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-Shakespeare-'s profile
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Member Since : 2006-07-14
81 Posts (0.08 per day)
Most active in : Character Classes
posté December 14, 2014, 22:10:17 | #1

Quote (Basgitarist @ 14 December 2014 21:32) *
Yes, I know.

My apologies, then. Personally, I think that incandesence is fine as it is; 2ap for ~200 bonus damage is ridiculous.


This post has been edited by -Shakespeare- - December 14, 2014, 22:11:28.
Thread : Eliotropes  Preview message : #809236  Replies : 18  Views : 750
posté December 14, 2014, 20:51:16 | #2

Quote (Basgitarist @ 13 December 2014 15:52) *
Since Eliotropes have no spells that consume WP. This is why I'm thinking that Incandescence is intended to work with Exalted, since it gives at max lvl 20 DMG per AP/MP AND WP.


This would work if incandesence actually took wp costs added by the rage state into account. It may be intended to work with exalted, but it doesn't. This could currently be a bug and I am not sure if you know that or not, based off of your post.


This post has been edited by -Shakespeare- - December 14, 2014, 21:07:57.
Thread : Eliotropes  Preview message : #809206  Replies : 18  Views : 750
posté December 10, 2014, 02:03:01 | #3

Quote (kurokat @ 10 December 2014 01:45) *
Torrential Flux leaves a line of glyphs 5 cells long in the direction of the cast. These glyphs last for 1 turn. So not only yourself but your allies can push things along or onto them, as well as enemies walk onto them.

So while it does not do "infinite damage" as you stated, it does do "insane damage" like I stated.


- Kat

You are correct that it leaves a 5 cell glyph and that allies can push things onto it. The glyph, however, will only do damage at the beginning and end of a monster's turn. An ally *could* push a monster down the glyph, but the monster would take no damage until it started or finished its turn on the glyph. This means that the glyph's damage can hurt a monster a maximum of two times per turn.


This post has been edited by -Shakespeare- - December 10, 2014, 02:07:12.
Reason for edit : i could be incorrect in thinking you are confused about this mechanic!
Thread : Eliotropes  Preview message : #806727  Replies : 47  Views : 2443
posté December 10, 2014, 00:50:37 | #4

Quote (Soundtrack8 @ 10 December 2014 00:36) *

Quote (Rimali @ 10 December 2014 00:01) *

Quote (Soundtrack8 @ 09 December 2014 23:36) *
Am I missing something, but whats the point of exalted / calm state giving and taking wp if none of the spells need it? :S
Well, with exalted every spell transforms into a (potential) WP-Spell. If there are WP left, a spell consumes one and it's damage gets increased.
yeah but I could still cast spells even when I didnt have wp so I dont see the point :X

In the worship state (with the aura), all spells will consume one wakfu point (if you have any left). When they do this, the final damage of the spell used is increased. You can continue to cast spells without any wakfu points to spend, but they will not get the final damage boost.


Thread : Eliotropes  Preview message : #806711  Replies : 47  Views : 2443
posté December 04, 2014, 04:12:08 | #5
Just an fyi, unleashed blade just got whacked with the nerf stick.


Thread : Eliotropes  Preview message : #804472  Replies : 205  Views : 9488
posté December 01, 2014, 02:47:52 | #6
seeing as it hasn't been fixed for the better part of a year, i doubt it *ever* will be!


Thread : Bug Archives  Preview message : #803219  Replies : 7  Views : 453
posté November 30, 2014, 21:29:29 | #7
I main a water/air xelor, so allow me to shed some insight on this: the time control jump will not grant +1ap if it is caused by devotion but will if it is caused directly by a water spell.

For instance, if you time control yourself on a tick turn and then gain another 4ap via water spells, you will then be at the maximum gain of 5ap. If you then cast devotion on yourself, your ap will not increase and time control will jump to another random person without giving them an ap. If you were at the max and then cast something like sandglass on a monster, the time control would jump to the random ally and grant him 1ap at the same time. I find counting on tick turns quite handy because of this!


This post has been edited by -Shakespeare- - November 30, 2014, 21:31:30.
Thread : Xelor  Preview message : #803133  Replies : 6  Views : 457
posté November 27, 2014, 20:54:11 | #8
wow. on the bright side, they look super ap intensive.


Thread : Eliotropes  Preview message : #801726  Replies : 205  Views : 9488
posté November 09, 2014, 20:57:17 | #9
Yeah, just to let you know: stabber works for all attacks you cast in a turn, not just one. You just provided a picture where stabber procced twice.


This post has been edited by -Shakespeare- - November 09, 2014, 20:58:24.
Thread : General Discussion  Preview message : #794893  Replies : 22  Views : 1353
posté October 06, 2014, 22:08:30 | #10
wtb wa wamulet pm me at Ankama Logic


Thread : Trade  Preview message : #785021  Replies : 0  Views : 100
posté October 03, 2014, 21:27:52 | #11
Closed pm me at Ankama Logic


This post has been edited by -Shakespeare- - October 03, 2014, 21:43:22.
Thread : Trade  Preview message : #784058  Replies : 0  Views : 79
posté January 29, 2014, 18:59:09 | #12

Quote (Wareen-Peace @ 23 January 2014 16:52) *

Quote (Seijuroz @ 21 January 2014 16:40) *
can you describe more information about how to get double bonus dmg from stasified
i'm play in asia server it say "if target has matching resistances" what dose it mean ?

thank you for information
If your opponent has two resistances with the same exact number for example :250% earth resistance and 250% water resistance, than your stasis damage will increase in power.

I believe this is still bugged. I only ever see the damage increase vs enemies with 4 matching resistances like Jellix or many of the UB. I'm still hoping i'm wrong and I haven't checked since the last time I tested it.


Thread : Foggernaut  Preview message : #671567  Replies : 10  Views : 2823
posté January 14, 2014, 12:03:05 | #13
Solomonk is most definitely the best for my build. With it you can maintain very high stasis damage (potentially over 500) and very high crits. Its lack of control is really a none issue, as you can get control from all sorts of equipment these days and there is quite a bit of it on the sage set.

Ultimately, your choice of relic comes down to how you are playing your stasis fogger.

edit: Solomonk is, however, a bit glass cannonish.


This post has been edited by -Shakespeare- - January 14, 2014, 12:09:00.
Thread : Foggernaut  Preview message : #663995  Replies : 3  Views : 534
posté December 25, 2013, 20:21:04 | #14
WTB Black Enewgy Heya, still looking for these. Pm Unkempt Harold


Thread : Trade  Preview message : #656491  Replies : 0  Views : 131
posté December 06, 2013, 15:46:48 | #15

Quote (kurokat @ 05 December 2013 08:37) *
If thier two highest resists are the same, then they get a boost in damage (and another boost through Motherfogger, which also allows them to fire their Stasis Spells in an angle).



- Kat

Hey there Kat, last time I checked these boosts were not working. I have not played since the last patch due to school, however, so they may have fixed it. Even the motherfogger boost wasnt working. I have ~430% stasis, iirc, and it was not changing at all when I was testing it. I really hope you're going to tell me it does work, haha. I was bummed after I tested it .


Thread : Foggernaut  Preview message : #647063  Replies : 5  Views : 1423
posté November 02, 2013, 01:01:06 | #16
Stasified State and Motherfogger Bug Hello, I was testing a few things out on a friend's sadida dolls earlier and found that several aspects of the stasis fogger's arsenal are not functioning as advertised. The dolls in question had two resists that were equal, yet the stasified bonus was not multiplied by two. I was only receiving 50% bonus damage from stasified at level 100. Furthermore, the supposed additional 50% damage gained from attacking a monster with 2x balanced resists while using the motherfogger was not working at all.

Any fixes for this planned for the future? This constitutes a really big bug, in my opinion.


Thread : Bug Archives  Preview message : #627563  Replies : 0  Views : 206
posté October 23, 2013, 09:08:57 | #17

Quote (kurokat @ 23 October 2013 01:14) *


On the Fogginator, while it said it limited Stasis Spell usage to 5 in the revamp devblog, this was never followed through in the game. I am not saying it was a bug that it didn't limit it, but that they didn't even have it listed as something that would happen when using Fogginator in the spell description.




- Kat

I actually have been using the stasis shot 12ap combo, and it is worth noting that fogginator does not continue to deal damage to the fogger after 5 spells have been cast. I do, however, agree that it doesnt seem imbalanced at all. I think they should simply have fogginator deal damage for every spell cast and place no other limit on it. Currently, with level 1 fogginator, the spell deals almost a third of my health back to me in damage. I feel like it would still be a worthwhile and interesting spell if it did even more. The spell is really only feasible in groups, anyways, and with my 419% stasis damage it still doesnt do *that* much damage versus high level mobs.


Thread : Changelogs  Preview message : #623547  Replies : 299  Views : 23081
posté October 22, 2013, 06:21:07 | #18
WTB: Black Enewgy Pm: Unkempt Harold

Of course, i'm not particularly hopeful. Just know that I am willing to spend *a lot* of kamas on these.

I am back and still looking for these.

Bumping this instead of making an entirely new thread


This post has been edited by -Shakespeare- - December 25, 2013, 20:20:13.
Thread : Trade  Preview message : #623105  Replies : 0  Views : 107
posté October 21, 2013, 21:51:07 | #19
So you're merging groove and armor plating? Does this mean we are getting a new passive? I am also confused on how you're changing fogginater. It already does not limit us to 5 spells (which is actually pretty balanced tbh).


Thread : Changelogs  Preview message : #622953  Replies : 299  Views : 23081
posté October 19, 2013, 10:28:57 | #20

Quote (kurokat @ 19 October 2013 07:06) *

Quote (HakazabaJub @ 19 October 2013 03:53) *
No, thats how they were weighted before, its different now.
Oh?

If they've changed it beyond that, then I don't know what it is. If you know it has changed, would you mind sharing what is different so that I may fix my calculations?


- Kat

I have not sat down and figured out how its weighted, but I can confirm that it is very different. Take, for instance, my current stasis spell levels: 132,132,132,5,5. This is only giving me 94% stasis mastery and just a 47% bonus to my actual damage.


Thread : Foggernaut  Preview message : #622081  Replies : 29  Views : 4939