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rafa9876

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Everything posted by rafa9876

  1. It doesn't matter because it was removed, but if you want to know, it means bonus damage of a skill based on your character level. So if your level is 32, you do 32 x 5 for a total bonus damage of 160. Simple multiplication
  2. To calculate the damage difference just assume physical damage is 1000 or 1500. In this example with 1000 Before : 2 per level = 64 (level32) 64 + 100 + 1250 (125% of 1000) for a total of 1414 After : 100 + 1600 (160% of 1000) for a total of 1700 It is simple, in a minute there are 60 seconds. Before : 10 uses of the skill for a total damage of 1414 * 10 = 14140 After : 6 uses of the skill for a total damage of 1700 * 6 = 10200
  3. rafa9876

    Nerf mage

    Please do more research and post suggestions to fix issues you may perceive to exist, people can't take your post seriously if you give the impression of merely being salty.
  4. rafa9876

    Arena bugs

    It's possible this is due to damage over time or other similar effects dealing damage to someone who has a relic effect like silence, could be worth testing.
  5. If all they did was a couple fights you really shouldn't be rude like that. Good way to scare new players away... Now of course if that person did many fights and went afk in all of them then it's obvious they are feeding, but it is still not reportable.
  6. First idea is basically old barrier which was kinda better actually. For second, Dodge requires too much investment to reach amounts that can dodge anything, I'd change your suggestion to "with chance equal to dodge %" and add a cooldown, I guess. Third doesn't sound much like a barrier that the mage wants. Fourth is interesting in theory, although you'd have to tweak the numbers quite a bit.
  7. Good thing my teacher always gave full points if only a single number is wrong as long as the solution is right
  8. You got it wrong. Assume the charmer has 2 pets and takes 1000 damage This damage will be reduced to 870 (1000 - 130) 130 multiplied by 400% = 520 520 / 2 = 260 Each of the pets will take 260 damage. Aka the damage on the PLAYER is reduced.
  9. This is the talent in question. If working correctly, it should increase the energy restoring effect from 7% to 8%. However this increase only works on basic attacks, not on skills. Video with a reaper, 100 maximum energy Energy in the video goes 17 > 25 (attack +8 energy) > 29 (natural energy regen +4) > 37 (attack +8) > 28 (attack skill -9 energy) Attack skill energy cost = 16, 16 - 9 = 7 I checked this with several other skills, characters and dragon eye ranks. If this is how it is meant to work, please change the description. This does actually cost me 25+ energy during each dragon eye duration (10+ skills used).
  10. Duration? The skill would be good even if you made it 3x3 and removed the increased damage taken.
  11. Привет Я волшебник в видео Это не баг, умение рассчитывает урон только один раз. (до коррекции) Во время карнавального события босс дает 500% магический бафф. Например: вы достигаете 1000 магии и получаете дополнительно 5000 (6000 * 0,29 = 1740). Лев ничего не сделал Гугл переводчик
  12. rafa9876

    Nerf Mage

    I was going to try to discuss about it, but you seem like the kind of person who is so fixated into hating something that any arguments about it turn into an exercise in futility.
  13. There have been many complaints but few ideas so here's some from me (NOTE : THIS IS NOT MEANT TO SOLVE ALL ISSUES YOU MAY SEE IN REAPER) But opinions would be nice Evisceration While in demonic form, either - does a portion of AoE damage. or - is usable from 3 yards and causes the character to move to the enemy in addition of dealing damage. Otherwordly Boost (can be made into a talent) The first cast in demonic form resets the cooldown. Chains of the Underworld (can but shouldn't replace current talent) Either - at rank 4+ silences the main target for the duration. or - if affected enemies use any ability they are silenced for the remainder of the duration. Delayed Death (should replace current talent) While skill is active, if the character would drop below a certain health, the character gains hate and immediately transforms regardless of hate. Demonic Appearance is put on cooldown. It can only happen once every 60 seconds. Approach of Madness (can be made into a talent) If used while in demon form or transforming during "Blood frenzy", the buff gives the character additional lifesteal equal to 50/75/100/125/150% of hate while in demon form (8/12/16/20/24% if at 16 hate). Duration unchanged. Hate can still not be increased while in demonic form. Black Mark "Black Mark" debuff causes target to take increased damage from the reaper.
  14. All those issues with reaper puts it in the awkward situation where it's bad both in short and in long fights but still doesn't do enough damage in medium length fights to justify it.
  15. I don't know why you would possibly mention this, note how beastcaller minion will require you to either use that force pet attack skill or to autoattack a target, and in addition to that the pet will stop attacking if you walk too far away. (similar to normal temporary minions) Meanwhile charmer dogs will AUTOTARGET nearby enemies by themselves and will not leave the fight under normal circumstances. Also charmer force pet attack will command all dogs to attack. Your comparison isn't good, the two skills have a completely different base to work with...
  16. I actually think there are already too many auras in the game, imagine massive battles and everyone has some kind of circus lights effects around them from 6 different auras
  17. Magic in this world has gone through many changes. One might still remember the times where magic casters had to settle on specific elements to increase their power. When Berengar’s Tower was successfully explored by the Sentinel and the Legion, they were able to uncover further secrets behind moon, astral, sun and dark magic that allowed casters to combine all elements into pure magic. Thus granting them the ability to focus on increasing the frequency in their spells as they were able to use any element to boost their magic power. The major side effect that caused the elements of spells to also be pure magic, allowing magic resistances to be effective against everything, is often ignored… Let’s also recall when only the most basic spells were readily available, five of them and no more. Could you imagine that today? But the fewest, if any, will remember when enchanted wands were the spellcasting weapon of choice. Much quicker to draw and cast spells with, their usefulness thrived in short fights. Prolonged use of these wands in a short timeframe demanded higher mental exertion from the user. No wonder this age produced many insane magicians… Ultimately the staff ended up being far more popular, being easier to handle and allowing the widespread exercise of magic as the pressure on the user was lifted. I read all of this one day while visiting the old archives at the School of Magic, where I also found a glass casket containing one of the aforementioned wands inside. For as long as living people could remember, staves were the magic weapon of choice. But I always felt really curious about the past. Unfortunately as I was trespassing I had to leave the room as the librarian would be coming soon, so I could not attempt to open the glass casket. The portal combination that lead to the old archives changed every day, as is tradition. That time I got lucky, but even though the odds were against me, I felt the need to investigate again. It was only a few days before a voice in my head made itself noticeable.. it felt my intent to return to the old archives and it was starting to fill my head with possible portal combinations and, as expected, it was only a matter of a week before one of them worked. I opened the portal at a time where I knew all professors and guards were not around and entered the old archives. I immediately walked closer to the glass casket and found it slowly opening by itself, which urged me to touch the wand inside and… It snapped in two pieces instantly… and I felt a breeze of…wind? Almost simultaneously I heard a very faint “Thank you”. Confused, I quickly went to the same section as last time to try to learn more. By using a spell that looked for the word “voice” in the books I found it. Apparently there were rumors that during the creation of an ancient wand it trapped the magical essence of a spirit that was present in the area. The catalysts built inside the wands made said spirit remnants mostly unable to think on their own and put them at the mercy of the wand’s owner. Sometimes these spirits would still have a voice and mind, which made the wand substantially more dangerous, both for friend and foe. While for staffs the new advancements in the creation of catalysts and the bigger size compared to wands made it nigh impossible for any opposition from the spirits, while also trapping up to a dozen spirits which would often hinder each other’s attempts at resistance. This is in part the reason for the differences between wand and staff. As a lowly student there’s not much I could do, I just hoped said spirits don’t actually suffer and I certainly wouldn’t give up on magic because of this, but I did feel the need to write down this experience. There are probably many more secrets of magic to discover, but that was beyond my current abilities. What did I do next? I went to my Magizoology class, but not without first taking the remains of the broken wand with me, I still felt a strange connection to it…and if I ever have money issues, I heard merchants would be happy to buy this item.
  18. I've reached more than 100% extra critical damage before so it's definitely not 100%. If there is a limit, it will be at 200% like skill cooldown. My test was with these : Cloth mermen fully stacked 30% Tiger Minion 30% Priest 30% Shaman 30% (rounded up) Charmer 20% Relic 20% Even if you remove Mermen and Relic because both do not give normal critical damage (mermen is crit dmg for skills, relic is just for 1 skill) it still ends up at 130% critical damage, I tested at 100% and then at 130%, the critical damage at 130% was higher.
  19. Due to knowledge taking so long to farm and the talent tree growing I would suggest a system that makes it more tempting to return to the game or make new characters. Old Player Bonus (Duration : 1 week) Received by : Any character with at least level 26 after 2 months of inactivity (0 logins) > 3000 free knowledge > 30% increased knowledge gain from all sources (stacks with other similar buffs) > 2x daily cap on knowledge for dungeons and quests (does not stack with weekly events) New Player Bonus (Duration : 2 weeks, disappears when reaching level 21) Received by : Any newly created character within an account that has 0 characters above level 20 (Mabye this should apply to any new character in general, but experienced players know how to benefit much more from it) > 3x knowledge from story quests > 3x daily cap on knowledge for quests > Additional knowledge reward at level 10 and 20 Keep in mind these bonuses are not supposed to be too tempting, but feel free to give suggestions If there's a similar suggestion already please link it for me, I searched for it but didn't find anything
  20. rafa9876

    .

    lmao did he really copy an image from the post that explains what it does just to ask what it does however I believe they actually nerfed the effect obtained from the bow and the spear, the post is still fairly accurate though
  21. The first one sounds kinda wrong. I know both can be understood easily...but just...why? This "and" has been annoying me for some time already, should be just "an".
  22. Not stacking is fine but the Druid/Shaman version of this talent lasts for 5 seconds. Seems like it would be fair to make this one 5 seconds aswell, or at least 4.
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