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tamoae

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Posts posted by tamoae

  1. and 7k or 20k defense won't make a difference IF the % doesn't go higher.

     

     

    Confirms your stupidity, why are you even trying

     

     

     

    Confirms your ignorance, was just showing how it works, read the sentence properly, understanders will understand.

     

    Or just live in your own ignorance.  :good:

  2. And the difference is even more noticable at 6k, so why not call it a 6k mark?

     

    And the difference is EVEN MORE noticable at 7k, so why not call it a 7k mark

     

     

    Point is, even if you have 8-10k defense, which you don't, the skill will still add 2-3k extra defense, which is huge from any point of view

     

    not really, point is, at some point the % will barely be noticeable, 10k defense? pretty much same % as 7k defense.

     

    i don't have that much of an op defense to show but someone with one can confirm. At least now you know what the 5k def mark is.

     

    and 7k or 20k defense won't make a difference if the % doesn't go higher.

  3. Guys, I'm talking about a 55% increase to flat value (4k defense or something), not a % value (25%+55%). Do I really need to point this out?

     

    Everyone understood, but talking about this thing:

     

    a) 1550 def = 19.2% def

    b ) 2435 def = 27.2% def

    c) 3505 def = 35% def  

    d) 4635 def = 41.6% def

     

    - 885 defense diference between a and b, b gives 8% higher defense than a.

     

    - 1070 defense diference between b and c, c gives 7.8% higher defense than b.

     

    - 1130 defense diference between c and d, d gives 6.6% higher defense than c.

     

    The defense % slowly stops to go higher as you increase the defense itself, and after the 5k mark it gets more noticeable.

  4. What about spear allins on a low budget? The def would be at 3k, this skill wpuld pay out ALOT. and the dk has its spear allining dealins tons of damage!

     

    Did devs favor the low amp chars all along?

     

    Btw, 5k mark is kinda true. Cpuldve gotten 5.6k and it wasnt any shit different fprm 4964 def.

    true, 5k mark confirmed.

     

    3k defense getting this 55% upgrade is good, confirmed.

     

    activating skill only when you are are under 700 hp or so... well, one normal attack and one basic strong attack, you are dead. skill useless as it is, confirmed.

     

    dk dealing tons of damage...needs tons of amp because skillwise, only one basic skill, steel hurricane and sharp shadow (maybe after the 'upgrade', didn't see the results) do some damage, exalation and call of death only do minimum damage.

     

    forgot to add, but the regen on it, lvl 1 - x4, lvl 2 - x4, lvl 3 - x6, lvl 4 - x8 (according to the russians) is good, still, activating when you are near dead is useless tho.

  5. More damage power to Blade Dancer (supposedly tank), more Stun to Druid...

     

    Gives Death Knight's dark shield to Barbarian in the form of a passive skill. 

     

    Old saturation throw back at Death Knight again, now passively and activating when your hp reaches "you are dead" levels. 

     

    Update for the lolz. 

     

    Be back again next year. (Shaman healing totem is a good one tho)

     

     

     

     

  6. Link r not soooo good. If u without party it become useless. And only it will heal 1k if you are with low hp (200 or less? Maybe). You cant chose the target, and for amp it u will lose many important attributes, like forest song. And the others druid's skill r trash, tornado fail many times, do less damage than a normal hit and have low stun time (oh oh but that better than shaman's earthquake? Earthquake r a normal skill, tornado a expert skill). Waterpower have low damage and stun, and song have chance to fail, unlike necromancer's panic or warlock's dark circle. So, link r not op

    lol, just lol

  7. Here we start a new topic of nerfing a paladin skill  :)

    is not nerfing, is balacing the skill.

    it was made more powerfull than others when paladin had as main weapon the 1 hand mace, so with the 1 hand weapon damage they could have the same damage increase as a 2 hand weapon dk and barb and bd with their 2 swords.

    now that paladins go with spears... well, it just surpass other tanks first damage skill by 100+ taking in consideration they have the same physical damage.

     

    there is no need for purifying skill to be this strong anymore.

  8. Paladin purifying skill is a lot stronger than DK thorn of death, BD flash strike, Barbarian Strong blow.

     

    These are all tanks first basic damage skill.

     

    But while DK, BD and Barbarian skill add around 170 damage when you have a 500 normal damage, paladin skill adds 270.

     

    And the difference only grows higher as the normal damage increase.

     

    So i suggest the damage of Paladin Purifying skill to be balanced with a formula similar to DK, BD and Barbarian.

  9. priest far: agro him

    priest near: disable him

    ive fought n seen many people stoping fast when priest cast it on them, yet only few still runs

     

    it usually takes me between 1sec and 2 sec to react n stop moving, but this hasn't been fast enough to avoid death.

     

    so hm, sorry if you have the fastest hands on these lands n react in 0.1 seconds.

     

    ah, i forgot you have instant AoE disable fetters...so it must really be easy for you to react in those 0.1 secs, mr quick hands.

  10. if ur melee use aggro, unless ur a rogue than use elusive jump+gouge till threat gone of u, but im sure u one of those melee who keeps running till he hits 0

     

    i guess you are one of those who never fought this skill at lvl 4/4.

    there is nearly no time to react before you die.

  11. Warlock life exhaust skill have been yet again nerfed, and now enemies can dodge one or more of the 3 damages from this skill after it has sucessfully been casted on them.

    (For me doesn't make any sense but okay, was changed to work like this now)

     

    One skill that works similar is Insect Swarm from Druid (the bees), does one or more of the 3 damages have now a chance to be dodge after it has been sucessfully casted on enemy?

     

    So, lets start a list of skills which deal damage over time (DoT) that have a chance to get dodged, parried or blocked after it has sucessfully been casted on the enemy.

     

    Confirmed list until now:

     

    Life Exhaust - Warlock

     

    Have chances to be on the list but not confirmed yet:

     

    Insect Swarm - Druid

    Hamstring damage after it has sucessuly been casted on enemy - Blade Dancer

    Fire Arrow damage over time that burns the enemy after shot - Ranger

  12. with the same amp and skill

     

     

    BDs are way too OP

    animated-smileys-brutal-violent-018.gif

     

     

     

    and other Class still have a chance to kill each other

    animated-smileys-brutal-violent-020.gif

     

     

     

    while Necros

    animated-smileys-brutal-violent-029.gif

     

     

     

    and AIGrind

    images?q=tbn:ANd9GcQPbmcYT0UsG---r-5-el2zXbrO2yJ-1s8Dm5cF-2YcTEdAeCpz

     

    necros killing themselves  ;D

     

    but yea, bds are just running over other classes.

     

    reachs you, stuns you, kills you...searchs for next victim...

     

    they dont need more than 5 secs to take down 2.5k - 3k hp.

     

     

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