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Posts
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Posts posted by rafa9876
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Pretty sure that's intended, the missing health effect is just there so that it still heals something even for non-magical Chieftains.
If you want the healing to be more powerful when low health just use a Relic of Resilience
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Pretty sure you are just confused because what you actually completed was hard garden.
Note how you only have 1055 reputation with the Maliat Elves which means you did it during the anniversary.
Additionally you receive a total of 210 reputation by doing easy, normal and hard termitary which means there's no way you completed them...
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If you have 2 devices you can play on (for example pc + phone), you are allowed to use both to play on 2 different accounts.
You can use the blade dancer to help your other character and get lots of gold (because you wouldn't have to spend almost any gold on the other character)
Other than that yea the only option is to suck it up......or buy miracle coins.
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890 * 1.14 = 1014
890 - 37 = 853 -> 853 * 1.2 = 1023
890 - 57 = 833 -> 833 * 1.21 = 1007
math working fine
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21 hours ago, Corruption said:
Ain't the result the same no matter what you choose in the first map quests in those quests where you can choose what to do? I mean you still get the same reward and next quests are the same right? Or you can get extra quests or something if you make a different choice?
Rewards and quests will be the same but it's still nice, makes the game world feel more alive to have some choices.
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13 hours ago, Steven Lexine Lorraine said:
isn't too much hastle if i do that in every fight?I mean paladin has only 1 passive and rest are activated skills not like others like seeker and ranger
Do you want to have more relic activations or not?
Make up your mind.
First you complain that you can't do as much as before and then you complain that you need to do too much.
You don't need light aura to be active for the entire fight, cancelling it doesn't slow you down (other than clicking the button)
And technically you can get MORE relic activations than before now.
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Use Light Aura, Heal yourself, cancel Light Aura, wait 15~ seconds for cooldown, repeat
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You can ditch Light Aura completely and just cancel it immediately after casting it.
Due to its reduced cooldown (20 instead of 30) you actually get to use relics more often than before.
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38 minutes ago, lallouss said:
no its not obvious because it used to stack before update and they didnt mention anything about it not stacking, also i can show other aoe spells like blazing ground dealing more damage than it does if you want to talk about damage
u said overload doesnt stack in a way saying that all mage spells should stack?
u still didnt answer why other aoe damage spells stack damage, while only mage doesnt, so nvm about shield¯\_(ツ)_/¯ aigrind
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11 minutes ago, lallouss said:
overload not aoe nor even related to this not sure why your mentioning it, its not even that important it does like 100dmg or so lol, why would blazing ground not stack like every one spell in warspear? even shield skills now stack and heals
priest, necro, pala and other shield spells used to over take each other but now they corrected it and stackYou shouldn't react like that about it, it is extremely obvious what I mean if you play mage. Multiple overloads do not stack even thought almost any other DoT does.
shield skills not even a mage skill nor even related to this not sure why your mentioning it
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Just now, lallouss said:
makes no sense lmao why other classes aoe not the same?
banner
knight curseeagle eye
mage flame
chieftain fire aoe
and many other aoe spells and single target spells they stack, only mage blazing ground doesnt, so if u cast 1/4 than 4/4 flame, the 1/4 will do dmg while 4/4 will do nothing
They gave it the overload treatment, I would be extremely surprised if this was not working as intended.
The bug was fixed, now 2 blazing grounds do not cancel each other and instead the first one takes priority.
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13 minutes ago, lallouss said:
lol thats exactly the problem, why its not stacking like other aoe spells?
it is intentional, making solo mage better but multiple mages worse
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14 hours ago, lallouss said:
@Holmes what about mage blazing ground skill not stacking properly? 2 skills used same time being useless
For me it works correctly, the first blazing ground applies DoT debuff and any other blazing ground on top of it will do nothing.
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4 minutes ago, Kaesarz said:
Everything for the same buff
Because they didn't add anything else
In theory turning it into an "almost" passive skill could be seen as an upside.
You spend less time clicking on it throughout the fight and can free the skill slot for other skills/potions/etc.
Of course this ignores the fact that you lose out on valuable relic activations so overall it is indeed just a nerf.
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15 minutes ago, Gladiator said:
I really need to point out this change and say with the most polite way that it's actually insanely dumb that you would do that.
It's actually a big underserved nerf when you do the math.
If you have Aura at 3/5, 30 sec CD, it lasts 50 seconds and costs 22 mana per usage. And you would have basically a permanent buff.
After this change it would be -8 mana regen per 5 seconds, that means now aura costs 80 mana to use for 50 seconds!!! It gets even worse when you upgrade it. What the hell did aura do to deserve such an absurd nerf?! And please, correct me if I'm wrong in assessing the situation.
You would expect a considerable buff to the efficacy of the skill with such an increase of mana cost, but now why would I ever activate it let alone upgrade it...
I'm assuming you will be able to use the relic that halves energy cost but still
Also you would have to sacrifice your current relic for it
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1 hour ago, Necromaa said:
What's the % of damage at each level?
Should be same as now, 15% of magic + character lvl + ~20
And around 10-20% more damage per rank
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8 hours ago, Yuuuu said:
ur dmg from second mace wont be reduced by 150 if u got 850, it doesnt work like that.
The dmg reduction u will get its 30% just from ur second mace so actually a 300 magic dmg mace (+10 and great charmed) would be affected by 90 but thats only if u got +10 and great charmed and since u said u a free player i doubt u got the mace +10 great charmed so at the end u wont be losing 150 as u said it would be way less.
Also the calculation u did with the fero stat and ur dmg doesnt work like that too fero works as a viseversa of resil stat ( if u have 50% fero and ur enemy got 50% resil both stat get neutral so u will hit as if u got 0 fero and ur enemy will receive dmg as if he doesnt have resil, basicly like if both are pve players)
Actually if it is 90 and he is full greatness it would be 90 x 1.60 (counting all accessories and guild buff) for a total 144 magic damage loss.
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18 minutes ago, Speedom said:
Can y'all elaborate the new type of mana consumption?
If you have 80 mana regen and use mermen set and the changed dk saturation you will instead have 48, which will then be 24 during combat.
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5 hours ago, Holmes said:
During the launch of the test server, we, with your help, will check the correctness of the operation of all changed skills again. Perhaps, based on the results of testing and based on the collected statistical data, additional edits will be made.
Reminder that what appears on this list is rarely final.
[2022.06.03] Update Warspear Online 10.4. Time of discoveries. Preview
in News & Announcements
Posted
You take 65% less damage, it's a trade
Is what I'm assuming