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Member Since : 2011-04-26
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Most active in : Character Classes
posté July 25, 2014, 19:54:49 | #1

Quote (LoreChief @ 25 July 2014 17:35) *

Quote (3xited @ 25 July 2014 17:02) *

Trauma :
  • There is no longer the limitation to 1/turn
  • Increases damages when Weakness is triggered : normal_hitx2 (x1.75 before)
Welcome back to the Double-Trauma meta. Please check in the rest of your air skills at the door - they won't be needed.
1 skill for weakness generation
3 for mobility and logistics
1 for rapedamage

I like the way where air headed

P.s. imho I mentally prepeared for 5 AP trauma


This post has been edited by Graveraider - July 25, 2014, 19:56:09.
Thread : Feedback  Preview message : #757246  Replies : 24  Views : 957
posté July 25, 2014, 19:48:32 | #2
Final damage calculate as % to element or THE FINAL (like 100 +30% = 130)?


Thread : Sram  Preview message : #757237  Replies : 39  Views : 2197
posté July 25, 2014, 16:56:45 | #3

Quote (xCATZILAx @ 25 July 2014 14:59) *
Srams are supposed to be a high damage (burst damage) close combat assassins. They are not supposed to be stealth damage dealers, that is just an extra benefit of the class.
I couldn't see it from stream game play. Looks like fire range dd to me.


Quote (smallz117 @ 25 July 2014 15:24) *
On a side note, for the air branch, air has the unnatural ability to kite and deal damage, with a double out, you can always use a 4ap spell to damage a target and then place two air traps (assuming you level them up for damage) to deal some decent damage while most likely sending your target too far away to be able to cause you any problems. After that you still have your ranged spells in other branches you can use if you stated into one of those spells.

Also very strange when class positioned as "assassin" and have full element branch of utility skills with little damage. Of course its still beta and we will see it rebalanced, but I have really bad feeling about air school.


Thread : Sram  Preview message : #757175  Replies : 39  Views : 2197
posté July 24, 2014, 16:02:56 | #4
After watching stream I kinda disappointed.
Even if traps were reworked they look like feca's glyphs and don't really have different gameplay.

If water branch based on stealing characteristics and fire on pure damage and DoT, I really can't grasp point of air school. It has average damage and no solid features (I was hoping for some kind of AP\MP\etc poison)

Invisibility now basically saving skill. With this point in mind it would be interesting to replace it with some kind of smokescreen the one chafers use.

Passives specialties makes head hurt when you start thinking about energizing dodge-lock specs with single-target assassin.

It is still my humble opinion.

And it still looks like fire will be the best choice for srams.


Thread : Sram  Preview message : #756822  Replies : 39  Views : 2197
posté July 18, 2014, 15:46:12 | #5
Wild plant gathering Logged in after a long timeout. Tried gathering thistle but couldn't! Only the plants I planted I could work with. But the funniest thing that when I logged in today, I couldn't even gather plants that I planted yesterday.
Is it bug or new kind of feature?


Thread : Crafting  Preview message : #754987  Replies : 0  Views : 74
posté July 02, 2014, 14:01:08 | #6
When new payment model will be implemented?


Thread : News  Preview message : #750933  Replies : 195  Views : 5474
posté June 21, 2014, 09:55:55 | #7
Always have an empty bottle under table


Thread : General Discussion  Preview message : #747753  Replies : 26  Views : 745
posté May 13, 2014, 16:49:14 | #8
Ankama has money and time to invest into producing new shop items, locations and item sets, but doesn't for mechanics and gameplay.
I didn't see much change of this aspects since beta.


Thread : General Discussion  Preview message : #731147  Replies : 14  Views : 481
posté May 12, 2014, 11:28:55 | #9
Just make it (or its already is) pseudorandom


Thread : General Discussion  Preview message : #730727  Replies : 37  Views : 1497
posté May 09, 2014, 20:55:01 | #10
Less convention, more developing action!


Thread : News  Preview message : #729799  Replies : 17  Views : 1127
posté May 06, 2014, 09:46:40 | #11
Also question if AP,MP steal will apply hyper states. And will double be able to steal dmg, ap, mp, etc and add it to "loot"?


Thread : Sram  Preview message : #726531  Replies : 149  Views : 6165
posté May 05, 2014, 23:22:12 | #12

Quote (Niddhoggy @ 05 May 2014 22:59) *
@Graveraider

Read everything before answering.
I didn't meant to be rude, but bringing up Dofus theme in Wakfu discussion is a bad tone


Thread : Sram  Preview message : #726247  Replies : 149  Views : 6165
posté May 05, 2014, 22:55:05 | #13

Quote (Niddhoggy @ 05 May 2014 22:33) *
I am all about traps since I have played Dofus a long time ago and what I liked on Srams was their ability of setting invisible traps in the map.
And a lot of people will suggest you go play Sram in Dofus


Thread : Sram  Preview message : #726221  Replies : 149  Views : 6165
posté May 05, 2014, 10:55:13 | #14
And no new info whatsoever?


Thread : Devblogs  Preview message : #725605  Replies : 85  Views : 4432
posté May 05, 2014, 10:47:52 | #15
No it wouldn't. All things about swaping places are just perverted ideas about Sacrier's mobility abilities. Traps as you say had to be deadly or be CC-based.
Deadly traps could easily broke gameplay of all other classes and CC-based traps are totally distorts gameplay of "invisible assassin". For CC-based traps typically goes some kind of "Geomanser" whose gameplay would base on warping map and map buffs-debuffs (in wakfu we know them as Enutrof's mines and mapborder-debuffs), changing them or making mazes.

So I really can't see any of way for "trap-life"


Thread : Sram  Preview message : #725597  Replies : 149  Views : 6165
posté May 04, 2014, 14:46:07 | #16
I don't think there is any "easy" way to rework whole "trap-thing"
btw Rouge's mine fields better doing this job, because:
  • if traps visible they should do a decent amount of dmg / be indestructible / have CC ability (or anything else, that would define them from rouges mine fields and be a real new feature)
  • if traps invisible they wouldn't do a lot of damage and have only debuffs and mb CC abilities (but remember that bosses probably will ignore any of their mechanics)
In this state I can't imagine any of "trap" way of revamp. Basically because replacing any of branches with traps almost automatically make this branch as support role branch. Easier to make fire Enutrof a "trap-mine" character with his mineshifts and etc, than make Sram a decent trap.

P.S. Make Sram trap


Thread : Sram  Preview message : #724945  Replies : 149  Views : 6165
posté May 03, 2014, 22:57:38 | #17
On the second thought stacking AP without cap good idea to con players that like to back themselves in corners.
More time spent waiting, more powerful Sram becomes.

Anyway the AP cap will be 19 or 20


This post has been edited by Graveraider - May 03, 2014, 22:59:21.
Thread : Sram  Preview message : #724711  Replies : 149  Views : 6165
posté May 03, 2014, 21:53:31 | #18

Quote (krutaismagisters @ 03 May 2014 20:54) *
Lets say we pass again and the next turn we have 10+13/14:2 AP? Is that's how It will work?

I already read couple of post like that. It will be funny if it is. But I don't think so. I think there will be cap or smt like 1.5*maxAP
Ahh... I remember double with 15 AP, MP.... That was the times


Thread : Sram  Preview message : #724689  Replies : 149  Views : 6165
posté May 03, 2014, 11:17:38 | #19
I dunno why, but I though about Payday2 ghost's skill "Ninelives" haha
What about making passive to have 10% chance to evade fatal dmg?
Sram totally negates dmg (or for example leave Sram with 1 hp) instead of KO


Quote (Soundtrack8 @ 03 May 2014 10:40) *
" The dodge chances can get to 100% "I'd so much rather this was on a passive too :U
Fire / Water need help getting those backstabs.

You can use guile, that will be great with passive. Did I get right that Guile with max passive will be -5% instead of -25%?


This post has been edited by Graveraider - May 03, 2014, 11:24:04.
Thread : Sram  Preview message : #724497  Replies : 149  Views : 6165