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DoubleRose

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Everything posted by DoubleRose

  1. (I know I replied already a while back) I'd like to see the see accuracy stat on courage get switched to ap. Acc isn't that useful in pvm
  2. Yes, though raising crit when it is below 50% chance means higher crit odds and thus more crit damage. I like to think of crit as a damage amp. So like 50% crit chance for 50% crit damage is 25% more damage on average.
  3. We're all looking at you, trees at the start of fossil.
  4. Save your 9th grade stuff because it will be worth something later on when the level cap rises. It is good that MoG provides a slow yet money making route so maps are different from each other. CP there is decent, but I'd like to see it increased a bit to really emphasize that it's the farming zone.
  5. He's right that there are some good under the radar farming spots out there. Bourg in CoU seems to be the best though.
  6. Rose is in early access, so why not try different changes every patch or two to see what kind of AA is most fun and competitive. I'd be for giving this a shot to see how it works out.
  7. +1 to making it easy to que up with the buddies you've clear dungeons with before!
  8. Skill power 100% to monsters, so it's like normal attacking all of them once but with magic damage.
  9. What if there were a couple catapults scattered around the map to add an additional objective? If the attackers held one for enough time it would launch a powerful aoe attack on the crystal that also did some damage to nearby players. It would do enough damage to kill all the summons and give the attackers a chance to rush in. The damage would also need to be sufficient enough that the defenders would lose if they just hung out by the crystal and gave up every catapult.
  10. I'd be nice for avoiding confusion with dungeons, parties, etc if characters of certain classes could choose to show their subclass. This could be a setting like enable specific class for other players and then you can toggle it if you are one of these classes. That way team mates could see in the group how the player has built. The following subclass title options should be added: Battle Cleric FS Cleric Spear Champ Sword Champ Axe Champ Xbow Knight 1h Knight Bow Scout Xbow Scout Katar Raider Dual Raider Launcher Arti Gun Arti Gun Bourg Launcher Bourg
  11. I like this idea because it affects pvp without nerfing pvm.
  12. The growth rate in the 140s is effectively the steepest in the game because you're capped out with Eldeon mobs. 170-180 is a painful grind. You level fast despite the higher slope during 180+ because of a certain bunch of Byrll quests. I think Fossil Sanctuary shouldn't be available to the player until at least 200 and the other parts of Orlo/their quests should be buffed slightly to compensate.
  13. It's better than gun arti. Going for skill power can be decent as the DoT attacks are alright. Those plus some autos, maybe an aoe or two, will be ok. Not something you'd use in pvp, but you could level or do dungeons with it.
  14. So we've gotten like the 5th bugfix/stability patch this week. Know what that means? All your daily quests are screwed up, again. I appreciate the effort to fix stuff, but this has costed me tens of millions of zulie. Is there any way to make the timer not tied to if the server goes down for maintenance?
  15. High base attack speed would increase scaling. If you have base .5 attack speed and raise it to .7, a 10% boost in a attack speed will give .07 more attacks a second instead of a .05 increase. The devs might want to consider switching out some of the 24% attack speed everyone gets for higher base attack speed on all weapons, though maybe that would make single target dps builds too strong when fully geared. I think just the slower weapons need some help. A better idea than that would be to increase attack speed substats somewhat. A max substat is 2.25%. That's not even a quarter of a p7 (and 1/6th a p10). Compare that to 25 of your class's main stat and 60 crit. Those end up giving more dps than the attack speed. Make it go up to 3% maybe. Not much, but something.
  16. Deserved buffs for other classes is why a mana shield nerf would need to be light. Base attack speed on xbow, gun, and bow are too low. Increasing those will be an indirect nerf to mages. They might need other changes and so do other classes.
  17. The value of the Tutankhamun set varies massively between the classes. The stats for dealer and soldier are almost x3 as good compared to muse and hawker. We’ll compare the differences between the set across classes. Therefore, the pvm and primary/secondary stats can be ignored. Value will be based on how many skill points it would take to get the same stats. Each value is 2 sp because passives require 2 sp each. Critical = 1% Attack speed = 5% Defense = 4% Accuracy = 2% Movement speed = 2% Stat = 5 Magic defense = 0 because monsters don’t (or VERY rarely) deal magic damage and this is a pvm set This yields the following values: Dealer: 7 + 6 + 24 = 37 Muse: 7 + 3 + 0 = 10 Hawker: 7 + 4 + 6 = 17 Soldier: 7 + 4 + 24 = 35 The muse stats should probably be reworked entirely and the hawker stats could use a slight buff. Perhaps swap the magic defense with magic penetration.
  18. Thanks for the title change as that explains it. The best strategy to win that 1 v 1 would be to pump up dex. Block a decent defensive tool in general, but completely shuts down an opposing battle cleric. Magic block value is about twice that of physical, so I see how a duel between battle clerics would be unending if you are both using magic offhands.
  19. Block is just a weaker version of dodge. It's a mechanic for clerics to have dodge of sorts when they have no other innate scaling for it. Let's say you went a full dex build with 60% block rate (75% for a few seconds with the one skill ) and 1200 offhand defense (that seems high as mine is only 1k but I will go with that because exalted gives offhand defense). Dodge is 100% damage reduction, while block is a flat number. Knights get a vastly larger number, plus damage reduction and hp regen upon blocking. First of all, congrats on investing 40 sp (45 with mana shield, 55 for the movespeed too) on block for a class with the highest sp opportunity cost. That means giving up heals, or magic defense scaling, or summons. Additionally, your attack, healing, and defense suffer due to low int. You average 720 damage reduction with that. That's decent and comes out to about 35% damage reduction against a geared player. Block is after armor calculation, so it is stronger, though clerics have innately low defense and health. Although that sounds powerful, it makes only a small difference. Let's say you are fighting a raider. They attack twice a second at 2k damage and crit for +150% damage about half the time. That's 5k damage in a second. You have about 40% defense from gear, so that's 3k damage. Your block is a 24% damage reduction and is not going to save you. Also, block won't stop the DOTs inflicted on you (also a counter to dodge). My guess is the real problem is mana shield. It makes mages super tanky and gives clerics block and movespeed for a couple seconds. The devs are thinking about how to nerf it, and that change will be more than sufficient. High block looks good on paper, but it comes with a massive opportunity cost and has less impact than you'd think.
  20. There should be a one time clan quest that has the reward of an additional 5 or 10 person expansion.
  21. Low level pvp would be like little cup in pokemon. I would create a whole new market of optimizing, inspiring people to max out level 85 gear lol
  22. It would also need to apply to DoD
  23. Valor gear is quite expensive at about 10k valor for the set. That is the equivalent of paying about 34m zulie. Exalted is cheaper than that and is stronger, while also covering pvp too. I think a larger set bonus is a good idea, like +6% pvm damage on courage and +3% to both pvm offense and defense on brave.
  24. I'd like to see up to three clients at once, but two is fine. I've played this for forever and find leveling one character at once to be too easy and boring. I love the challenge of keeping two of them fighting at once. If people want a party, I will add them. No one can tell I am playing both characters unless I tell them, which I usually do, and then they wonder how I am pulling it off.
  25. Another unique skill would further increase the high startup cost of making an artisan. Rates should be higher, but I think that should just be a baseline thing within the crafting formula to make additional con more useful.
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