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AntraxXL

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  1. Like
    AntraxXL reacted to lore in Damage to Characters   
    8k physical defense is about 55% damage reduction towards melee damage (not taking in account the penetration) while 60% resilience is a flat 60% reduction towards any player's attack + basically disabling any rng critical hits recived by them.
    case 1:
    the 30% penetration takes the damage reduction to a 25% and the 50% ferocity increases the what i will call damage potential (highest damage in one possible hit) for the auto attack to a player to 1575 and the 2.5% attack strenght increases it to about 1614 (this value as been rounded by defect), so going aiganist a deffense of 25% and a 60% resilience it will deal about 484 damage towards the player no matter the deffense priority.
    case 2:
    while in this case we get an 1650 damage potential and the enemy defense gets decreased to 32% due to the lower penetration making it a  448 (rounded by defect) damage onto the enemy player on a auto attack
    ps. in terms of skills, thats too many numbers for me to run and also i am at school writing this, but i hope this info will help you
  2. Cool Story
    AntraxXL got a reaction from lore in Damage to Characters   
    I would like to know how much damage a dk would cause to characters in these 2 cases.  
     
     1. enemy with 8000 physical defense and 60% resilience.  Dk with 1050 physical damage, 50% ferocity, 30% penetration and 2.5 attack strength.  
     
     2. Enemy with the same attributes as above.  Dk with 1100 physical damage, 50% ferocity and 23% penetration.  
     
     If anyone can solve this doubt, I would appreciate it, and leave the calculations you used to arrive at the result.  I'm setting up my PvP dk and I'm in doubt if I'm going to do more damage with the spring apple or with the arena mace with physical damage crystal.
  3. Confused
    AntraxXL got a reaction from Filipe Ramon in Huge injustice for dk players   
    I wanted to see a video of dk players who complain about the class, pve me all +5 I tank mermen quietly, in PvP 1v1 I can play calmly, arena x5 I'm more dependent on the team but I can also play calmly. The class for me is very good, it can have high damage, high vamp and a second life with the reserve. The 20% damage reduction for players would not be strong in my opinion because no one upgrades blood protection for pvp and doesn't have enough skill points for that. Pala with low health has passive damage reduction, barbarian also has 2 damage reduction passives, wd has if I'm not mistaken 30% and all these classes can use set 32 of merfolk so I wouldn't see a problem but if not change I don't complain either. Comparing classes like this is what makes both sides never satisfied. And about the skill points, there are 2 extra points now in the talent, aigrind still gave 60k of knowledge for high lvl so I don't know why they complain a lot. The dk's key talents are kind of memes, just the call that serves but patience about that. They must know that no one is using the other 2 so wait for the balance. My build is this if you want to analyze: Damage build for pve and PvP: Exhaust darkness 5/5; 3/5 provocation; Shadow Shield 5/5; Curse of the Knight 4/4; sharp shadow 4/4; secret reserves 4/4 and saturation 3/4. In PvP I use vamp on the rings and regen de.hp on the cape and amulet and when I go to the arena I use strong rum from t5. Build tank pve: Dark shield 5/5; 5/5 provocation; thorns of death 5/5; Secret reserves 4/4; Blood protection 4/4 and death call 4/4. I have the 2 talent points so I'm considering them. If you want you can comment on my build.
  4. Confused
    AntraxXL got a reaction from Filipe Ramon in Huge injustice for dk players   
    I disagree with almost everything. The dk is a class that has improved a lot. Let's comment on your statements. 1- you said that the talents are bad, I agree in part. I liked only the talent of the call of death. But I think you underestimate this skill a lot. Its damage is inevitable, it along with steel hurricane and knight curse does a lot of damage on pve mainly. 2- Dark shield may have an old mechanic, but it is a great skill, with it you can ignore an amount of damage while it is active, very good when there are many mobs, unlike brb that the stone skin ignores 1 hit per build.  with the talent you increase the chance of it activating and even zero the damage when it loses 33% of hp, very good skill. 3- Threads of darkness only has this function to pull the enemy in PvP, if you use breath of silence, along with the call of death when you pull the enemy he will already be silenced. also in pve it is useful to activate relic, I myself have 15% more vamp every time because of the relic I use in this skill.  4- Aura of hate, I agree with what you said, it is really bad. it is not worth leveling it to the max to gain only 15% damage and defense that in practice is useless. It could work like this: 15% damage and 15% cooldown if using a two handed weapon and 15% damage and 15% attack speed if using a shield. It would be a very useful offensive skill for death knights who focus on causing damage and it helps the physical construction of the class as well. 5- Reserves I totally disagree, I love this skill and use it in all my builds, in pve it is wonderful. in PvP it is good, but needs to be improved, all dks suggested it should give 20% player damage reduction and that the recharge time of the skill should come back when you die or leave the arena. Other than that the skill is great, I dk +5 has killed many classes with great equipment thanks to the surprise effect of this skill that healed all my hp preventing a blade dancer or ladino from killing me quickly. Another thing you said was that we should invest in life regeneration instead of vampirism, for this we have the saturation skill that covers this hole and makes you have one more source of life regeneration. 6- You said that saturation is horrible because it "ONLY" gives VAMPIRISM, attribute that you pay 90-150k to get 5%, we have at least 10% more and 25% with the skill at max. so what you said makes no sense. you can put life regeneration and have 30% or almost 30% of vampirism thanks to this skill. remembering that vampirism will not save you if you are silenced or stunned, so the reserve comes to fill this hole, one skill complements the other. 7- breath of silence causes silence and that is what the skill does, and it also increases damage, this skill has a particularity that if you know how to use it correctly, the enemy will inevitably (only if resisted) be silenced. 8- you said that death call is only used to call mobs, that's why I said that death knight players underestimate this skill, it not only calls mobs in pve, but it also gives guaranteed damage, it works very well with vampirism, especially with the new talent. in pvp it not only takes the focus off the enemy and does damage, if you use breath of silence together with this skill, it is certain that the enemy will be silenced (only if resisted) so what you said also makes no sense. 9- you said that hurricane of steel is nothing special, it really isn't, it is an area damage skill that when upgraded gives good damage, but has a useful mechanic in pvp that it can not be dodged, ie if you use the breath of silence along with this skill, a rogue or ranger will certainly be silenced, since these classes have a lot of dodging. 10- as for blood protection, I think it is a good skill, but I think the duration should be increased a bit more, 2-3 seconds is good. 11- based on what I said, I believe the death knight not only has 2 good skills, but the players themselves underestimate the class. 12- I agree that aura of hate is kind of useless. 13- Now giving a general opinion, in pve the class is fine, I would change the aura of hate as I already said. In PvP I would make the sharp shadow stun unavoidable as it is the only skill that will help the death knight approach if the threads of darkness fails or is on recharge. Reserves should reset when it dies and when it comes back from the arena, plus it should reduce players 20% damage to help in PvP when it is unavailable. otherwise the class is great and I think we should judge this class with fairer eyes and try to see its potential. Aigrind really "forced" the magic build on players, leaving the physical build forgotten, the change I suggested in the aura of hate would help, but it wouldn't be enough.
  5. Confused
    AntraxXL got a reaction from Legix in Huge injustice for dk players   
    I disagree with almost everything. The dk is a class that has improved a lot. Let's comment on your statements. 1- you said that the talents are bad, I agree in part. I liked only the talent of the call of death. But I think you underestimate this skill a lot. Its damage is inevitable, it along with steel hurricane and knight curse does a lot of damage on pve mainly. 2- Dark shield may have an old mechanic, but it is a great skill, with it you can ignore an amount of damage while it is active, very good when there are many mobs, unlike brb that the stone skin ignores 1 hit per build.  with the talent you increase the chance of it activating and even zero the damage when it loses 33% of hp, very good skill. 3- Threads of darkness only has this function to pull the enemy in PvP, if you use breath of silence, along with the call of death when you pull the enemy he will already be silenced. also in pve it is useful to activate relic, I myself have 15% more vamp every time because of the relic I use in this skill.  4- Aura of hate, I agree with what you said, it is really bad. it is not worth leveling it to the max to gain only 15% damage and defense that in practice is useless. It could work like this: 15% damage and 15% cooldown if using a two handed weapon and 15% damage and 15% attack speed if using a shield. It would be a very useful offensive skill for death knights who focus on causing damage and it helps the physical construction of the class as well. 5- Reserves I totally disagree, I love this skill and use it in all my builds, in pve it is wonderful. in PvP it is good, but needs to be improved, all dks suggested it should give 20% player damage reduction and that the recharge time of the skill should come back when you die or leave the arena. Other than that the skill is great, I dk +5 has killed many classes with great equipment thanks to the surprise effect of this skill that healed all my hp preventing a blade dancer or ladino from killing me quickly. Another thing you said was that we should invest in life regeneration instead of vampirism, for this we have the saturation skill that covers this hole and makes you have one more source of life regeneration. 6- You said that saturation is horrible because it "ONLY" gives VAMPIRISM, attribute that you pay 90-150k to get 5%, we have at least 10% more and 25% with the skill at max. so what you said makes no sense. you can put life regeneration and have 30% or almost 30% of vampirism thanks to this skill. remembering that vampirism will not save you if you are silenced or stunned, so the reserve comes to fill this hole, one skill complements the other. 7- breath of silence causes silence and that is what the skill does, and it also increases damage, this skill has a particularity that if you know how to use it correctly, the enemy will inevitably (only if resisted) be silenced. 8- you said that death call is only used to call mobs, that's why I said that death knight players underestimate this skill, it not only calls mobs in pve, but it also gives guaranteed damage, it works very well with vampirism, especially with the new talent. in pvp it not only takes the focus off the enemy and does damage, if you use breath of silence together with this skill, it is certain that the enemy will be silenced (only if resisted) so what you said also makes no sense. 9- you said that hurricane of steel is nothing special, it really isn't, it is an area damage skill that when upgraded gives good damage, but has a useful mechanic in pvp that it can not be dodged, ie if you use the breath of silence along with this skill, a rogue or ranger will certainly be silenced, since these classes have a lot of dodging. 10- as for blood protection, I think it is a good skill, but I think the duration should be increased a bit more, 2-3 seconds is good. 11- based on what I said, I believe the death knight not only has 2 good skills, but the players themselves underestimate the class. 12- I agree that aura of hate is kind of useless. 13- Now giving a general opinion, in pve the class is fine, I would change the aura of hate as I already said. In PvP I would make the sharp shadow stun unavoidable as it is the only skill that will help the death knight approach if the threads of darkness fails or is on recharge. Reserves should reset when it dies and when it comes back from the arena, plus it should reduce players 20% damage to help in PvP when it is unavailable. otherwise the class is great and I think we should judge this class with fairer eyes and try to see its potential. Aigrind really "forced" the magic build on players, leaving the physical build forgotten, the change I suggested in the aura of hate would help, but it wouldn't be enough.
  6. Confused
    AntraxXL got a reaction from Legix in Huge injustice for dk players   
    I wanted to see a video of dk players who complain about the class, pve me all +5 I tank mermen quietly, in PvP 1v1 I can play calmly, arena x5 I'm more dependent on the team but I can also play calmly. The class for me is very good, it can have high damage, high vamp and a second life with the reserve. The 20% damage reduction for players would not be strong in my opinion because no one upgrades blood protection for pvp and doesn't have enough skill points for that. Pala with low health has passive damage reduction, barbarian also has 2 damage reduction passives, wd has if I'm not mistaken 30% and all these classes can use set 32 of merfolk so I wouldn't see a problem but if not change I don't complain either. Comparing classes like this is what makes both sides never satisfied. And about the skill points, there are 2 extra points now in the talent, aigrind still gave 60k of knowledge for high lvl so I don't know why they complain a lot. The dk's key talents are kind of memes, just the call that serves but patience about that. They must know that no one is using the other 2 so wait for the balance. My build is this if you want to analyze: Damage build for pve and PvP: Exhaust darkness 5/5; 3/5 provocation; Shadow Shield 5/5; Curse of the Knight 4/4; sharp shadow 4/4; secret reserves 4/4 and saturation 3/4. In PvP I use vamp on the rings and regen de.hp on the cape and amulet and when I go to the arena I use strong rum from t5. Build tank pve: Dark shield 5/5; 5/5 provocation; thorns of death 5/5; Secret reserves 4/4; Blood protection 4/4 and death call 4/4. I have the 2 talent points so I'm considering them. If you want you can comment on my build.
  7. Like
    AntraxXL got a reaction from Khrone in Huge injustice for dk players   
    I disagree with almost everything. The dk is a class that has improved a lot. Let's comment on your statements. 1- you said that the talents are bad, I agree in part. I liked only the talent of the call of death. But I think you underestimate this skill a lot. Its damage is inevitable, it along with steel hurricane and knight curse does a lot of damage on pve mainly. 2- Dark shield may have an old mechanic, but it is a great skill, with it you can ignore an amount of damage while it is active, very good when there are many mobs, unlike brb that the stone skin ignores 1 hit per build.  with the talent you increase the chance of it activating and even zero the damage when it loses 33% of hp, very good skill. 3- Threads of darkness only has this function to pull the enemy in PvP, if you use breath of silence, along with the call of death when you pull the enemy he will already be silenced. also in pve it is useful to activate relic, I myself have 15% more vamp every time because of the relic I use in this skill.  4- Aura of hate, I agree with what you said, it is really bad. it is not worth leveling it to the max to gain only 15% damage and defense that in practice is useless. It could work like this: 15% damage and 15% cooldown if using a two handed weapon and 15% damage and 15% attack speed if using a shield. It would be a very useful offensive skill for death knights who focus on causing damage and it helps the physical construction of the class as well. 5- Reserves I totally disagree, I love this skill and use it in all my builds, in pve it is wonderful. in PvP it is good, but needs to be improved, all dks suggested it should give 20% player damage reduction and that the recharge time of the skill should come back when you die or leave the arena. Other than that the skill is great, I dk +5 has killed many classes with great equipment thanks to the surprise effect of this skill that healed all my hp preventing a blade dancer or ladino from killing me quickly. Another thing you said was that we should invest in life regeneration instead of vampirism, for this we have the saturation skill that covers this hole and makes you have one more source of life regeneration. 6- You said that saturation is horrible because it "ONLY" gives VAMPIRISM, attribute that you pay 90-150k to get 5%, we have at least 10% more and 25% with the skill at max. so what you said makes no sense. you can put life regeneration and have 30% or almost 30% of vampirism thanks to this skill. remembering that vampirism will not save you if you are silenced or stunned, so the reserve comes to fill this hole, one skill complements the other. 7- breath of silence causes silence and that is what the skill does, and it also increases damage, this skill has a particularity that if you know how to use it correctly, the enemy will inevitably (only if resisted) be silenced. 8- you said that death call is only used to call mobs, that's why I said that death knight players underestimate this skill, it not only calls mobs in pve, but it also gives guaranteed damage, it works very well with vampirism, especially with the new talent. in pvp it not only takes the focus off the enemy and does damage, if you use breath of silence together with this skill, it is certain that the enemy will be silenced (only if resisted) so what you said also makes no sense. 9- you said that hurricane of steel is nothing special, it really isn't, it is an area damage skill that when upgraded gives good damage, but has a useful mechanic in pvp that it can not be dodged, ie if you use the breath of silence along with this skill, a rogue or ranger will certainly be silenced, since these classes have a lot of dodging. 10- as for blood protection, I think it is a good skill, but I think the duration should be increased a bit more, 2-3 seconds is good. 11- based on what I said, I believe the death knight not only has 2 good skills, but the players themselves underestimate the class. 12- I agree that aura of hate is kind of useless. 13- Now giving a general opinion, in pve the class is fine, I would change the aura of hate as I already said. In PvP I would make the sharp shadow stun unavoidable as it is the only skill that will help the death knight approach if the threads of darkness fails or is on recharge. Reserves should reset when it dies and when it comes back from the arena, plus it should reduce players 20% damage to help in PvP when it is unavailable. otherwise the class is great and I think we should judge this class with fairer eyes and try to see its potential. Aigrind really "forced" the magic build on players, leaving the physical build forgotten, the change I suggested in the aura of hate would help, but it wouldn't be enough.
  8. Like
    AntraxXL got a reaction from Ogull in fury parameter in dk   
    I wanted to know if this idea I had is worth it: take the necklace of fury and physical damage, enchant the chest with fury and use the relic that increases the skill effect by 40% on the wing when in a rage.  what do you think?
  9. Like
    AntraxXL got a reaction from yinglun in Improvement suggestion for the death knight   
    -> dk's abilities themselves are good, but need an update.
    That said, I suggest the following improvements:
    -> Blood protection:
      - Increase buff time by 2s;
      - add a new effect:
        within the time the skill is active, each block will give 1 stack of
        protection, each stack will give an extra 2s on the duration of the skill's effect, maximum
        accumulations is 3.
      - Decrease the effect from 50% to 40%
     
    Blood protection example (4/4): You used the skill, it will stay active for
    10 seconds, within that time each time you block will give 1 pile of protection.
    When the skill runs out, the stacks will be consumed and will extend the duration of the
    skill depending on how many stacks you have.
      NOTE: Maximum stacks is 3 and only blocks for the first 10s will count stacks.
    Dk doesn't have any abilities that benefit from BLOCKING, so I decided to raise the
    duration of blood protection and put on a new effect that needs the BLOCK.
     
    -> Shadow shield (wings):
      - Damage reduction calculation:
                                    (MD/3) + PD
                                    --------------
                                          37
     
                                     MD = Magic Defense
                                     PD = Physical Defense
        NOTE: Skills that increase defense (both types) of both guild and classes, not
        will be counted, neither consumables nor t5 talents. Only the defense of the equipment (which increases with the magnification
        location) runes and equipment bonuses (15% shield and Set coliseum for example) will be
        counted.
     
    Example 1:
     
     

     
    7215/3 + 13380    2405 + 13380    15785
       -------------- =  ------------      =  ----- = 426,62
              37                      37                   37
     
    That was the most defense I got (No guild buff, as it won't be counted)
    a total of 426 damage reduction. There are very few who reach this level, apart from this
    assembly is pretty bad.
     
    Example 2:

     
    4763/3 + 8675    1587,66 + 8675    10262,67    
       ------------- =  --------------     =  -------- = 277
            37                       37                      37
     
    These devices are full +7, to have a more real scenario, there was a total reduction of 277,
      which I think is good for +7.
    For those who think nothing has changed, I made a test with my Character, the reduction increased by
    102.
     
    -> Secret reserves:
     - The skill will now heal a part of your maximum health over time:
       1/4 - Effect lasts 9s, heals every 3s and heals a total of 30% of maximum health.
       2/4 - Effect lasts 9s, heals every 3s and heals a total of 40% of maximum health.
       3/4 - Effect lasts 6s, heals every 2s and heals for a total of 60% of maximum health.
       4/4 - Effect lasts 4.5s, heals every 1.5s and heals a total of 80% of maximum health.
         NOTE: The skill activates when your health drops to 40%
                     The skill has a cooldown time of 1:40m
     Example (Reserves 4/4): Your character has 8000 hp. Your life went down to 3200 (40%)
     the effect activates already healing once, heals 1.5s after activated, 3s after activated and 4.5s
    after activated. Ie healed 4 times. As the total healing is 80%(6400), each hit heals 20%
    of maximum life, ie 1600 hp.
      Now reserves will depend on dk's hp, will heal faster and will heal more hp as well.
     Those were the changes I thought, of course it doesn't have to be 100% of what I put in here,
    but i believe they are good changes.
     
    Sorry for any errors, I used the translator.
  10. Wow
    AntraxXL got a reaction from Speedom in Improvement suggestion for the death knight   
    -> dk's abilities themselves are good, but need an update.
    That said, I suggest the following improvements:
    -> Blood protection:
      - Increase buff time by 2s;
      - add a new effect:
        within the time the skill is active, each block will give 1 stack of
        protection, each stack will give an extra 2s on the duration of the skill's effect, maximum
        accumulations is 3.
      - Decrease the effect from 50% to 40%
     
    Blood protection example (4/4): You used the skill, it will stay active for
    10 seconds, within that time each time you block will give 1 pile of protection.
    When the skill runs out, the stacks will be consumed and will extend the duration of the
    skill depending on how many stacks you have.
      NOTE: Maximum stacks is 3 and only blocks for the first 10s will count stacks.
    Dk doesn't have any abilities that benefit from BLOCKING, so I decided to raise the
    duration of blood protection and put on a new effect that needs the BLOCK.
     
    -> Shadow shield (wings):
      - Damage reduction calculation:
                                    (MD/3) + PD
                                    --------------
                                          37
     
                                     MD = Magic Defense
                                     PD = Physical Defense
        NOTE: Skills that increase defense (both types) of both guild and classes, not
        will be counted, neither consumables nor t5 talents. Only the defense of the equipment (which increases with the magnification
        location) runes and equipment bonuses (15% shield and Set coliseum for example) will be
        counted.
     
    Example 1:
     
     

     
    7215/3 + 13380    2405 + 13380    15785
       -------------- =  ------------      =  ----- = 426,62
              37                      37                   37
     
    That was the most defense I got (No guild buff, as it won't be counted)
    a total of 426 damage reduction. There are very few who reach this level, apart from this
    assembly is pretty bad.
     
    Example 2:

     
    4763/3 + 8675    1587,66 + 8675    10262,67    
       ------------- =  --------------     =  -------- = 277
            37                       37                      37
     
    These devices are full +7, to have a more real scenario, there was a total reduction of 277,
      which I think is good for +7.
    For those who think nothing has changed, I made a test with my Character, the reduction increased by
    102.
     
    -> Secret reserves:
     - The skill will now heal a part of your maximum health over time:
       1/4 - Effect lasts 9s, heals every 3s and heals a total of 30% of maximum health.
       2/4 - Effect lasts 9s, heals every 3s and heals a total of 40% of maximum health.
       3/4 - Effect lasts 6s, heals every 2s and heals for a total of 60% of maximum health.
       4/4 - Effect lasts 4.5s, heals every 1.5s and heals a total of 80% of maximum health.
         NOTE: The skill activates when your health drops to 40%
                     The skill has a cooldown time of 1:40m
     Example (Reserves 4/4): Your character has 8000 hp. Your life went down to 3200 (40%)
     the effect activates already healing once, heals 1.5s after activated, 3s after activated and 4.5s
    after activated. Ie healed 4 times. As the total healing is 80%(6400), each hit heals 20%
    of maximum life, ie 1600 hp.
      Now reserves will depend on dk's hp, will heal faster and will heal more hp as well.
     Those were the changes I thought, of course it doesn't have to be 100% of what I put in here,
    but i believe they are good changes.
     
    Sorry for any errors, I used the translator.
  11. Like
    AntraxXL got a reaction from lore in Improvement suggestion for the death knight   
    -> dk's abilities themselves are good, but need an update.
    That said, I suggest the following improvements:
    -> Blood protection:
      - Increase buff time by 2s;
      - add a new effect:
        within the time the skill is active, each block will give 1 stack of
        protection, each stack will give an extra 2s on the duration of the skill's effect, maximum
        accumulations is 3.
      - Decrease the effect from 50% to 40%
     
    Blood protection example (4/4): You used the skill, it will stay active for
    10 seconds, within that time each time you block will give 1 pile of protection.
    When the skill runs out, the stacks will be consumed and will extend the duration of the
    skill depending on how many stacks you have.
      NOTE: Maximum stacks is 3 and only blocks for the first 10s will count stacks.
    Dk doesn't have any abilities that benefit from BLOCKING, so I decided to raise the
    duration of blood protection and put on a new effect that needs the BLOCK.
     
    -> Shadow shield (wings):
      - Damage reduction calculation:
                                    (MD/3) + PD
                                    --------------
                                          37
     
                                     MD = Magic Defense
                                     PD = Physical Defense
        NOTE: Skills that increase defense (both types) of both guild and classes, not
        will be counted, neither consumables nor t5 talents. Only the defense of the equipment (which increases with the magnification
        location) runes and equipment bonuses (15% shield and Set coliseum for example) will be
        counted.
     
    Example 1:
     
     

     
    7215/3 + 13380    2405 + 13380    15785
       -------------- =  ------------      =  ----- = 426,62
              37                      37                   37
     
    That was the most defense I got (No guild buff, as it won't be counted)
    a total of 426 damage reduction. There are very few who reach this level, apart from this
    assembly is pretty bad.
     
    Example 2:

     
    4763/3 + 8675    1587,66 + 8675    10262,67    
       ------------- =  --------------     =  -------- = 277
            37                       37                      37
     
    These devices are full +7, to have a more real scenario, there was a total reduction of 277,
      which I think is good for +7.
    For those who think nothing has changed, I made a test with my Character, the reduction increased by
    102.
     
    -> Secret reserves:
     - The skill will now heal a part of your maximum health over time:
       1/4 - Effect lasts 9s, heals every 3s and heals a total of 30% of maximum health.
       2/4 - Effect lasts 9s, heals every 3s and heals a total of 40% of maximum health.
       3/4 - Effect lasts 6s, heals every 2s and heals for a total of 60% of maximum health.
       4/4 - Effect lasts 4.5s, heals every 1.5s and heals a total of 80% of maximum health.
         NOTE: The skill activates when your health drops to 40%
                     The skill has a cooldown time of 1:40m
     Example (Reserves 4/4): Your character has 8000 hp. Your life went down to 3200 (40%)
     the effect activates already healing once, heals 1.5s after activated, 3s after activated and 4.5s
    after activated. Ie healed 4 times. As the total healing is 80%(6400), each hit heals 20%
    of maximum life, ie 1600 hp.
      Now reserves will depend on dk's hp, will heal faster and will heal more hp as well.
     Those were the changes I thought, of course it doesn't have to be 100% of what I put in here,
    but i believe they are good changes.
     
    Sorry for any errors, I used the translator.
  12. Like
    AntraxXL got a reaction from Ogull in Improvement suggestion for the death knight   
    -> dk's abilities themselves are good, but need an update.
    That said, I suggest the following improvements:
    -> Blood protection:
      - Increase buff time by 2s;
      - add a new effect:
        within the time the skill is active, each block will give 1 stack of
        protection, each stack will give an extra 2s on the duration of the skill's effect, maximum
        accumulations is 3.
      - Decrease the effect from 50% to 40%
     
    Blood protection example (4/4): You used the skill, it will stay active for
    10 seconds, within that time each time you block will give 1 pile of protection.
    When the skill runs out, the stacks will be consumed and will extend the duration of the
    skill depending on how many stacks you have.
      NOTE: Maximum stacks is 3 and only blocks for the first 10s will count stacks.
    Dk doesn't have any abilities that benefit from BLOCKING, so I decided to raise the
    duration of blood protection and put on a new effect that needs the BLOCK.
     
    -> Shadow shield (wings):
      - Damage reduction calculation:
                                    (MD/3) + PD
                                    --------------
                                          37
     
                                     MD = Magic Defense
                                     PD = Physical Defense
        NOTE: Skills that increase defense (both types) of both guild and classes, not
        will be counted, neither consumables nor t5 talents. Only the defense of the equipment (which increases with the magnification
        location) runes and equipment bonuses (15% shield and Set coliseum for example) will be
        counted.
     
    Example 1:
     
     

     
    7215/3 + 13380    2405 + 13380    15785
       -------------- =  ------------      =  ----- = 426,62
              37                      37                   37
     
    That was the most defense I got (No guild buff, as it won't be counted)
    a total of 426 damage reduction. There are very few who reach this level, apart from this
    assembly is pretty bad.
     
    Example 2:

     
    4763/3 + 8675    1587,66 + 8675    10262,67    
       ------------- =  --------------     =  -------- = 277
            37                       37                      37
     
    These devices are full +7, to have a more real scenario, there was a total reduction of 277,
      which I think is good for +7.
    For those who think nothing has changed, I made a test with my Character, the reduction increased by
    102.
     
    -> Secret reserves:
     - The skill will now heal a part of your maximum health over time:
       1/4 - Effect lasts 9s, heals every 3s and heals a total of 30% of maximum health.
       2/4 - Effect lasts 9s, heals every 3s and heals a total of 40% of maximum health.
       3/4 - Effect lasts 6s, heals every 2s and heals for a total of 60% of maximum health.
       4/4 - Effect lasts 4.5s, heals every 1.5s and heals a total of 80% of maximum health.
         NOTE: The skill activates when your health drops to 40%
                     The skill has a cooldown time of 1:40m
     Example (Reserves 4/4): Your character has 8000 hp. Your life went down to 3200 (40%)
     the effect activates already healing once, heals 1.5s after activated, 3s after activated and 4.5s
    after activated. Ie healed 4 times. As the total healing is 80%(6400), each hit heals 20%
    of maximum life, ie 1600 hp.
      Now reserves will depend on dk's hp, will heal faster and will heal more hp as well.
     Those were the changes I thought, of course it doesn't have to be 100% of what I put in here,
    but i believe they are good changes.
     
    Sorry for any errors, I used the translator.
  13. Like
    AntraxXL got a reaction from FCKNZS in More useful to healers and tanks   
    As the game releases new items and resources, we see more and more tanks and healers losing space in groups, as currently the damager classes have become very self-sufficient with the "Steal life" parameter.
     Tanks and healers are not independent, as tanks don't deal much damage and healers don't take high amounts of damage and don't deal much damage, but damagers can do all three functions, they deal damage, heal themselves with life stealing, making them withstand a lot of damage, the game has reached a point where a damager class only needs 20% vampirism and critical to make all the game content alone.
     I suggest that bosses apply a damage reduction debuff to the target they are focusing on, the debuff would reduce 50% of the physical and magic damage of the target being attacked by the boss.
     This change will prevent damagers from being totally independent, because if they do less damage, they heal less, so they won't take much damage, it will give more opportunities for healers and tanks, after all, the game is to be played as a team, it doesn't make sense that a
    class type has this privilege that others don't (deal damage, take damage, and heal).
     In addition, they would still be somewhat more independent because this change would only be in the bosses (monsters with the red crown and above) the other monsters would continue the same way.
     I hope you understand the side of the healers and tanks, who are slowly losing ground.
       Sorry for any mistakes, I used the translator.
                                                                               - AntraxXL
  14. Sad
    AntraxXL got a reaction from Vulcarona in Atualização Warspear Online 10.0: A Era do Conhecimento. Anúncio   
    Faltou só adicionarem mais uma página de habilidades, pois não dá para explorar todo o potencial das classes se nós temos que mesclar build PvP com PvE.
  15. Wow
    AntraxXL got a reaction from ThiagoWanted in Atualização Warspear Online 10.0: A Era do Conhecimento. Anúncio   
    Faltou só adicionarem mais uma página de habilidades, pois não dá para explorar todo o potencial das classes se nós temos que mesclar build PvP com PvE.
  16. Wow
    AntraxXL got a reaction from Filipe Ramon in Estratégia contra a legião   
    A única defesa dos mcs são os debuffs, cura períodica em área para os elfos iria quebrar o jogo, o pala tem uma skill que aumenta cura se não me engano soma com pote castelo e o buff do castelo vai ficar muito roubado, o jeito seria retrabalhar algumas skills tipo a skill do druida, ao invés de reduzir velocidade poderia reduzir Recarga ou cura de quem tomar a skill, wd poderia ter uma skill que reduz dano em área ou que buffa defesa dos aliados, já que ele não dá dano, serviria como um tank suporte de grupo.
     O totem do templário poderia reduzir defesa do inimigo.
      Poderia também fazer que nem o fluxo do templário que alvos já afetados são ignorados, não sei se funciona assim as outras skills de controle em área, mas seria o ideal para todas as skills, pq não faz sentido stunar ou silenciar um alvo já stunado/silenciado.
      Em questão de dano é praticamente a mesma coisa, o dano dos elfos é o mago e o dano dos mcs é o cacique.
     Eu sou MC, e a culpa do jogo está como está não é dos mcs, quem meche nas classes é a empresa nós só usamos.
     A empresa deveria fazer tipo moba, todo mês lançar um patch de atualização, ou seja, balanceamento e correção de bugs todo mês, pelo menos iria balancear mais as classes, não existe balanceamento 100%, mas tem como deixar o jogo mais justo e acredito que balancear classes 1 vez por ano não é o caminho certo, porque se uma classe ficar muito fraca, vai ficar o ano todo fraca e o inverso também.
    Minha opinião.
  17. Wow
    AntraxXL got a reaction from quenster in Estratégia contra a legião   
    A única defesa dos mcs são os debuffs, cura períodica em área para os elfos iria quebrar o jogo, o pala tem uma skill que aumenta cura se não me engano soma com pote castelo e o buff do castelo vai ficar muito roubado, o jeito seria retrabalhar algumas skills tipo a skill do druida, ao invés de reduzir velocidade poderia reduzir Recarga ou cura de quem tomar a skill, wd poderia ter uma skill que reduz dano em área ou que buffa defesa dos aliados, já que ele não dá dano, serviria como um tank suporte de grupo.
     O totem do templário poderia reduzir defesa do inimigo.
      Poderia também fazer que nem o fluxo do templário que alvos já afetados são ignorados, não sei se funciona assim as outras skills de controle em área, mas seria o ideal para todas as skills, pq não faz sentido stunar ou silenciar um alvo já stunado/silenciado.
      Em questão de dano é praticamente a mesma coisa, o dano dos elfos é o mago e o dano dos mcs é o cacique.
     Eu sou MC, e a culpa do jogo está como está não é dos mcs, quem meche nas classes é a empresa nós só usamos.
     A empresa deveria fazer tipo moba, todo mês lançar um patch de atualização, ou seja, balanceamento e correção de bugs todo mês, pelo menos iria balancear mais as classes, não existe balanceamento 100%, mas tem como deixar o jogo mais justo e acredito que balancear classes 1 vez por ano não é o caminho certo, porque se uma classe ficar muito fraca, vai ficar o ano todo fraca e o inverso também.
    Minha opinião.
  18. Like
    AntraxXL got a reaction from Fabr in Death Knight Saturation   
    I wanted to suggest a rework for saturation skill, even with recent rework, was not enough to be feasible.
     I suggest that they turn the skill into passive, do not think it would be stolen in the dk because he is a tank class, besides he does not have a skill that improves his defensive parameters, such as blocking and parry, essential for a tank.  I'd give him a living in combat without him sacrificing a lot of tank stuff.
    The barbarian has healing and skill that interacts with blockage. Warden has skill that heals and interacts with blockage. The paladin has healing skill and a shield that picks on an ally, the dk shield does not serve against monsters that deal much damage and he does not have a cure to stay in combat, I ask them to take a better look at this class.
    I apologize if there are any errors, I used the translator.
  19. Wow
    AntraxXL got a reaction from Khrone in Dk( cavaleiro da morte) fica praticamente inofensivo contra, aparo , bloqueio e esquiva   
    Poderia ser assim, a maldição atualmente causa dano a cada 2 segundos e dura 14s ou seja 7 hits se o inimigo tomar todos, poderia fazer assim, causar dano a cada 1s e o fogo durar 7s no total, vai ser mais fácil do inimigo levar o dano, nem que seja 1 e vai causar dano mais rápido.
    Estou trabalhando com proporções, no PvP ajudaria essa mudança mas não muito no PvE, pois os mobs nem saem de cima e se vc tem 40% de cd, quando a maldição acaba, você já pode usar ela de novo praticamente ou seja, além de fazer esse ajuste que eu falei, poderia diminuir o cd da skill para 23s, vamos lá, no 4/4 o debuff dura 6s e o fogo fica 14s, 20s no total, o cd é 30s, ou seja, você teria que esperar 10s para voltar dnv, claro, com 0% de redução de recarga, com a mudança que eu falei, seria 6s de debuff e 7s de fogo, 13s no total, se deixasse 30s iria nerfar a habilidade pois ao invés de vc esperar 10s pra ela voltar seria 17, abaixando pra 23 você esperaria 10s também com 0% de cd.
  20. Thanks
    AntraxXL got a reaction from Khrone in DeathKnight - From Zero to Hero! [Higgings - EU-EMERALD]   
    https://wsdb.xyz/calc/pt/303786
    See if this construction is good, I intend to leave my death knight like that, a lot of magic damage, defense and life steal, if you use aura of hatred it gets 40% robustness.
    With the magic damage, life steal and critical, it has a good regeneration, with physical defense and robustness, it has a good defense, at t5 you may have some difficulty because of hydrophobia, but if you have the talents and lasting defense, you should be able to turn solo, apart from that magic dk is very useful in gvg and war.
  21. Thanks
    AntraxXL got a reaction from Sundown in [2021.03.11] Warspear Online Update 9.3: Preview. Part I   
    DK continua com o mesmo problema: não tanka nada
  22. Thanks
    AntraxXL got a reaction from Sundown in [2021.03.11] Warspear Online Update 9.3: Preview. Part I   
    Esperava mais no "Buff" no Dk, Vocês tem que entender que Dk é tank, Tinham que dar buff proteção sanguínea, além de não dar buff, nerf maldição do cavaleiro e deram buff na SATURAÇÃO, ou seja, disseram: Dk agora vai fazer dano, chega de tank para ele. Visto que para curar com Dk tem que dar dano, nunca vi um tank depender de vampirismo, enfim, decepcionado.
  23. Like
    AntraxXL got a reaction from quenster in Arena crisol   
    Estão sim, atrapalhando a experiência de quem quer um jogo justo, defasando ainda mais a imagem do jogo e prejudicando toda a equipe, fora que não é nada legal estragar a diversão dos outros por alguns pontos, como se fosse fruto de seus esforços.
  24. Haha
    AntraxXL got a reaction from juliocesarneutron in Sujestão de novos itens com novos atributos   
    Quanto aos acessórios de força de ataque... Se um seeker bate 10k vai bater 15, mas de resto achei interessante.
  25. Like
    AntraxXL got a reaction from Filipe Ramon in Arena crisol   
    Estão sim, atrapalhando a experiência de quem quer um jogo justo, defasando ainda mais a imagem do jogo e prejudicando toda a equipe, fora que não é nada legal estragar a diversão dos outros por alguns pontos, como se fosse fruto de seus esforços.
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