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Zurp

Lord of Knowledge
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Everything posted by Zurp

  1. I feel like the game would really benefit if it changed from the new seasonal maps to revamping the old content. Instead of spending dev time on a horror map that is gone in few months you could just spent time on content that is playable always. There are so many dungeons that no one does for other than one achievement run. Doing something like mutated dungeons where every week some dungeon gets upped in difficulty and has new mechanics and gives good rewards would be fun and it would make use of the already existing content. Or doing something like bounty hunt where you're assigned to kill a random boss anywhere in the map (could be dg boss) for rewards. This could also give new players something else to do than grinding the same quests over and over if you could for example choose xp as reward.
  2. Seems to be bugged. Cat cant stun now
  3. I dont see the part where we get more cats.
  4. Beast Awakening Simultaneous monster limit changed to 4 at all skill levels (was 1).
  5. Wait, can you actually participate in competitions in 2 different languages? Am I allowed to make costumes in 2 competitions also?
  6. Amazing work! Surely there wasn't any inspiration taken from other guides.
  7. This is a short guide that explains some random game mechanics, stats and how they interact with each other. Some things are more general and some are bit more niche. Hope you learn something new! 1. Stats and Attributes 2. Aggression 3. Screen bugs 4. Extras 1. Stats and Attributes Starting off with stats and attributes. I'm not going to explain every single stat/attribute you find on your character since most are self explanatory. However, there are few that aren't as straight forward or aren't explained in game as well as they could be. Health Health is your maximum hp that comes from Health Increase, Health Augmentation, Stamina talents and your classes base hp. Each faction also has passive skill that either increases hp by 4% and Physical/Magical power by 2% or hp by 2% and Physical/Magical power by 4%. Each class has different amount of base hp, they range from 3090hp to 4355hp at lvl34. Druid has the lowest base hp at 3090, Reaper and Blade Dancer highest at 4355. Percentage based buffs/talents are only applied to your flat health amount (Base hp + Health Increase). Health Regeneration Increases the amount of health restored every 5 seconds. Health regeneration is halved in combat. Energy Regeneration Increases the amount of energy restored every 5 seconds. Energy regeneration is halved in combat. Always active skills that reduce Energy Regeneration by flat amount are always applied last. For example: if you have 100 regeneration out of combat and use a skill that reduces energy regeneration by 10 units, it will show your regeneration as 90. In combat your regeneration will be 100/2 - 10 = 40. Not 90/2=45 as people often think. Lvl6 Guild skill Guild Energy Regeneration has hidden effect of increasing energy regeneration by 10 if it's studied to 3/3. Defense and Penetration interaction. Penetration reduces the amount of your enemies defense. If you have 50% Penetration and hit an enemy with 70% Physical Defense, their defense is reduced to 20%. Defense can't go to negative. Hitting a dummy with 0% defense will do same damage with any penetration amount. Critical Hit and Critical Hit Strength interaction with Resilience Resilience reduces chance of being hit with critical hits and their strength. Some monsters and bosses have resilience. For example, Orcinus has 20% resilience. If you have 50% crit chance and 50% critical hit strength, your chance of hitting a crit is 30% and your critical hits will do 30% extra damage. Against players your default critical damage is reduced to 150%. If a player has 60% resilience it is impossible to hit a crit on them without a skill that has 100% crit chance. If you do however hit a crit, the damage is also reduced by 60%. With the base being 150% against players your critical hit damage would be 90%. Critical hits can't be lower than 100% so it would be same as hitting a non crit. Exhausting Heat Reduces the Golden Sands monsters resilience, which results in increased crit chance, critical damage and overall higher damage from reduced resilience. Defense and Resilience in PvP If you have 1000 damage and hit someone with 60% defense and 60% resilience, your damage will be first reduced by the defense 1000 - (1000x60%) = 400. Then it will be further reduced by the resilience, 400 - (400x60%) = 160. With 50% penetration defense would be reduced to 10% resulting in 1000 - (1000x10%) = 900. 900 - (900x60%) = 360. Penetration has no effect on resilience. Dodge and Accuracy Accuracy decreases the enemies dodge chance by the amount of accuracy you have. With 30% accuracy hitting someone with 50% dodge means they have 20% chance to dodge. Attack Speed Attack speed is quite straight forward when you are using one weapon, but while you're dual wielding the calculation is a bit different. Dagger Sword Axe 1h mace Staff 2h weapons Spear Bow Crossbow Base speed X 1.7 2 2.2 2.4 3.1 3.2 3.4 3.3 3.9 Weapon base speed X Attack Speed = Y% Time between attacks = X*(1-Y%) When you use 2 weapons the time between attacks is calculated for each weapon, then the result is divided by 1.5 Wielding a shield doesn't decrease attack speed, it's the same as using one weapon. For example using one dagger with 40% speed: (Use this for 2 handed weapons as well) 1.7*(1-0.40) = 1.02 sec Sword and Axe with 40% speed: (2*(1-0.40) + 2.2*(1-0.40)) / 1.5 = 1.68 If you want to min max your dps on class that spams skills you may still want to get some attack speed. You can hit one auto attack between each skill if your attack speed is about 1.5 seconds or less. This seems to vary a little bit depending on your ping and how laggy the server is. Skill Cooldown Speed Sometimes confused as stat that decreases cool down time. While the result is the same the mechanic is not. Basically, this stat increases how fast that little yellow bar in your hot bar moves after you use a skill. At 100% cd, your skills cooldown time is half of the base. At 200%, the time is 3rd of the base. Expert skills have cool down of 2 seconds before another expert skill can be used again. If expert skill is on cool down and the time left is longer than 2 seconds, that delay isn't applied to it. Calculating skill cool down time: Skill base cool down time: T Skill Cooldown Speed = Y% Final skill cool down time = T/(1+Y%) Block Only works while wielding a shield. Works against most attacks. Parry Works while wielding any weapon. However, only works against melee attacks. Dual Wielding When dual wielding weapons, your off hand weapon has decreased damage. 40% less physical damage and 30% less magical. This reduction only applies to the physical and magic damage, not to other stats like ferocity, heat etc. If you have two weapons with different amounts of damage, one axe one sword or +9 and +8 weapons for example, use the one with higher damage on your right hand (Left side slot in equipment menu) 2. Aggression Aggression meaning who boss/mobs will target is determined by who has the most aggression points generated towards them. You can generate aggression points by dealing damage, healing near monsters and using certain skills. If you use a skill that applies an Aggression debuff, your damage done to that target will give you triple the amount of aggression points while the debuff is active. Aggression points can be reset to 0 by crossing to another area or by evading the monster. If you don't hit or get hit by anything for 20 seconds, you also go out of combat and reset aggro. Using aggression skills instantly apply certain amount of aggression points. Base amount for basic skills are 7500-15000-25000-45000-75000 and 15000-35000-80000-140000 for expert skills. These seem to be consistent across all classes that have aggro skills. These values can be further increased with relics, talents and potions. 3. Screen bugs / Player position bug Sometimes your player appears to be on certain position on your client, while on server your position is completely different. This happens when you're being hit or you're hitting someone or using skills and moving at the same time. When you move and use a skill your player briefly stops on the server while on your client it looks like you just keep walking. Similar thing can happen if you're hit multiple times while trying to move. The staggering effect seems to be longer on the server side than on client side. Couple years ago using one skill meant that your position would be bugged by 1 yard for each skill you used while moving. You could do some pretty wild looking stuff with it. Here's screenshot of me using a 2 yard skill from 6 yards away. Now it seems you can use as many skills as you want and still be bugged by only 1 yard. To get rid of screen bugs you either need to cross into another area or you can do a quick re-log. 4. Extras Some niche stuff that could be useful Logging off When you log off your character stays visible for random amount of time, between 10-15 seconds. If you are in combat, this is increased to 40-45 seconds. You can use this longer timer for example if you want war buff on 2 characters on same account. Start hitting a dummy while naked and log to your other character. Your previous character will stay online for 40-45 seconds. Wing buffs When you cross into area, you get wing buff icon on your character called Pathfinder. While you have this buff, mobs can't hit you and your health and energy regeneration stop. If you move, use any skill, change armors or type in chat this buff disappears. This buff lasts for 60 seconds if you don't do anything. There is another similar buff that you get after you revive. What's different with this one is that you can move without it disappearing. This buff lasts for 20 seconds and you freely move past monsters with it. Using any skill, changing armors or typing in chat removes this buff. Event duration You can tell how many days event has left by looking at the daily reward menu for the current event. Skill/buff duration When skills are about to expire, they blink 5 times in your buff bar during the last 3 seconds. Self casting skills On mobile you can long press skills from your hotbar to self cast them. Right click on pc. Guild marker in chat When someone places a guild marker, you can press the white text in chat to open the map where they placed it.
  8. Pyromancer's armor is made of magma and obsidian, with some details made out of dragon bones. His cape is made of pure lava.
  9. Solid -50% damage nerf for bms cat in pve. Thanks
  10. Yes, the guide is still usable for now. Only thing that has changed since are the talent branches and almahad npc guilds.
  11. It's that time of the year to get disappointed with the lack of changes yet again. So here's few ideas of how Beastmaster's skills could be improved to make the class smoother to play and have more build variety Bm can wield a staff but currently there is zero reason to do so. Here's some ways to make staff bm a bit more competent. When wielding a staff, cast range of your skills is increased by 1 yard. When wielding a staff, instead of turning into a tree, you can place it on the ground. Cast range 5 yards. Then some more general changes to the unused skills. Moonlight: Slows the enemy down by P% for 10 sec. and deals the "Moonlight" debuff to them for 8 sec. The effect deals magical damage of D% of the character's magical power every 2 sec. Auto-attacks of the Moon monster update the duration of the effect. After the debuff expires. the target is stunned for 1-2-3-4 seconds. If wielding a staff the "Moonlight" debuff is also applied to 3-4-5-6 targets in a 3x3 area around the target. Nobody uses moonlight currently. It does less damage than aura and it's single target. With these changes you could put points into moonlight for less damage overall but with bit more control. Forest Symbol: Places the deadly vine in the specified area for 12 sec. Every 3 sec. the vine deals the "Earth bonds" debuff to the enemy within a radius of 2 yards for N sec. The effect chains the opponent to the spot and reduces the "Attack speed" parameter by P%. Reduces the resistance of enemies in the area by 10-15-20-30%. Amount of targets 3-4-5-6. Bm has basically 0 debuffs on it's kit and this would add one to it. Currently the skill rarely leveled up because it's only useful in very small scale pvp. Return to the Roots: Orders the Moon Monster to return to the character and increases its movement speed by P%. The monster is invincible upon return. When returning, the monster removes D debuffs from the character, including control effects. For each debuff removed from the character, gain 1 second of immunity to debuffs. If there is no Moon Monster, it removes A debuffs from the character, including control effects, and applies the "Tailwind" buff to the character for 6 sec. The effect increases the movement speed of the character by N%. Again one skill that is rarely leveled. Not sure that even with this buff it would be used but at least there would be a reason. Order to Attack: Forces the Moon Monster to attack the selected target for 10 sec. and deals the "Attacking beast" buff to it for 10 sec. The effect increases movement speed by P% and physical strength by D%. The effect disappears when the Moon makes a successful auto-attack. Instantly moves Moon Monster to the target. For each yard traveled, increase damage done by the next attack by 3-4-5-7-10%. During the effect, the monster can attack at a distance of up to 12 yards from the character. With the amount of running speed boosts and stuff on players, cat is just a passenger in dungeons etc. With this change cat would be bit more involved in the fighting instead of coming late to every battle. Would also add a gap closer with the combination of Reunion.
  12. I think it's too late to do any significant nerfs to lifesteal. You don't want to make it any more difficult for newer players to complete lower level dungeons/bosses etc. Instead there should be harder content where having a tank is necessary. Bosses that one shot anyone but tanks or have def so high that you simply don't get enough lifesteal from your damage. (Kinda like the boss in mythic temple) As for pvp, damage reflect completely negates lifesteal. Yet I don't really see anyone utilize it. I would like to see a change to Damage over Time effects tho. Currently you get lifesteal from them but damage reflect doesn't work on them. I feel like lifesteal is only issue on classes which can apply many DoT's and become basically immortal if they have enough of them applied. Either remove lifesteal from DoT's or make damage reflect work on those. Preferably both.
  13. Could you give an example? I really don't think macros can do anything faster than you can manually. Skill have so much delay that you don't need to even be fast to do your combos. Sure you can animation cancel some skills but with all the stuns and stuff happening, I really don't think macros could give you any benefit.
  14. Damage tracker and chat bots all use packet sniffing, which is against the EULA. Sadly there isn't any way to know if someone is using it since you're just monitoring the data sent between your device and the game. Devs would have to change the way they encrypt the data to combat those bots. Imo, I think they should just allow it. You could do some really cool stuff like live damage tracker overlays for the game. Or better, make API's for the game to make such plugins easier to develop. But that wouldn't bring the devs any money so I doubt that's ever happening.
  15. Gz all! Can I trade the 20k coins for my costume? @Shimarin
  16. Whenever the patch notes for bm are longer than 1 sentence
  17. Luminas cape is made of solid air, making it incredibly light. The cape enables the wearer the be more nimble than ever and move around almost completely silently, as if they were lifted by the wind.
  18. Doubt ill update this one. Nothing has really changed for bm since it was released.
  19. @Holmes Это для каждого Ловчего или в целом? Также, это все еще обновляет только один эффект?
  20. Can the name of the minion at least be highlighted to party members? It's impossible to see which minion belongs to who.

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