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Posts posted by rafa9876
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On 6/21/2023 at 3:45 PM, Khrone said:
Sentinels AoE to Enemies - 35
Sentinels AoE to Allies - 8
Legion AoE to Enemies - 35
Legion AoE to Allies - 3
I liked your list!
Also I was curious about this so I checked how many talents added AoE ability to skills that previously had no AoE ability.
Note that this ignores talents that boost the power of existing AoE skills.
Sentinel AoE to enemies : +5 (pala has talent that removes 1 aoe to enemies but I obviously won't count it)
Sentinel AoE to allies : +3
Legion AoE to enemies : +4
Legion AoE to allies: +5
I can't actually draw any real conclusions from this though
Guess the Legion does close the gap in AoE skills by 1 or 2, but Sentinels still have more.
You would have to give each and every AoE skill a power level to judge this properly
SpoilerMage Split lightning
The "Overload" skill no longer applies a debuff to the enemy. Auto-attacks now explode around the character, dealing 50% of the character's Magic Power as magic damage to all enemies within 2 yards.
The damage is very unreliable and it's overall bad but it does add an AoE effect to a previously non-aoe skill.
Paladin Anger concentration
Now the maximum number of player targets and monster targets of the “Harad's Banner” skill is 1. Now the Banner deals physical damage depending on the character’s physical strength and is more likely to attack the same target as the character. Skill damage increased by 15%.
Technically removes 1 AoE ability from sentinel side, just found it funny.
Divine Lightbringer
Heavenly Light skill additionally restores health to 4 allies to the amount of 10% of the power of the skill within 2 yards of the target.
Small bit of extra healing, good enough considering it is their first key talent.
Templar - Defense in Attack
When a character or ally gets an effect from the Combat Support skill, then all enemies within 1 yard of him suffer magical damage to the amount of 25% of the physical strength of the character and 40% of the magical power of the character.
The maximum number of player targets is 4 and there is no limit on the number of monster targets.Decent extra damage on short cd skill afaik
Druid Myriads of the Forest
Increases the physical and magical power of all party members by 1.5% for every 2 active buffs applied by the character on the party members.
It's a talent that exists
Druid Thunder Roar
The “Lightning Bolt” skill additionally hits 3 enemies within 2 yards. Skill damage reduced by 30%.
Could do decent extra damage, at -30% dmg this still always does more damage to 2 or more enemies.
Warden - Crowd Inspiration
Warden's Spirit skill adds an additional buff from the skill to 4 of allies in a radius of two yards from the character. Once the time of the buff runs out, your opponents have the Protective Field positive effect applied to them, which consumes 10% of the damage they cause under the effect of the buff.
It's a small shield most of the times, but the skill has a short cooldown and you want to be doing damage anyway. I have to say it is good.
Warden Combat Healing
Every 2 sec. deals physical damage to 3 enemies within 4 yards of the character in the amount of 25% of the health restored during this time from skills and the "Vampirism" parameter, but no more than 15% of the character's maximum health.
Not sure how to judge this, non-tank talent on warden that requires lifesteal but high hp too??
Beastmaster Grandeur of the Lotus
If the skill "Beast Awakening" is active, then the effect of the "Aura of the Forest" skill is additionally applied to the character. Skill damage reduced by 20%
This skill was AoE already, that is true, but this does technically add another AoE on the beastmaster.
Probably should not count it.
SpoilerBarb Bastion
Gives the character and all party members within 5 yards of the character the “Bastion” buff. The effect reduces all incoming damage by 20% with a chance equal to the character's “Block” parameter.
...I guess if you have 25% block this is effectively perma 5% less damage taken for the whole party, not terrible.
Hunter Cobra Bite
Poisoned Arrow skill applies an additional Snake Nest negative effect to the opponent for 12 sec, with a chance equal to the Critical Hit parameter. The target, as well as enemies within one yard of the target, receive physical damage to the amount of 15% of the physical strength of the character every 3 sec.
The maximum number of target players is 4 and there is no limit to the number of target monsters.Extra damage yep
Shaman Ancestral generosity
The effect of the “Tribe's Ritual” skill is additionally applied to all party members within a radius of 7 yards around the target. Skill effect strength reduced by 30%.
This is good.
Shaman Ancestral Charm
Apply the positive effect "Ancestral Charm" on the character and all members of the group who are in the same location with the character. The effect absorbs any damage if its value is greater than the current health, and restores health equal to 100% of the character’s magic power. The effect does not apply more than once every 60 sec. The frequency of application of the effect is reduced by the "Skill Cooldown" parameter. If the character dies, the effect is removed from all party members.
Not sure if it's decent or absolutely insane. Fact is it can block 1 hit of infinite damage so I'll say it is good.
Deathknight Deathly Generosity
The "Aura of Hatred" skill applies an additional buff to 4 allies within 3 yards. Effect strength reduced by 50%.
I want to say it is decent if the deathknight still gets the full effect, otherwise it is just passable, the range is also too short.
Charmer - Plagued Minion
The monster called by the Call skill creates a cursed zone under itself for 6 sec. at the time of their death or disappearance. This zone causes an amount of physical damage which is 10% of the physical strength and 20% of magical strenght the character to all opponents within it every 2 sec. The maximum number of targeted players is 4 and the number of targeted monsters is unlimited.
Probably more effective at scaring players to avoid it rather than to deal damage....it deals damage right?
Warlock Absolute Virus
The effect of the "Hex" skill, when used, has an 80% chance to apply to one additional target, a 50% chance to two additional targets, or a 20% chance to three additional targets within 2 yards from the original target.
I hope you have your lucky day every day
Necro Soul Synergy
The skill "Ancient Seal" now additionally restores health to 2 allies within a 5 yard radius for 80% of the skill's healing. In case of a critical heal, the skill "Ancient Seal" additionally restores health to 3 allies within a 5 yard radius for 90% of the skill's healing. The additional healing is evenly distributed among the targets.
This sounds like really good extra healing until you get to the last sentence. Still ok
Necro Enveloping Cold
Apply the “Enveloping Cold” debuff on all enemies within 4 yards of you and in combat with you. This effect reduces movement speed by 40% and “Attack Speed” by 25%. The maximum number of PvP-targets is 6
It is good, bring a handful of necros with this talent (gl with that) and cripple an entire army of enemies.
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It is likely the drop chance increases with level, however there is no way to tell by how much.
If the lowest level chest costs 250, and highest level costs 650 then the chance of the book in the higher level chest would have to be 2.6x higher for it to be worth it.
And when talking about single digit or lower probabilities I personally prefer to take the approach of quantity if the difference in probability isn't large enough, aka I rather take 300 chests at 1% chance than 100 chests at 3%.
All a matter of preference.
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18 hours ago, Khrone said:
4/4 Fortification decreases damage by 30%.
With 90% missing health (that is, only 10% total health), you would increase the the damage reduction by 72%
30 + 72 = 102%
So at 10% HP, you become immortal?
You had it right for the first half, it would increase the 30 by 72%, so 30 x 0.72 = 21,6
21.6 + 30 = 51,6%
Would be the only realistic and balanced explanation.
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This is huge and really impressive, I wonder if this is the end of talent updates or if even more will be added. I'm also assuming it will completely replace new experts. The only other thing that I think should happen is cheaper costs for the first talent update that we got, to make it easier to catch up...the talent trees are starting to get quite overwhelming (although I like it).
- Khrone, Drakoslayd, wolfdragon99 and 1 other
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On 4/2/2023 at 6:12 PM, Ryohei said:
Uhmm, I know it has nothing to do with it, but what does "pj" mean?
It does indeed mean character.
In the spanish community they call characters "personajes", but shorten it to "pj".
Obviously google translate is unable to understand this, so when they translate their text it remains as "pj".
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On 3/4/2023 at 5:17 AM, Drakoknight said:
Pj's?
I think in the spanish community pj means player characters.
They use their usual term for it but obviously google translate is unable to even see it as a word.
For a similar reason in the russian community google translate gives us "persians" when we translate their term for "character".
Back to topic, dk could use a few fixes (there are a few bugs) and a buff here or there. Against an equal opponent their stun and silence is barely enough to make it a fair fight (if we ignore a few matchups...)
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3 hours ago, Santa Claus said:
Mage and lock skill does dmg after u move away from circle thats the reason it cant stack bcs that would be broken.
Actually that was the tradeoff, mage skill used to stack but it did not do damage after you moved away. After it was changed not to stack it now continues dealing damage after you move.
Personally as a mage I'm actually cool with it, just makes the ability much less useful in big fights.
I was fully aware of other abilities still stacking, and it's completely fine as long as it's not abused.
But just as a warning, mage ground was changed to not stack because it was abused, especially on the brazilian server.
So regardless of how many people you bring to defend it, if you abuse it it will be changed.
Only because something has "always worked this way" or "it's normal for X class to have this" has never stopped devs from changing it once they deem it necessary.
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It literally says "skill with delayed area damage, as well as traps", which does not include Shattered Stone.
Now you are just trolling.
But good thing you bring it up, poisons and bleeds shouldn't be able to damage destructible objects.
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Most damage over time effects are harder to apply and already have a 30 stack limit. So why not this one.
Since most effects have swapped to being restricted to a party, easily placeable damage over time effects like mage ground, druid root dmg, warlock pool, chief swooping army and maybe others could have a maximum simultaneous damage ability (to players) of 5. Meaning a player can only take damage from this skill a maximum of 5 times per second.
Alternatively, as another similar fix, if a player takes more than 5 instances of damage within less than 1 second from the same type of skill, then the player gains damage resistance against that skill for a few seconds.
If you want to reply to this do not mention my numbers as those are purely an example, mention the effects.
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Considering how much the classes can change every rebalance I do think he has a point. You could put special restrictions on it like only being able to transfer books among characters on the same account, or only being able to unbind lower rarity books (no sea or other new books), or only 1 book every anniversary event, or even all of these combined.
- SeaDemon and SaltyCoffe
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19 hours ago, Regis said:
And this costume failed to place in the top three? What a joke
It got a reward not very different from #2.
Probably just means they really like it but unfortunately cannot, or do not want to, add it to the game.
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1 hour ago, Higgings said:
Frankly that was the only part which I would've kept the way it is. Reducing these parameters once again gives advantage to the attacking guild. I believe that a castle should notoriously be hard to get. At the current state, if you die on the first room where the 3 doors are, you will have no time to reach the room again in time to prevent enemies from destroying them. Now that the door's defensive parameters are reduced capturing a castle will be even easier
Wasn't it only reduced for gates in the first stage of castle capture? The second part where it's a 1v1 remained the same.
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Works fine on mage sun armor
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Are you on mc side or elf side?
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If you started on the weekend just make a new account with a new character, if the problem persists then your IP was restricted.
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Try to push through with what you get from quests as far as possible because they will stop giving you gear as often after level 20. You should have gold ready when it happens.
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This type of talent applies immediately to any enchantments active on gear you are currently using and stops working while said gear is unequipped.
For example, try to unequip your helmet, then look at how much resist your helmet gives before equipping it again. The strength of the effect should be 1 level higher.
If this is not the case please make screenshots of your talent, the helmet unequipped and then while equipped.
With the talent and a great charm you should be getting 4.1% from your helmet.
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yea any emoji = above average luck
And you also got bars which is decent -
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1 hour ago, Pr0f said:
RIP, it's impossible because his critical chance is so high and so high CD (almost permanent eye)
If don't know that critical chance is maximum 50% i would say his crit chance is 80% lol
He has relic for 100% crit chance, but it doesn't matter if it's a crit or not, you still see the damage difference...
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3 hours ago, Pr0f said:
I have a question for you guys
Do you remember before update if the eye talent used to buff time warp and shattered stone damage or not?
From my experience i remember it didn't used to do that
It did...I've seen you ask it repeatedly so I guess the only way for you to believe is to see it.
Mage in castle dungeon, 6 months ago
The mage in the video uses dragon eye talent, there are several points in the video where he casts warp or shatter without eye active so you can compare. I saw at one point around 1500 damage without eye and 1720 with.
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Personally for my mage mobs do not live long enough for them to reach the limit.
That nerf does little to nothing to me in the game as it is currently.
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13 minutes ago, EfesPH said:
how long time will it stay active after use this skill?
What do you mean? It's a simple area attack, it has no duration during which it can "stay active".
For my fellow rogues Tirelessness Bug
in Support
Posted
It is not visible in stats because the talent reduces accuracy of incoming attacks, it never mentions affecting any enemy.
Imagine it like this, kick in the back disorients an enemy, making them less likely to hit you.
Tirelessness makes you move quicker (this talent essentially just increases your dodge, but without putting a buff on you which makes it better)