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Speedom

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Posts posted by Speedom

  1. 3 minutes ago, Darkcaller said:

    Can I alao get eq set for this? It looks lovely for start. 

    Sorry this is a very old build when Seekers was nearly useless. In addition, Seekers wasn't nearly as good as the new revamped Seeker. However, this build was a cheap high mana and hp(high budget build). The set I've used at that time was lv26 set with hp and accuracy bonus(lv28 set bonus didn't exist at that time). Therefore, the accessories was hp, accuracy, and mana. Mana regeneration on both cape and amulet. The 2hand mace is lv26 and probably have attack speed on it now(crafted). Also, I can't show this build because I no longer play this game.

  2. 40 minutes ago, Kyrai said:

    In my server someone did 17 runs in dg and dropped defense book, and others makes +300 runs and no dropped costumes or book

    and 1 friend mine makes 100 runs and only drops resources pots bars

    +300 paid runs. Can't even run dgs for free. Shouldn't even need to buy seeker stam to spam dgs. Especially with the doodoo drop rates.

  3. 18 minutes ago, Raislin said:

     

    Its broken on charmer because you can have 3 dogs permanently up and anytime you have rage (which is almost always and you don't even need that much rage % to make it happen) you automatically double their damage for the cost of a single relic. Meanwhile using the relic on any other class you might get to use the skill once or twice depending on the skills cooldown and if you use it right after rage triggers. Even if you can hold rage permanently it barely affects your overall dps.

     

    Lets just say you are a mage that can use it on 2 skills and they hit 1000 non critical damage and when you critical its around 2200 if you add in critical damage from guild. They will have around 6-7 seconds of cooldown (if you have a decent amount of cdr) so lets make it easier and put it at 6 so we will have a round number. So in a minute you would technically be able to use the skills 10 times making your damage increase from 20.000 to 44.000 in a span of a minute if using skills optimally.

     

    Now to breakdown charmer it gets complicated because I don't know the attack speed of the dogs but lets say its 3 seconds since that's a good compromise. They get to hit a target 20 times a minute for around 1500 damage per hit (check the first page of the thread for a video where they hit over 1.8k each to know I'm being generous here) As far as I know they aren't affected by critical damage bonuses so critical will do 3000 damage. And because they are "permanent" 20 attacks a minute aren't an issue.
    30.000 damage non critical damage and 60.000 with critical. Now you need to remember charmers can have 3 of these things out at the same time which would make your total damage from 90.000 to 180.000. Lets not also forget about the bird which would of course do less damage since it deals magical instead of physical damage but it isn't negligible if you build the character correctly.

    Yea, even with the changes, the skill will still be op with the relic. And it's not the only class either. Rage build mage, this relic is op on it too. Obviously not as op with 3 dogs. Every class is op or broken if you build them like that. It's called, endgame build. 

  4. 33 minutes ago, Kyrai said:

    Resources needs be moved to another farm system, maybe to mobs
    Normal mobs: drops common resources

    Strong mobs: drops amplified resources

    Elite mobs: drops energy and ethereal substances

    And increase the gold drop. Not by 1-50g. Like 100-1000s gold drops. This can help f2p easily farm for gold. Bad enough high lvl mobs still drops 1gold.

  5. I get what you're saying, according to the description. This is probably a translation issue. But as you said, this relic is supposed to work when it's used with rage. It's like using a heal skill from staff to 1hand mace. That heal buff is pertaining to the staff even when it's not equipped. As this call skill(dog) is used without the rage buff and shouldn't get the benefits from the relic. 

    This fix won't affect charmers at all tbh.

  6. 14 hours ago, Santa Claus said:

    I would like to see  whats % on all items in dg like how some others games show 

    That and amp %. Also other games can run dg without a limitation(free runs). If they do tell us, chances are going to be very high of people not buying stams and will only use the free 5 that have a very long cooldown. "It's just bad luck" is going to be their reply as usual.

    16 hours ago, Necromaa said:

    100+ runs and 0 drop common have some moral to drop rates.....

     

    People have already stopped spamming dungeons because of this rate, tbh drop rates were a lil better when spring event started. 2x is just a joke. 20x higher rates on blue and green crafts....... 

    Funny how there is more gear than anything, but still dropped just mostly crafting materials. Plus, what's the point of showing 5 drop slots when you only get one? Get 3 drops should be a normal thing. 

  7. On 3/17/2022 at 11:37 PM, Suzanne said:

    Read all this thread🧵...

    I feel like Mr. Gladiator is reading my frustration every time I tried to play arena (what is funny). People kills me like I just where nude, then, teammates gently told me: "don't demand u noob!"

    Arena is a prohibited zone to new players, there's no newbie level.

    This is a key:

     

    Screenshot_20220317-082453~2.png

    On top of that, going against greatness with guild buffs, rare books, mermen gear, arena books, castle buffs, and castle pots & scrolls. In addition, even when they achieved greatness, they still spam to take the top ranks for arena minions, arena skills, and costumes. 

     

    RIP 

  8. Just now, lore said:

    it is a good idea but i think it would need a slight change on thier powers, about slightly shorter longer cooldown/shorter lock time to dont give the ranger too much controll, or even better, a short (1/2secs) timer before being able to be affected by bear trap again and by such block loop the trap on one enemy as much it can be a risky strategy to put in place (strong melee damage classes, the loop that can be able to be done with some cooldown in order to start to have a new trap ready chain when one ends thanks to having the stack to use it, supposing the skill cooldown starts charing even one trap at the time when you start placing them) in and just a sligthly longer cooldown (in the 1/2 secs range) for the explosive trap, or even better, add the chance to trigger the explosive trap into an aoe attack via skill/auto attack in order to get aoe damage (fire arrow can be a good example for such combination) but i doubt the balance of it when people learn to use it

    I like that!

  9. Be nice to be able to have a stack of traps. For instance like the skill will have a #3 and you can spam them 3traps without cooldown. I think this should be a good idea with the explosive traps and hunters too.

  10. 6 hours ago, Higgings said:

    You surely expected a lot but it's wrong saying that it's not easier now. Try to look at the bigger picture. You could start a new job and easily get it done via disassembling items you don't need. Before, you had to craft basic items or just wait for spring to allow you skip this process. Maybe it's not a big deal for high level crafters, but it surely gives a hand to start new jobs. 

    It's not wrong at all. As much all the rants on pvp is what's really wrong. This implements I've suggested is to give ftp players an alternative in their growth of the game. It is a big deal for high level crafter as I am one of them. Takes forever to level crafting especially due to the mcoins requirements to change craft task. Without investing, it can take nearly a year to max just 1 task. Easy for anyone to say it's not a big deal when they're not a high lvl crafter.

  11. 5 minutes ago, Higgings said:

     

    Although it's a small part, this topic also concerns PvP. That doesn't mean PvE players or FTP players are not entitled to say their own opinion. 

     

    Personally, I consider the craft change a good start. If I got it right, disassembling an item would give us rewards in terms of Craft Points. We could now see a reason to dismantle items 4-5k worth. The cap is also understandable. People would just end up buying all of the items and disassemble non-stop. Even this needs to be tested though. 

    I understand the topic towards both pvp and pve. The issue is how pvp is so high focused that is have a huge impact toward pve. In addition, making the difficulties for low to none investment players. 

     

    In terms of craft cap, i can understand that tremendously. Still, there's no improvement within the craft system at all. 

     

    This post was this biggest downfall. Now you cant tell me a little 1k exp from disassemble gear will mkae this any easier to level. What actually makes crafting easier, is more slots, no mcoin changes to craft task, the ability to be able to chose the amount you want to craft according the available slots. It's the little things that can make a huge impact within the game. It's called, creativity.

    Screenshot_20220308-160454_Facebook.thumb.jpg.1f8113a570337821407046fe430d7c6d.jpg

  12. Ok while yall ranting about pvp. Lets talk about this update. Nobody else is not going to mention the craft system is still indeed the hardest to grind and they said it was going to be easier via Facebook. Like come on, why there's a cap to everything. Especially for the craft system. Like can we take away the 49mcoins to change craft task. Why can't all task be available? Like this is a serious question.

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