Back to

No flash

semcorda's profile
Member Since : 2011-07-30
328 Posts (0.3 per day)
Most active in : Character Classes
posté Today - 16:41:05 | #1

Quote (Neneko88 @ 18 August 2014 18:17) *
wakfu isn't level 200 yet so they would say that you would sell/abandon those equips later on anyway.

Dy7 do your best! Rooting for you ^^
Oh right, I can walk around in either non runed eq or runed eq which does not fit my build for next 10lvls (until ~170) because ankama screwed equips again. Great! Pure fun!

Dy7, or whoever is managing ankama's "we don't care about you,cattle" projects, please stop "doing your best" and try "doing your smartest" for once.

Thread : General Discussion  Preview message : #764743  Replies : 242  Views : 5919
posté August 18, 2014, 18:11:29 | #2
What about runes? I max runed some of my current +150lvl eq, it was enourmous pain in the ass. After eq revamp, some of it becomes useless for me. Ankama is going to do smt about this or they don't care, as always?
And please, don't tell me "you can sell/trade", such advice would be offending

This post has been edited by semcorda - August 18, 2014, 18:11:43.
Thread : General Discussion  Preview message : #764151  Replies : 242  Views : 5919
posté August 12, 2014, 16:34:37 | #3
Anybody knows any explaination why so many items (actually, seems like all that got revamped on beta) have lost CMC dmg?
One of my alts is bomber rouge, and currently it has ~190cmc. I really doubt that dmg increase will compensate for this. I don't know much about summon osas, but they seem to screwed too.

This post has been edited by semcorda - August 12, 2014, 16:35:00.
Thread : General Discussion  Preview message : #762341  Replies : 55  Views : 1460
posté August 08, 2014, 22:04:47 | #4
From my experience, fragments droprate is object of some strange meddling. While most cases can be claimed as cognitive errors, some "hotfixes" were changing droprates significantly enough to confirm actual effect. After one of them, during one week I dropped amount of nettlez frags being more or less equivalent of 1,5 month dropping before "fix". Hotfix was made after about two weeks when bosses in high duns were not dropping almost anything (literally nothing, even resources for keys were scarce at boss fights). Then came mentioned period of high droprate, then they meddled again and things seemed be back to standard.
I think it is very probable that they messed up something again, and "ranting" and "whinig" of people at topics like this one should not be dissmissed so quickly.
Remember, combination of ankalogic, ankamath and ankafixing is enough reason to expect anything.

Thread : General Discussion  Preview message : #761107  Replies : 13  Views : 376
posté August 07, 2014, 16:28:26 | #5

Quote (Gynrei @ 06 August 2014 18:39) *

Quote (MereBytes @ 06 August 2014 18:30) *

Quote (Asthis @ 06 August 2014 09:51) *
Zwombit dungeon is stupidly hard. I wish they'd nerf it some.
It's very easy. Doesn't need nerf. Bring a sacrier or feca. Also you need decent dmg dealers.

If you need 'decent dmg dealers' there is some level of difficulty. Don't forget that many players are not attempting these dungeons at level 160.
Well, I'd say it is moderate difficulty (extremly annoying though). I had reasonable difficulty with this dun at lvl 140-145 (and recently i died there being 150lvl, after some break from this dun, because I forgot routine. Only problems there are sudden death and incurable debuff (zombiefication - makes me wonder why eni's and skale's curing spells are useless in situations where they are most needed).
Players who are not attempting zwombit dun while being +150lvl should reevaluate their gameplay, because something is not working.

Thread : News  Preview message : #760800  Replies : 29  Views : 836
posté August 01, 2014, 14:53:56 | #6
Derp overload in OP is so great, that I got too weak to explain anything after reading it.

Thread : General Discussion  Preview message : #759101  Replies : 93  Views : 1771
posté July 15, 2014, 17:12:50 | #7
If you indeed are using eni only for heals and attack seldom, the UR seems pointless. Even refund mark's extreme (direct) healing power gets much less attractive when you have to spend 2ap to utilize it.
On the other hand, 1ap healing spell +UR is very useful for finishing any autoressurecting mobs (ice chafers, zwombits) remains/corpses.

Thread : Eniripsa  Preview message : #754232  Replies : 10  Views : 418
posté July 13, 2014, 15:32:34 | #8

Quote (Jaiice @ 13 July 2014 11:40) *
Massacuring Mark is based on the creature's HP as a max of 20% that you receive.

Wrong. They changed it during eni revamp. Massacr mark has now base heal/dmg determined by this skill level, boosted by eni's fire dmg and target's level.. They also made heal+ stat working with fire heals. Sadist mark seems to be exception, since it is using killer's fire dmg (which, btw, is retarded idea imo), so probably also killer's heal+.

This post has been edited by semcorda - July 13, 2014, 15:35:53.
Thread : Eniripsa  Preview message : #753660  Replies : 10  Views : 418
posté July 13, 2014, 00:56:40 | #9

Quote (Dranmarth @ 11 July 2014 19:35) *
2) The heads of each nation set the taxes for each area they control.

Quote (Freefrom @ 11 July 2014 21:05) *
2) While the government of each nation decides this, they are nearly always kept as low as they can go.

This is true for selling items from haven bag shelves. Marketboard taxes however, are, as far as I know, fixed and independent from governments.

Kelba market is connected with guild markets, you can use it to access marketboards that guilds have in their Haven Worlds.

Thread : Other Features  Preview message : #753535  Replies : 4  Views : 178
posté July 07, 2014, 16:21:46 | #10
With team you proposed, I'd say that lumino is best choice, for heals and reviving.
For team composition, from my own experience I can say that fire eni works well with xelor. Xelor has a lot of aps from various sources during the fight, if you combine this with refund mark, you can pulll off some crazy combos. In this case I would advice skale as secondary MM, his +2ap/+2range, passive +dmg and lock immunizing are invaluable for xelor.

Thread : General  Preview message : #751909  Replies : 2  Views : 345
posté July 04, 2014, 16:32:23 | #11

Quote (Jannet-fenix @ 27 June 2014 18:02) *
I'd second the guy above. I'd even pour him vodka to ease waiting.
He's right.
That SHOULD NOT take that much time. In two months it's able to take apart whole game and build it again on another engine, not mentioning about giving some people lost pets and servicing one account.
Just to demotivate you guys even more - I have had HB wipe bug in October '2013. No answer to ticket, obviously. I pm'ed Trolye, he poked "support", I got answer from them more or less like this - "we are happy to inform you that we solved you issue and your items will be returned".
It was in November. Nothing happened since then.

This post has been edited by semcorda - July 04, 2014, 16:32:49.
Thread : Technical Issues  Preview message : #751436  Replies : 408  Views : 9440
posté June 23, 2014, 16:28:46 | #12
Well, for me fragments are dropping even better last few days, since they've fixed droprate issue that appeared after update. Even before the hotfix that in changelog included this droprate fix, I wasn't able to drop anything (neither green nor orange items) at dungeon bosses, key-crafting resources were almost not dropping, but fragments droprate seemed to be same as always (shitty but existing).

Thread : General Discussion  Preview message : #748527  Replies : 11  Views : 468
posté June 19, 2014, 16:19:04 | #13

Quote (Dy7 @ 18 June 2014 20:10) *

Quote (Raizzan @ 18 June 2014 15:03) *
Then perhaps the devs should nerf satisfaction Ring in the next patch.
For the reason I gave earlier, it's still not healthy to allow player to bypass the limit with items like Satisfaction ring.
Seems like ankama employees need to have it explained slowly, word by word:
What Raizzan said is: "you crippled us NOW, and you are giving us compensation in NEXT patch, you should have give us both at the same patch". Now, is it more clear? Explaination "For the reason I gave earlier, it's still not healthy to allow player to bypass the limit with items like Satisfaction ring." makes no sense.

BTW it is similar situation like with pp revamp - you have made pp cap on December, promised introducing pp revamp to counter this crippling soon in new year (after your main liar promised to never release half-done job anymore). And maybe it is something wrong with me, but I think that f..cking June is soon enough since December.

Same situation - crippling first, delayed compensation. Lets hope that these "easier epics" will get introduced sooner than pp revamp (which never got, and probably, never will be released).

Thread : General Discussion  Preview message : #746943  Replies : 74  Views : 3169
posté June 15, 2014, 13:04:27 | #14

Quote (smallz117 @ 15 June 2014 10:09) *
I'm glad, too many people would go 12ap and make themselves weaker than their 10 or 11ap brethren. I cried a few times, but now they might see the light, or maybe they will spend years attempting to collect more items so they can still be lackluster characters while the rest of the game races ahead of them..
Why 12ap is supposed to be weaker build? There are classes who can use every ap to full potential, and there are some that would be better off with lower amount of ap. "12" build will balance lower damage by ap usage, "10" build will balance lack of ap by higher damage. I think this is the idea behind this changes.
My xelor is 12ap, fire eni is 11 and earth cra is 10. All of them can utilize their combat abilities to full potential. Since xel reached 12 he peaked in dpt (thanks to xel's +ap tricks), eni was always lacking 1 ap with 10ap build and often has 1ap leftover with 12 ap build (temporarily he is wearing PDB to test 12ap build), cra's spells costs are very inconvenient, and both 11 and 12 ap builds would create necessity to keep 2ap1mp spell leveled despite being used only in some situations (for 2 ap leftovers).

This post has been edited by semcorda - June 15, 2014, 13:08:22.
Thread : General Discussion  Preview message : #744981  Replies : 39  Views : 1725
posté June 15, 2014, 12:34:56 | #15
"Ambassador's Wing" dungeon bug Character name: n/a, dungeon/location bug
Date and time:
"Ambassador's Wing" dungeon

Bug description:
After (planned) K.O., some characters do not rise up, they are not gettting "dark aura flash" graphic effect at the beginning of turn while being K.O.ed, their K.O. count never reaches 0. Character with this bug even after getting revived by eni or lumino can not damage the boss after her invulnerability hp threshold is reached.
Reproducibility process:
random bug, no bug triggering circumstances noticed, more characters can get K.O.ed to increase probability of appearing of this bug.

Quite pathetic that fixing previous bug took few months only to make worse bug appear, great display of incompetence.

Thread : Bug Archives  Preview message : #744973  Replies : 0  Views : 137
posté June 13, 2014, 16:02:10 | #16
Krak-ertz drop issue Character name: n/a, location/monster bug
Date and time: any
Map: Chillberg Island
Server: remington

Bug description:
resource used for dungeon key crafting (krak-ertz) is dropping at useless amounts. Dungeon run with Enutrof on team is not producing enough krak-ertz to make keys for another run (which, afaik, is not the case ANYWHERE else in the game). It looks exactly the same like the problem whisperer dungeon keys had with Opal Fabric drop, which got fixed in one of previous updates.

Reproducibility process: -

Thread : Bug Archives  Preview message : #744265  Replies : 0  Views : 102
posté June 13, 2014, 15:53:39 | #17
Eniripsa's "sadist mark" spell bug Character name: n/a, class bug
Date and time:

Bug description:
"sadist mark" spell's heal (when triggered as mark, not direct heal) uses fire dmg% of character who triggered it for heal calculation, not Eniripsa's. Only fire builds are getting reasonable heal because of this.
Reproducibility process:
compare heal that fire and non-fire builds are getting from triggering sadist mark applied by fire eniripsa in the same circumstances.

Thread : Bug Archives  Preview message : #744261  Replies : 0  Views : 108
posté June 13, 2014, 15:48:29 | #18
Xelor's "aging" spell bug Character name: n/a, class bug
Date and time: any

Bug description:
on "tick" turn, use of "aging" spell of xelor that is first in a turn order, makes other xelors' "agings" having no effect at ini steal during this turn
Reproducibility process:
On "tick" turn, attempt to use "aging" after other xelor has already used it.

Thread : Bug Archives  Preview message : #744259  Replies : 0  Views : 95
posté June 09, 2014, 06:12:45 | #19
Not exactly what I asked. I want to know it there is any difference between cmc and normal dmg in final damage output calculation. I need to know if changing runes to cmc will do any better than leaving them normal dmg.

Thread : Rogue  Preview message : #742869  Replies : 5  Views : 540
posté June 06, 2014, 17:51:18 | #20
CMC runes & bombs Hey Rouges, my main is xelor, but I'm going to make a rouge alt. My question - is cmc dmg% from runes any better than normal dmg%? I mean, is it calculated into dmg somehow different than normal dmg% in similar manner like cdb% and backstab% are calculated as final dmg? Or are cmc runes useful only for "organic" summoners?

Thread : Rogue  Preview message : #742117  Replies : 5  Views : 540