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kurokat101's profile
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Member Since : 2011-12-30
37 Posts (0.03 per day)
Most active in : Character Classes
posté July 15, 2015, 08:46:32 | #1

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Bramble: Ranged armor. Heal resist is still a thing and also damage mitigated is damage that does not need to be healed.
Ranged armor with that 25 damage ratio. Not really much to say. It's a solid spell and is castable on oneself.


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Fertilizer: Better armor than Bramble, but suffers from lack of range and awkward linear casting. However, this spell also steals MP from enemies and gives +3 MP to dolls. Used on dolls, the doll not only gets armor, but more MP to either run away or run into danger. Even for players who don't use dolls, this spell is great to level for the cases when you can use it to armor someone, or even just yourself. Plus, MP steal. It's really nice.
24% better armor than Bramble to be exact (per AP). It has the same 25 damage per AP/MP ratio as well. The range on yourself isn't a problem, though while I normally love non-boostable ranged spells, 3 does at times feel a bit short. Being able to boost a doll's MP by 3 can help (especially if you don't have Dolly Sac in your deck to make a new doll for when one is out of position or if the doll is boosted by nettled and you want to get it back into action without just sac-ing it). Stealing MP from enemies is a nice plus for having the shorter range. And Armor + MP on the Ultra-Powerful is amazing (when casting the UP, it's already in line with you anyway, so keep it alive while allowing it to run around further).


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Wild Grass: Only needs to be leveled to 80 for it's max secondary effect. More of a utility spell than anything, with -mp to enemies and the Root effect on dolls (Hello 800+ lock, 80 res, 60 block, 2000 HP Block that your enemy can't push away).
While a nice spell for a single turn lockdown (best with a Block in front or behind the enemy to benefit from the Rooted state). The problem is that for such a long cooldown, I really feel it should have had a higher damage ratio than the standard 25 per AP/MP. It's boostable range doesn't seem to matter much as it already has a range of 5, though constrained to a line cast.

I'll have to check again when I get home, but I do believe that on live, it requires level 100 to remove -4mp, not 80 like in the beta.
You are right, it is only level 80 that is needed for the spell to upgrade to the -4mp from the -3mp.


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Earthquake: The DPS on this spell could get up to godly levels. Think Iop's second SIP on punch turn. You only need 2 dolls/yourself in proximity of your target to make this spell worth using as a damage spell (at 200 it's 52 damage per doll/you in a wrath sized AoE for 3 AP). If you are adamant about not using dolls, this spell is not worth taking, but in solo play this spell is great when combined with doll usage. Even in team play, if you are the kind of person who summons dolls to tank mobs for you, Earthquake is great.
Amazing spell now that cannot hurt allies and dolls. As you said, just two makes it the Sadida's most powerful spell per AP/MP and can hit for even more if your dolls survive. Sadly of course, outside of a doll build it's not really worth it. Oh, and of course that Doll build needs Earth as well.

I'm only saddened by the fact that it can only be used once a turn (was really hoping for 2 per turn).


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Manifold: Blech. Really nothing to be said here; ankama should have made this an AoE armor or left it as it was before.
Ummm... Are you looking at the same spell as me. While it does require WP (being our only elemental spell that uses WP), it has the highest Damage Ratio at 27.6 damage per AP/MP to every target in a large Circle2 AoE. On top of which, it removes -1mp from every target in the AoE. The range is boostable 2-5 non linear base for great coverage. On top of which the Sadida doesn't have many WP requiring spells. Once an UP is on the field, you can Dolly Sac each turn for 1wp and generate 1wp every other turn with the passive Sadida's Prayer. This allows for many ranged large AoE attacks. Because of the WP cost, it does not have a cast limit or cooldown either, so you can cast it twice a turn if you'd like (with it's 5ap 1wp cost). Because of the damage ratio, even on a single target, it is the strongest damaging spell the Sadida has, and if it hits even one other target, it is the most cost efficient spell the Sadida has (and of course more the better). As far as hitting allies, that's not terribly hard to avoid.


Quote
Stench: Highest heal/AP for Sadidas with the passive and also gives +50 resist to allies and lasts 2 turns.
Same nice 25 dmg per AP/MP ratio that is the new standard for single target spells.

The heal is the highest ratio heal at 16.67 per AP (beating the second highest, 12.7 on Sadida's Tear), but requires a Passive and is Delayed. So if an enemy gets to take their turn before that Ally, then it will be to late.

Another wonderful thing is that it buffs an ally with 50% more resists right away.

I actually just tested now and this spell cannot stack the state on Allies, BUUUUT one amazing thing that it does not show is that the Toxin state lasts 2 turns. Therefore only needs to be applied every other turn (that part is amazing at least). Though of course since it cannot stack, it can only heal that one 16.67 per AP ratio once a turn unlike other healing spells spells that can be cast over and over more heals.

The spell also applies the Cursed state on an enemy that hurts them when they're healed, thus a bit unreliable to use at times, but you can disregard that because of the damage.

The Cursed state on the enemy cannot be stacked, so subsequent attacks only do more damage, and that's it. It also lasts the standard 1 turn, unlike the Toxin state for allies.


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Poisoned Wind: It can be a double edged sword since it effects allies too, but used correctly and at the right times, it could be a great boon. -18% final damage on an Iop's punch turn, or on Vertrox's revival turn, etc.
Lowering the damage of enemies (and unlucky allies) and dealing the highest damage per AP ratio (comes to 30 per AP as the spell costs 2 and can be cast every other turn, making it 1 AP a Turn essentially). The spell can be continually upkept as right when it wears off, you can apply it again and do this every other turn. Keeping their damage output down with a nice little smack as well. Being castable only once a every other turn of course means it cannot be stacked, but it has no LoS with a large Circle2 AoE. It also cannot be blinded. Solid spell that I wish could be used more often. It is one of two spells that can be boosted by the Venomous passive. Sadly on the passive side, we won't be seeing the evolved 50% boost version any time soon (req lvl 190), so we have to stick with the 30% boost for now if you choose to use it (boosts the damage of Intoxicated to a 39 dmg per AP ratio).


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Chill: -Res maxes out at 100 now, but it's a flat 50 each use. Very useful for bosses.
Amazing spell that is allowed a 2 per target cast. It offers the amazing -50% res at every level and stacks to -100%. Because of that and the amazing no LoS, it's damage ratio is a bit lower at 21 per AP/MP. It also starts with just a plain 2 range, but is boostable. Very nice spell indeed.


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Gust: No LoS, range modifiable positioning spell that gives allies final damage... enough said.
Gust is back and cheaper than ever (yay 3 ap). It cannot be cast at a range of 1, but 0, 2-3 and boostable with no LoS is wondrous. it has only a base of 21 dmg per AP/MP, which is a bit low for a single target spell, but makes up for it in utility (pushing outward from the target cell. It damages only enemies in the very center of the Cross1, or if an ally is in the middle, it gives a 4-20% final damage buff depending on the level. The edges of the Cross1 ONLY push. The Final Damage buff does stack, but you'll need to think on how much you want to cast it. Requires leveling for the buff and damage.


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Kmir: Map manipulation only, unless for some reason you like to kidnap enemies and tank them.
Has the standard 25 dmg per AP/MP ratio of single target spells again (you see this alot in all classes). It cannot be boosted, but now has a range of 3 in a line (opposed to the original range of 1). It damages and pulls the target to the Sadida (no damage to allies) and still allows for dragging around people. No MP cost on it any more is amazing too for the pulling. K'mir also ends when the sadida ends their turn or casts K'mir on a new target.


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So the spells that I would max are: Mudoll for self healing, Drain for no LoS AoE healing, Bramble and Fertilizer for Armor, Stench for healing/resist, Chill for -res, Gust for final damage buff. That's 7 spells so you have 2 more to max by 175. These 2 could be any of: Tear if you really want that back up heal, Wild Grass so you can deal some damage while -MP, Earthquake for DPS shenanigans, Poisoned Wind for -final damage.
I do like those choices. Problem is I like too many of the Sadida's spells now... Oh the choices the choices....

Passives will really determine the spells taken too.....

At level 133, I can have 8 spells at level 133 and one spell at level 70....





And done, you may post again,
- Kat


This post has been edited by kurokat101 - July 15, 2015, 09:34:37.
Thread : Sadida  Preview message : #887035  Replies : 18  Views : 1110
posté December 22, 2014, 08:16:15 | #2
Here is the Osamodas one.

Making Made a thread for a compilation of all Spell Ref charts that I have done for quicker access to those that would like to use it so that this thread stays more on the topic of Eliotrope spells. Any other requests for other classes can be made there.



- Kat


This post has been edited by kurokat101 - December 22, 2014, 08:27:24.
Thread : Eliotropes  Preview message : #813332  Replies : 21  Views : 2447
posté December 22, 2014, 00:33:48 | #3
And here is the Sadida one again.


- Kat


Thread : Eliotropes  Preview message : #813199  Replies : 21  Views : 2447
posté December 20, 2014, 23:00:45 | #4

Quote (monsterslam @ 20 December 2014 10:58) *
I would like you to make one for masq, please.
And done. Posted here in the Masq forums.


- Kat


Thread : Eliotropes  Preview message : #812716  Replies : 21  Views : 2447
posté December 19, 2014, 07:18:45 | #5

Quote (saphiLC @ 19 December 2014 00:16) *

Quote (Heartyace @ 18 December 2014 01:06) *

Quote (saphiLC2 @ 18 December 2014 00:37) *
Heartyace, stop embarrasing yourself, you have no idea of what you are talking about, and unless you use multiaccount, im asuming you are pretty new to the game and to ankama(ur characters are lvl 94 iop and lvl 1 sac).

I recomend you reading old threads from the CMs, so you read from their own posts that they are here for us, the community, and sabi didnt even know they removed the lvl 10 respect and moved it to lvl 80... thats just one example... you have never been here when no one posted patch noted and players had to fan-translate them from the french site just to have the CM come one week later posting the same and with mistakes... they just dont care about us or the game, they only care about their 2 months of vacations and being paid (and if im wrong CMs... start proving it).

About the restats.... by what you said, eliotropes should get a respect too, since a crappy spell like portals is less crappy now, since they added no LoS at max lvl... and yes, adding no LoS to a spell, changes A LOT OF ITS GAMEPLAY, there was no reason to max it before, now there is.

But seriously, stop it, you wont get a badge for defending a lost cause.
I'm from the asia server with the same name nickname, and something working as intended (in the Eliotropes case) is a great example of what I just said. If your argument s "Your a low level, So you have no opinion because you wouldn't understand" then I don't see a need to continue this argument. (Yes, I have many high level characters btw)
now... im asking, not saying you are, but... are you retarded? eliotropes working as intended? do you know the difference a no LoS spells makes to a CLOSE RANGE eliotrope? i NEVER needed to max portals for the range cause placing a portal to a side of an enemy didnt require it, but with no LoS i need to max the spell to place a portal behind an enemy, to then push it to the portal and use wakfu sword from a side or even from behind, NOW there is a reason to max that spell to me and other CLOSE RANGE eliotropes....i dont care about its range but the no LoS, wich is at max level. Ill tell u one last time, stop embarrasing yourself, i wont bother replying you again anyways, you just proved me you dont have "vision".

Also, if you are from the asia server, what are you doing here? nothing said in these forums affect your server. And saying you are low lvl means you havent been playing for a while, and saying you are from the asian server proves you are still in diappers, u know nothing about stuff that happened in this community... like those ppl saying this is a free game and we dont deserve a free respect, when they did the same when the game was P2P....
I would recommend against setting up portals specifically for Unleashed Blade purposes. Math here.


- Kat


Thread : General Discussion  Preview message : #811840  Replies : 203  Views : 7230
posté December 18, 2014, 07:11:58 | #6
Many have been having fun with Tempest and Clash. Both are great AoE spells each with their own strengths.

Tempest and Clash can be quite similar. In their exalted form both have the same Cross1 AoE. When above 60% max HP, Tempest does more damage, however at 60% max HP, Clash deals the same damage, and anything below that it has a higher base damage.

We are of course ignoring berserk damage as all spells benefit from that.

The above is of course in the Exalted state with the boosted damage. When in the Calm state, Tempest deals 2 more damage per AP than Clash. This is normally odd when you compare just the AoE's in that Tempest is a Circle2, while Clash is a Cross2, giving Tempest an additional 4 cells it can hit. On top of which Tempest, unlike Clash, is not limit to Linear casting. This would be because Clash has the advantage of being able to be cast through portals., thus it has a potentially greater range allowing you to hit anywhere on the map with the proper set up.

As listed above in the Spell Ref, Clash potentially is one of the Elio's highest damaging spells along with being an AoE and has use through portals. It also makes good use of the Elio's berserk/rage mechanic.

Tempest on the other hand has a more flexible range and AoE and has more consistent damage that does not require the Elio to be hurt. It however does not play as nicely with the portal play of the Elio.

In the end I find them on equal grounds with their own unique points. With a Tri or Earth/Air build, I would definitely recommend both Clash and Tempest to be main spells to be used for great AoE ranged spells that offer great flexibility in the Elio's attacks.




- Kat


Thread : Eliotropes  Preview message : #811000  Replies : 21  Views : 2447
posté July 31, 2014, 03:11:28 | #7
...Continued


Quote (Neneko88 @ 30 July 2014 20:14) *
Your answer to everything is one setence 2 sentences

"sadidas are supposed to have the lowest damage % of all classes."
"Their support is supposed to be t he best of all classes"

How is this my answer to everything?

This doesn't answer a single one of my questions from before.

Also, if you are planning (on what I'm guessing) quoting something, where is it quoted from? Obviously not quoted from your link to the Dofus Sadida page. I checked just in case on there. Search the word "support" and the only time the word support shows up on that page is for contacting Ankama Support.

Since when are Sadida's "supposed" to have the lowest damage. They do, but I'm asking where it says this.

They yes, at the moment can currently only be used as support and an akward off-tank if you so try, but again, where does it say this?

Please tell me where it says their support is "the best" of all classes. Because I'm sure some Eni's and Feca's would like to have a word with you.


Quote (Neneko88 @ 30 July 2014 20:14) *
That's balance, adding another support option (dofus did this with their trees) takes this class from being slow and predictable to unpredictable and with many tools. Support = many tools.

Hahaha, support = many tools.... While it helps to have many tools, that does not equal support. Especially since support can mean many things. Healing, tanking, shielding, buffs, debuffs, even damage is support (such as "give me cover fire while I set this up" type situations). Support is such a broad term that anything but being a direct damage dealer can be consicered support in one way or another.

How exactly is it balance just to keep piling on more things? You could only really call it balance if you were willing to give some numbers, which you seem dead set against, to back it up. If you're going to be adding something so fundamentaly chaning to the class, are any of the other abilities nerfed in the process because of the balancing? Or will these new trees be so lack luster as to not need to nerf the current abilities? What is being removed or changed so that you can fit these abilities in (since you cannot just add more abilities when every class has 15 spells and 10 specialties, no more or less).


Quote (Neneko88 @ 30 July 2014 20:14) *
The last point I want to make again is why do you keep comparing trees to feca glyphs when we have

  • manifold bramble -mp glyph (this is something that feca does)
  • none of my tree effects are on fecas glyphs (zero)
  • we share a lot of other things with other classes like panda -resists, coneys (they can summon more coneys if they have the control for it), summons that lock (osa), sinistros (lethargic), and many other things.

I think that's really clear.

I bring up Feca Glyphs because that is what you are describing (though with a big tree in the middle.

It does not matter if you changed the effects. The mechanic is the same. From your description, you are placing a Tree/Glyph on the field that has an AoE. In this AoE is an effect that is either a buff or debuff.

In that sence, you could pop onto the Feca forums and ask for new glyphs with different effects.

You could change it so that the Tree's have HP instead of charges to make it different than a Feca Glyph or a Cra Beacon. But that doesn't change much. Will you be adding to a passive then more charges to the Tree so they last longer? Or are these trees indestructable?

Mani-Bramble's glyph works a bit differently in that it is consumed for each space that is stepped on. So it actually has a different mechanic. Unlike a Tree/Glyph aura, it cannot be stepped out of and then back on.

Kiku covers's the Coney and Drheller in great detail already on how different they, making them their own thing. So I shall only add a bit to Sinistro's.

- Sinistro's are imovable and use a charge system. They also deal damage. They are also a spell of the Xelor, not a byproduct of their specialties like our doll. Lethargics have HP, thus can be defeated in a single attack. Run about with flee AI. They can be nettled to run away even further thus not being able to do anything the next couple of turns as well.

You even mention Osa Summons, but that is a whole other bag with it's own mechanics. Osa's have much more than summons with lock. A leadership mechanic to being able to control multiple summons. Needing to catch the creatures they want to use. If you're going to compare any summon with lock to a Block, why not compare something like the Wabbit Shawpshooter to the Inflatable, because they both heal right?

Osa's are a perfect example of a class that uses summons but does it in a completely different way than the Sadida's. I've asked you time and again on how these will work, to which you avoid the questions. Thus you get things like comparisons to things that are similar or even relatively the same, such as Feca Glyphs because of your lack of details.

Does "many other things" mean you have a list or just ran out of ideas to type up? Please, I'm curious on what these other things are.

Numbers make the world go around and show an actual idea that could actually be used instead of a simple wish of something you want but it stops at that as you are not willing to put a little effort into your own suggestion. You do seem to have at least the time to insult and tell people they are wrong, or to even leave a thread as if it was your own personal space and not a public forum. Instead, I ask that you take that time to actually flesh out your idea. Convince us why it is something worth while. Something we should have. And not just a childish complaint of "but mommy, that kid over there (dofus) has one, why cannot I (wakfu)". Because that holds no basis.

It also probably doesn't help you that the title of the thread is in itself a complaint. Just starting everything off with a bit of negativity. Since when do Srams have anything to do with the Sadida? They don't even live in the same part of the world. This is the same situation I crudly listed in the last paragraph, but a comparison from Srams to Sadida instead of Dofus to Wakfu.



So again I ask on the topic of your trees, and I will keep it to a single simple question, how do they work?




- Kat


Thread : Sadida  Preview message : #758720  Replies : 50  Views : 2405
posté July 28, 2014, 10:58:30 | #8

Quote (Elithril @ 27 July 2014 16:31) *
Osamoda, Sadida.... summons
Challenges "defeat all enemies in melee/ranged combat" - Akwardly it doesn't matter if your summon defeats the enemy in melee combat when the challenge is "defeat all enemies in melee combat". The only thing that matters is if the summoner is in melee combat with the killed enemy when the summon deals the killing blow (from across the map). So your pet can kill enemies with ranged attacks but the summoner has to stand next to the enemies to do as these challenge wants to. This is almost impossible, very stupid and certainly should be changed.
As my main is a Pure Water Summoner Sadida (has been since the beta), I can tell you this isn't a problem. Sure, Sadi's have their share of problems (but that's not a discussion for here, don't turn this into a Sadi complaint thread), but there are one of the few classes that can do EVERY challenge. Though some may take more effort than others. Ranged only is as simple as carfully summoning your dolls if you so choose to use them and on the harder close combat one, while you can still do it with dolls, you can easily decide not to use any. Both the Osa and the Sadi have spells of their own you know. Even as a Summoner Sadi, I can tell you it plays just fine without it's dolls as well and thus not as hard to deal with.

You could in this same complain complain how Cra's don't have close range spells (ignoring Retreat Arrow that no one levels) so they cannot do the close combat kill challenge, but even they can carry a weapon to finish something off.

If you are leaving things up to uncontrolled summons and their derpy AI (love their derpy glory as I spam the silly things out), then you should probably fail the challenge.


Quote (Elithril @ 27 July 2014 16:31) *
Sidekicks
Multiple times it happened to me that, when the challenge was "kill the marked enemy last" one of my Sidekicks was marked.
Also not a problem. This has happened to me twice. Sidekicked marked. I laughed. Killed all the enemies. Challenge won each time for free Wis and PP for the fight and it didn't matter which enemy I killed last. This is probably a bug, but it works well in our favor.


Quote (Elithril @ 27 July 2014 16:31) *
Doding
Don't spend all your MP breaks when you try to dodge without success. Nice when the challenge wants you to spend all MP. When it wants you not to spend all, its frustating when you failed doding with 7 MP just to be treated as if you had spent them all.
Again, as mentioned in the Enu spot, this is so simple to deal with. Don't Move if in locked range. No matter how little the chance, there is a chance to be locked, even for my Masq (which they are known as dodging champions). use a spell to push, pull, teleport, or other wise get yourself out of lock position if you must, but this is another challenge that you don't need to leave to chance and can ALWAYS be won.

The spend all MP cannot be always won, but normally can. The only time that one cannot be won is be being either Stunned or Leglocked (and no spells to waste the MP with). But such is the fate of challenges.


Quote (Asthis @ 27 July 2014 23:37) *
I hate Underdog. Worst Challenge ever. The lowest level player killing off everything would take forever so I don't even try doing this one.
Simple to avoid. Play with like leveled players. If so, your levels may differ, but even the lowest level player in the group should then be able to kill anything. If you're power leveling people and have low levels with you, then they're probably doing just fine with experience as they're already in a party that is killing things faster than they ever could. Thus getting them experience faster than they could any way.



Challenges are optional. You don't have to do them. If you want, you can, and if you win you are rewarded with Wisdome and Prospecting for the fight. The are challenging because they are challenges and they are not meant to be doable at all times (as sad as this may be for some people). It is quite simple to ignore a challenge here or there, or you could build a team around being able to take on each and every one if you so choose (silly silly people).



- Kat


Thread : General Discussion  Preview message : #757923  Replies : 21  Views : 1145
posté July 24, 2014, 14:09:56 | #9

Quote (CoreSorrow @ 23 July 2014 17:00) *
After that what? How about Specialties? Both for Fire/Air and Earth/Air.

Alright, off work.


Heightened Vision, Powerful Shooting, Archery, Cra Presicion and Beacon Sneakin' are all must haves no matter which element Cra you play (not necessarily in that order).

Disengage is also quite useful to give you another escape beyond Beacon Sneakin' and Retreat Arrow.

Long-Distance Combat also works well, but you need Crit's first (from your passive, gear and stats) to make it worthwhile.

Riddling is for Earth Cra's that use Destruction Arrow. If that is you, get this. Not all Earth Cra's use Destruction Arrow.

Do not waste points on Unbeacon. It is generally a waste and as long as you have the control (from passive and gear) you normally don't need to unbeacon your beacon's. They normally get destroyed fast enough before the need as well.

Do not waste points on Bat's Eye. It so far has only really seen use in PvP and even then it's very situational.



If you're looking on more specific help, need to know at least the elements and spells you plan on using.




- Kat


Thread : Cra  Preview message : #756796  Replies : 7  Views : 4592
posté July 22, 2014, 01:17:56 | #10
No more need finally for Larduous Mats after 4 long months of farming items (evil Icehorns and Blibli Helmets).

Really would like a Sugnuf Torso, but have no idea what the going rate is on those at the moment. Anyone have an idea?



- Kat


Thread : Trade  Preview message : #755814  Replies : 7  Views : 760
posté June 20, 2014, 16:25:58 | #11
If the hotfix is done (which I think it is, since it said this was to be posted after the hotfix was implemented), my Masq sadly has not recieved her "A Classy Restat!" yet.

- Kat


Thread : Changelogs  Preview message : #747421  Replies : 8  Views : 1871
posté June 18, 2014, 00:34:08 | #12
My Masq on Nox, Nyxkat, also does not have a restat, though all of my other characters on the account do.


- Kat


Thread : Bug Archives  Preview message : #746233  Replies : 16  Views : 1036
posté June 05, 2014, 06:40:14 | #13
Yay, all my Moogrrplates obtained and two more Blibli Helmets. Just a bit more till I have all my Larduous mats.


- Kat


Thread : Trade  Preview message : #741303  Replies : 7  Views : 760
posté May 31, 2014, 03:29:05 | #14
Collected some more items. So those were removed from the list.

- Kat


Thread : Trade  Preview message : #739093  Replies : 7  Views : 760
posté May 27, 2014, 08:50:13 | #15
Updated as obtain some of the items, thus reduced numbers in quantity needed.


- Kat


Thread : Trade  Preview message : #736803  Replies : 7  Views : 760
posté April 16, 2014, 00:34:36 | #16
Added Perk Up's effects and hopefully fixed any problems listed in the list.

Anything I'm missing?


- Kat


Thread : General Discussion  Preview message : #716339  Replies : 22  Views : 3757
posté April 13, 2014, 13:06:43 | #17
Mini bump for adding the list (though incomplete) to the opening post.


- Kat


Thread : General Discussion  Preview message : #715339  Replies : 22  Views : 3757
posté December 17, 2013, 11:58:38 | #18
Alright on to the next one.

This time I'm going to talk about Krobax. Our little owl friend that controls the wind. Like Skale, he is a special case with some unique crowd controls skills to support your team. Krobax shall be compared mainly against an Air Sacrier (reasons you'll see below).

Also, updated the chart on Krobax as there were a couple things to add.



We're going to start with an Active Specialty as it defines most of Krobax's spells.

Krobax's Souitch vs. ---
Cost: ---
Range: 0
Area: Point
Conditions: 4 uses a turn

Souitch (if you're having trouble saying that, say "Switch" as that's what the spell is doing) is a unique specialty only to Krobax. Thus nothing to compare it to. It has no cost or damage. It also gains nothing as it levels. All it has is a "4 uses a turn" limit on it.

What this does is either places or removes the "Souitch" state from Krobax. The "Souitch" state alone does nothing. Instead it changes how Krobax's spells push, pull, or teleports.

The "Souitch" state lasts 1 turn. Therefore you always start your turn without it.


Krobax's Cyclone vs. Sacrier's Assault & Light Speed
Cost: 3 AP vs. 3 AP & 5 AP 1 MP 1 WP
Range: 1-4 non-modifiable vs. 1 to 1-4 with no LoS, modifiable by Lvl 121 & 3 Line, no LoS, modifiable
Area: Point vs. Point & Circle 2
Conditions: Assault requires you not being carried. Light Speed requires 25+ Angrr, not to be carries and limits to 1 use a turn. Also not mentioned, but the destination spaces 6 spaces away in a line must be open.
Lvl. 200 Dmg: -59 HP vs. -61 HP (or -80 HP if target is stabilized) & -140 HP
Cyclone non-Souitch Effects: Switches place with the target and turns the target toward Krobax. Not listed in the effects, but Cyclone does not seem to hurt a targeted Ally.
Cyclone Souitch Effects: 2 WP is added to the cost. Krobax teleports to target location. Target location must be an empty space.
Assault Effects: Switches place with the target and turns the target toward the Sacrier.
Light Speed Effects: Teleports toward destination space, 6 spaces away in a line.

Woo, that's a lot more text than normal for the comparisons in just the stat department. So many effects. I decided to compare Cyclone to two different Sacrier abilities because of the vastly different effect on the "Souitch" states.

First, a non-Souitch'd Cyclone vs. Assault. Costs are the same and once the Sacrier levels up, they have the same base range of 1-4. Damage is also very similar and the effects are close to identical. Where of course the Sacrier comes ahead is that starting at spell Lvl 121, Assault gains no LoS. It's range is also modifiable, unlike Cyclone. At low levels, Cyclone wins as it has it's full range right away, while Assault only has 1, but as the Sacrier increases the level of Assault, in becomes vastly better. The only benefit that Cyclone has is the unlisted effect of not damaging your Ally if you so chose to switch with them, unlike Assault, which hurts regardless of it being an Enemy or Ally. Sacrier wins this half of the spell, but it is decently close for a while and a very useful support for Krobax.

Second, a Souitch'd Cyclone vs. Light Speed. These are quite different. A Souitch'd Cyclone becomes Krobax's only WP costing spell and it costs a handful (2 WP added to it's 3 AP cost). This limits it to 3 uses a fight, but at least you don't need to save the WP for anything else. On the other side of cost, Light Speed costs a bit of everything. You need sufficient AP, MP and WP to use it, along with many special conditions before being allowed to cast it. A Souitch'd Cyclone is a teleport spell, and nothing more. It deals no damage and can be used for an escape or positioning. Light Speed, when conditions are met, deals a massive amount of damage to a large AoE of a Circle 2 and teleports the user a great distance of 6 spaces. While mainly used for damage, it can also be use for escapes or positioning. Also, like Assault, it has no LoS required for use, while a Cyclone needs LoS, Souitch'd or not. The Sacrier wins this again, but again, this is an immensely useful spell for Krobax. It combines two fun and greatly used spells of the Sacrier into one.


Krobax's Zephyrus vs. Sacrier's Rejectatoo & Sacrier's Fist
Cost: 2 AP vs. 3 AP & 2 AP 1 MP
Range: 1-7 modifiable, 1-2 Line, non-modifiable & 1-2 Line to 1-5 Line non-modifiable by Lvl. 85
Area: Point
Conditions: Sacrier's Fist is limited to 2 casts a target
Lvl. 200 Dmg: -42 HP vs. -73 HP (or -92 HP if the target is stabilized) & -72 HP
Zephyrus non-Souitch Effects: Attracts by 1 cell toward Krobax
Zephyrus Souitch Effects: Pushes back 1 cell away from Krobax
Rejectatoo Effects: Pushes back 1 cell away from the Sacrier
Sacrier's Fist Effects: Sacrier gets moves to the cell adjacent to the target (get's closer by 1-4 cells)

Yay, more text than normal still..... A-hem....

I'm going to start with the Souitch one this time.

First, a Souitch'd Zephyrus vs. Rejectatoo. Damage against a non stabilized target is -21 HP per AP vs. -24.33 HP per AP. Relatively close because the range on Rejectatoo is so restrictive. If you're lucky enough to have a stabilized target, the Sacrier gets a boost to -30.67 HP per AP, which is really nice. However, again on the range, the Rejectatoo is stuck at a 1-2 Line cast range, while Zephyrus has an amazing range of 1-7 and is not restricted to a Line. For damaging, the Sacrier does better, but for using that push to it's full potential, Krobax has that in spades. To top it off, Zephyrus has modifiable range, while Rejectatoo's range cannot be changed. I'm actually going to say Krobax wins this one for shear versatility.

Second, a non-Souitch'd Zephyrus vs. Reverse "Get Over Here"... cough... I mean, Sacrier's Fist. These spells are quite a bit different, but it was hard choosing something similar and this "kind of" fit. Both spells cause a target to move in the same direction. One just happens to be something other than the caster, while the other is the caster him/herself. The damage is the same as listed above in the Zephyrus vs. Rejectatoo comparison, so we'll leave it at that (other than that Sacrier's Fist does not get a bonus against Stabilized targets), they are relatively the same. Both also each benefit the caster. Krobax is not an in your face character, so he pushes the target away. To make it nice, with that range, he generally doesn't need to move to keep pushing and can keep doing it as long as he has AP. Very useful support. Keeping the enemy away causes them to waste MP just to get back. Sacriers on the other hand like to be in your face generally (yay for Angrr), so the reverse of Scorpion's "Get Over Here" is quite useful for sticking to your target. It is however limited to 2 uses a turn and requires it to hit Lvl. 85 to get it's full range. It is also non boostable. I actually after looking at all that, give the win to Krobax again. Still love that spell on Sacriers (one of my favorites of theirs).


Krobax's Sirocco vs. Sadida's Gust
Cost: 4 AP vs. 3 AP
Range: 1-4 Line, non-modifiable vs. 0-4, no LoS, non-modifiable
Area: Cross 1
Conditions: Gust is limited to 2 casts a turn
Lvl. 200 Dmg: -68 HP vs. -46 HP
Sirocco non-Souitch Effects: Pushes all targets back 2 cells away from Krobax. Cannot affect Krobax.
Sirocco Souitch Effects: Attracts all targets by 2 cells toward Krobax. Cannot affect Krobax.
Gust Effects: Pushes outward from the center 1 cell. Center cell is not pushed. Applies +39 Lvl's of "Intoxicated." Gust does not damage or apply "Intoxicated" to allies.
Intoxicated State: At max Lvl 100, -30 HP Air at start of turn, lasts 1 turn. -11 HP Air at the start of turn from 39 Lvl's of Intoxicated.

Sirocco is quite unique in that it literally is "crowd control." Sirocco can push or pull up to 4 targets at a time. To top it off, it has no conditions and it's push/pull is 4 cells. The only limitations on the spell is the line cast and that you cannot modify the range. A very nice spell.

Gust is more of a combination of crowd control and escape. Because it can push in any direction, it allows for great control along with not requiring LoS. It's a great escape spell as well for not only Allies, but yourself as well (something Krobax cannot do). Casting it on yourself pushes everything away, or you can just cast it to the side to push yourself or an ally in a desired direction. The limit is the only draw back on this spell, but it in no ways any less useful. The "Intoxicated" state increases the spells damage by an additional -11 HP, but it is delayed till the start of the targets next turn. Thus, the damage is similar to Sirocco.

With all those points, it's really hard to say which is better than the other. I'm actually saying a tie in this case. Both are incredibly useful.


Krobax's Burst of Wind vs. Iop's Gutting Gust
Cost: 1 MP
Range: 1-5 modifiable vs. 1 non-modifiable
Area: Point
Conditions: Burst of Wind is limited to 2 uses a turn
Lvl. 200 Dmg: -35 HP vs. -39 HP

Both cost the same and have the same area. Because of the limit on Burst of Wind, even though it has nice, modifiable range, it actually doesn't lose out that much on the damage. Both spells help the specific class as well, as Iop's are up close anyway, so the short range doesn't matter, and Krobax is (or should be) away from the target, so the range helps him. I'd have to say this is a tie. Very nice for a Sidekick for a MP only costing spell, with how we have no control over how they get stats and all.


Krobax's Turblo vs. ---
Cost: 3 AP
Range: 2-4 non-modifiable
Area: Cross 1
Conditions: Limited to 1 use a turn
Grants +1 MP 100% by Lvl. 100 and starting at Lvl. 101 to 200 a second chance to grant +1 MP 50-100% to Allies.

Not really something to compare this one to. It doesn't deal damage and instead is an AoE buff that grants allies +1-2 MP (depending on the level). It has non-modifiable range and cannot be used on Krobax himself. It is an "alright" support spell, but I feel you're better off using everything else normally that Krobax has to offer. Turblo finds itself in a very situational spot and I can only see it getting it's full benefit if you can group up your party for an AoE boost. Even though it is relatively unique and doesn't have something to compare it to, because of how situational the spell is, I don't really feel like saying that Krobax wins... It has its uses still.


Krobax's Crobak Blood vs. Shadow's Darkness Blood vs. Astrub Knight's Protector of Astrub

Crobak Blood: +50% Air Damage, +30% Air Damage per Ally
Darkness Blood: +50% Damage, +30% Damage per Ally
Protector of Astrub: +200% Damage, +60% Damage when the enemy is below Lvl 60

Like on Shadow's Darkness Blood's discussion in the previous post, I don't feel like going over this really again, but we shall quickly I suppose...

Astrub Knight Wins! There, it's been said. See Astrub Knight for a more detailed reason why he beats out both paid for Sidekicks.

On Krobax vs. Shadow, their Blood Passive's do exactly the same thing. Shadow's technically does a bit more as it helps any element, and he can switch up which element he's using. Krobax may be limited to Air, but that's all he can use... Shadow is also a damage dealer, with other boosts to damage and this to add on top. Krobax on the other hand is all about pushing/pulling/teleporting crowd control, yet this Blood Passive tries to make him a damage dealer, which he isn't exactly. Not that he can't be used as one, but that's not the reason you'd really purchase him. Shadow get's second place as his Blood Passive supports his type of build, while Krobax's seems out of place.

Krobax, you're in last for the least thought out Blood Passive. For shame.




That is all of Krobax (can't believe I'm still awake..... should have quit 3 hours ago and gone to sleep.....). He is an excellent crowd control support with many Sac'happy skills. That and he's an Owl. How can you not love that?




Kat shall sleep now.... (2 more Sidekicks to go.)
- Kat


This post has been edited by kurokat101 - December 19, 2013, 09:19:04.
Thread : Sidekicks  Preview message : #653349  Replies : 52  Views : 18853
posté December 13, 2013, 08:07:21 | #19
Of course if I made any mistakes let me know.



One thing I liked when I looked at this was how nice the Astrub Knight actually is.
Of course you need to compare him to Shadow as they are both Chromatic Damage dealers.
Below are the more similar spells and specialties compared between the two.



Astrub Knight's Point vs. Shadow's Gruesome Sword
Cost: 2 AP
Range: 1
Area: Point
Lvl 200 Dmg: -52 HP vs. -56 HP

Very similar single target, close range skill with Shadow coming out on top, but by only a little.


Astrub Knight's Blade vs. Shadow's Shadowy Chain
Cost: 3 AP 1 MP
Range: 1
Area: Astrub Knight's area is a Point while Shadow's area hits at a Point and 2 more spaces to
the left and right 3 spaces away (seen below)

Lvl 200 Dmg: -94 HP vs. -104 HP
Conditions: Shadowy Chain is limited to 2 casts a turn

Shadow receives a fun area and a much higher base damage, but is limited to two casts, no mater your AP. The Astrub Knight may not have the two extra targets and a bit less damage, but with 9 or (much the much harder to achieve) 12 AP (as it would require a relic with AP in an unusual spot and a Satisfaction Ring as Sidekicks only have 7 AP base), the Astrub Knight can cast this damaging spell 3 or 4 times in a turn.

If not for how hard it will be to get the Astrub Knight to 12 AP for 4 casts of Blade, I say this goes to Shadow as it gives him a decent ranged AoE'ish spell.


Astrub Knight's passive Protector of Astrub vs. Shadow's passive Darkness Blood
Protector of Astrub (Lvl 200): +200% Damage, +60% Damage when the enemy is below Lvl 60
Darkness Blood (Lvl 200): +50% Damage, +30% Damage per Ally

Both the Astrub Knight and Shadow receive +200% damage from their respective passives. However, Shadow can only gain this full bonus in a full party of 6 (giving him 5 Allies for the bonus), while the Astrub Knight always gets his full bonus, no matter the party size. To top it off, Astrub Knight receives an additional +60% damage when fighting enemies below Lvl 60, giving him +260% damage in those instances. This bonus +60% damage to low level enemies also maxes out quickly (by Lvl 60) allowing you to use that bonus as soon as possible.

I would say this passive is clearly won by the Astrub Knight. Yay free Multimen.


Astrub Knight Skill vs. Shadow Skill
Both give +1 AP at Lvl 31.
Both give +1 MP at Lvl 51.
Both give +160% Damage
Both give +40% Resists

Astrub Knight gets +745 HP (starting at Lvl 52)

Shadow gets +10% Critical Hits (starting at Lvl 55, maxing at Lvl 81)
Shadow gets +98% Damage (starting at Lvl 83)
Shadow gets +24% Resists (starting at Lvl 86)

Shadow is all out damage with extra resists and some CH's. Astrub Knight gets looots of HP. I'd say this is more of a tie as it depends on the gear that you use to balance the rest out.



Now of course Shadow in the end is better with having AoE attacks and active Specialties as well, but I would say that the Astrub Knight is a fairly decent Sidekick.



- Kat


Thread : Sidekicks  Preview message : #651563  Replies : 52  Views : 18853
posté November 17, 2013, 08:19:36 | #20
(This is said second account)

- Kat


Thread : Bug Archives  Preview message : #636211  Replies : 7  Views : 881