-
Новые ответы
-
By Cnacuborazrabamzaugru · Posted
Хреново ты ему устой посчитал. С пве кольцами и одной шмоткой без устоя 46.5, ну-ну. Ну хоримия как обычно, ноет на ушей и дефает гор. -
A lot of new books have been added to the game, but we are still limited to only 15 slots. This feels too restrictive. We can’t fully use or experiment with different builds because of this limit. Adding at least +5 more slots (20 total) would make a big difference.
-
Hello, I want to point out an issue with Templar’s Reverse Flow skill. A long time ago, Warlock’s circle stun was nerfed because it could be used too frequently with a good cooldown, leading to near constant control. That change made sense for game balance. Right now, Templar’s Reverse Flow feels very similar, but it can still be used almost permanently with the right cooldown. This leads to situations where players are effectively stuck in perma stun, which is not healthy for PvP. If Warlock was nerfed for this exact reason, Templar should be treated the same way. I think Reverse Flow needs a cooldown increase or some limitation to prevent constant usage. You can see an example below in the video, the Templar is able to keep multiple players under constant stun. Right now it feels overtuned and affects overall balance. Thanks. https://youtu.be/nZyVbEa3d4A?si=f-MBb7l8SKmpcW1N
-
Hello, The new cc light armor currently bypasses damage reduction, and this feels unbalanced between MC and Elf sides. On MC side, there are more classes that rely on damage reduction (Chieftain, Warlock, Shaman, Reaper, DK), while on Elf side it’s only BM and Warden. So this item ends up affecting MC much more and feels like an indirect nerf. I think it would be better if the armor bypassed defense instead of damage reduction the effect would be more fair and balanced for both sides. Thanks.
-
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.
-
-
Recent Topics
-
Recent Achievements

