hopefully will be added very soon, and I'll try to keep it up-to-date. I'm really trying to put a lot of effort into making a complete Paladin guide that can be a long-lasting resource for new Paladins. Congratz to all winners!
  3. Oh hell yeah, emotes would be great! What's better than to start flossing on your dead enemies.
  4. I don't know, because Russian players have a separate section? If anyone can just post here then it's not fair for the other Russian players that already posted in the Russian forum due to higher competition, and if the precedent is allowed and many people start coming here in the future then might as well not even have 2 separate sections.
  5. What about other sections with single? Maybe pin them against each other?
  6. I'd recommend Paladin if your interest is PvP and PvE equally, I don't know much about Charmers in PvE, but Paladin is one of the better classes and most versatile. In terms of support, Paladin beats Charmer as well in healing and protection, however Charmers have better control skills. But on the Sentinels' side, Paladin is one of the most demanded classes in guilds, IDK what @Drakoknight is talking about. AoE controls are key in GvG, and Paladin has that + AoE damage booster skills If you have the time, check out my new guide on Paladins :)
  7. Any estimation on how long the servers will be down for?
  8. The Master Paladin Comprehensive Guide By Gladiator - US Sapphire !!!This guide is up-to-date as of Warspear Version v12.1.0!!! Table of content: I. Introduction II. Novice Paladins III. General Skill Tips IV. Relics V. Builds 1. Tank Paladin 1.1. Solo Tank 1.2. All-Round Party Tank 2. Hybrid Paladin 2.1. Support/Damage Hybrid - The META 2.2. Crowd Control Master 2.3. The Ultimate PvE Paladin (Spoiler Alert: Spear!) 3. Arena Paladin 3.1. The One True PvP Build 3.2. Master of Duels - 1v1 VI. Talent Branches VII. Summary I. Introduction II. Novice Paladins III. General Skill Tips IV. Relics V. Builds VI. Talent Branches VII. Summary
  9. International Women's Day -> Select the troll costume with the most stereotypical color for females. Good job AIGRIND I guess..?
  10. I wouldn't focus too much on being a tank, although Paladin can be one of the better tanks if done well, since unlike Wardens, Pala can also be useful as a damage dealer and support at the same time. But it's hard to be a strong enough tank and keep those qualities (pretty expensive). For PvE, I'd rather recommend a 2 handed magic build that will deal a massive amount of AoE damage and play a role of a healer, enough to not need an explicit healer that could reduce the overall damage of the party, and since that build has a strong support, it would also hold its own pretty well in tanking not-so-strong bosses/mobs especially with lifesteal. And the good thing about a good 2h magic hammer, like craft or rage hammers, is that you can use it for PvP as well, even if it doesn't have ferocity since Paladins major role in PvP is to support damage dealers and AoE control, not necessarily deal a lot of damage itself. So the magic route is definitely the most versatile if you only wanna focus on 1 single build. And if you can't pull off a 2h magic hammer because you think you'll die a lot, you can also do 1h magic hammer + shield, which is the tankiest build that you can make as a paladin. Because it can be hard to survive in end game content with 2h hammer if you're not using top gears like mermen gear with high amp levels.
  11. Happy new year everyone! It's crazy to think I've been playing Warspear for over 10 years now, I basically grew up with it and really, it has been a major part of my childhood with many many memories. In fact, this year will mark the 10 year anniversary for my main account and my forum account: Despite the ups and downs with my experience in the game, a heartfelt thanks to the dev and admin teams for the years of entertainment, and more to come! P.S. oof I just reached 1000 likes before the new year ends, just in time for the new badge!
  12. I feel like there is a mistake here, it seems that the values are switched around. I like the Paladin changes, especially that juicy 12% accu from aura, finally something worthy of cutting my mana regen. And maybe one day Light Defense will get the buff that it so desperately needs... I mean honestly, you're buffing skills that didn't necessarily need the buff like prayer, hello? It's already pretty good, it's at least usable and some people level it up, take that buff back (don't actually) and give us a good Light Defense buff. But anyway in general, I'll gladly give up some seconds off of fetters for more magic damage in AoE and single target and basically keep the same support capability. Sounds like a big win on first impression. Will be interesting to see it play out! My worry though is that magic hammers will be more dominant that ever, and part me really got sick of it even if it's so good, because it is so good. I guess I'll still be the only weirdo unironically using spears for a change of style. I mean with these changes, spears only benefit, so will see.
  13. I second what Khrone said. It's a little bit more complicated than 1 to 1 parallels between classes. For example a Sentinel team of Paladin + Templar have Warlock-ish controls but also Shaman-ish support traits of a Legion team, but they're also tankier so add a barbarian/DK to balance the tankiness but now the Legion team has more damage and more range, so add a Beastmaster or a Ranger to increase the range damage of the Sentinel team, boom you have a somewhat balanced composition in terms of what each team has to offer. In some cases one side has the upper hand in damage, while the other has tankiness, or one side has the upper hand in control and the other side has resistance and control-counters. In general you will find that some classes have some aspect that their ''counterpart'' doesn't, but you will find that in another class on that side. Like in DK vs Paladin, yea they use the same gear, however their skill sets are completely different. But Paladin + BD vs DK + Shaman is a much better comparison because now you have more balanced control capabilities, support, tankiness, and damage output. Obviously a BD deals alot more damage than a DK, but the same way Shamans deal alot more damage than Paladins while offering somewhat similar support, Paladin is much more tankier than Shaman, but DK is also much more tankier than BD, etc... Another way to look at it is the unique skills that are spread around each side on different classes. Like resistance skills, cleansing, buff removal, stealth. In that sense, Chieftain and Mages are counterparts since they offer the same resistance support and buff removing skills and good AoE damage. But obviously they're not perfect 1 to 1 parallels, because Chieftain also has very high single target burst damage like a Bladedancer, while Mage has more slowburn ranged damage like a Warlock. But each side has pretty much identical or similar skills, if not, then a combination of skills equals another combination, albeit not necessarily on their "counterpart" class. For example Shaman has an AoE heal Totem, that Druid doesn't, but now Beastmastser has a similar skill. Charmers and Beastmasters both have very strong summons, but doesn't make much sense to compare the two classes beyond that because they're otherwise completely different.
  14. I disagree, they cried and moaned about Banner without realizing they could have done the same, I say bring back Banner and other skills to damage flags now that they have no excuse.
  15. Permanent skills will always reduce the amount prescribed even in battle. Say you have 80, without a permanent skill, you would have 40 in battle. But now let's say you're using mermen gear. No battle would be 62, you would think that in battle you'd get 31 but in that case the mermen skill only consumed 9 points (40-31). But what actually happens is that you would drop from 80 to 40 (in battle) then the mermen substract the mana regen, which makes you have 22 points, making it seem like battle is reducing more than 50%.
  16. I did not compare the classes to make an argument that Paladins and Barbs should have the same relics. I very obviously chose different type of classes to make the point that different classes have different relics and different access to relics, and that is FINE. Which negates the purpose the of the main topic. Because saying Beastmaster has this while other classes like Chieftain have that, is like saying these two different classes have different relics. Yeah duh! Like I said, welcome to reality. They're unique classes and shouldn't necessarily have the same relics. Is this supposed to be some gotcha moment?
  17. Something something, Barb and has attack speed relics that Paladins don't have- Barb has fear relic on an AoE skill, silence on bleed. Paladin doesn't, many classes also don't have access to the guaranteed resistance relic if your skill gets resisted whatever that is called, etc etc etc... Welcome to reality.
  18. Control also includes traps, roots, slowdown, you can use the skill to remove those. Now I think stuns and silences are also removable, you just have to time it perfectly, if you're stunned during the 'returning' animation.
  19. The amount of knowledge shows 75k but it's only visual. If you level up a talent the amount of knowledge will stay 75k until you actually drop below 75k. Say you had 30k and you got 60k. You will spend 15k knowledge and it will show you 75k still.
  20. Does this mean if someone healed 2000 and crit 4000! And using a 60% castle heal potion: 3200 - 6400! will now heal 3200 and 5200! crits? If so, I think it's fair enough.
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