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BrainInAJar's profile
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Member Since : 2012-06-02
6132 Posts (5.47 per day)
Most active in : General Discussion
posté Today - 00:13:00 | #1
its great you guys, we can use hybrid range amulets now. and GKCs and withered BP.


Thread : Feedback  Preview message : #880921  Replies : 195  Views : 3562
posté Yesterday - 21:29:16 | #2

Quote (Xzi0n @ 29 June 2015 21:12) *

Quote (BrainInAJar @ 29 June 2015 20:56) *

Quote (Koopa-King @ 29 June 2015 19:23) *

Also stasis dmg is now chromatic. So stasis dmg% = highest ele dmg %.


wait what?

if this is true, thats garbage. I need to test this.

----UPDATE-----

tested, stasis is not chromatic. punchy loses fire res each turn, and the stasis damage goes up to that least resisted element in subsequent attacks, even though I am geared with earth highest.

when i let the stasalized state expire the damage goes back down. (because he is no longer weakened to fire)

Stasis still clocks to the element of the lowest resist (though favors fire if all others equal)


Don't scare me like that bro.

It is true, stasis is now chromatic. Link to the french fogger forum.

Some rough translation of the top part of stasis:

Changes to Stasis:
Stasis Mastery is now based on the highest element dmg of the fogger.
The stasis dmg now uses the highest element dmg of the fogger (like chromatic dmg) but hits in the lowest resistance of the target.

So the big change is you can just have 1600% earth dmg and that will give you 1600% stasis dmg.

thats pretty nice actually, thats way better than chromatic, all the benefits of old stasis, none of the downsides.... except for the suicide mechanic ofc.

------------------------------------------------------------------------------------------------------------------
Suggestion: instead of a strait suicide mechanic on stasis give us a state that builds that reduces our max hp by some % per stack (this will get around all those bugs with barrier and shield, I imagine) and have the effect upon killing a stasalized mob that it removes stacks of this debuff.

call it "depleted"

have it cap at something reasonable.

complementary suggestion: give a passive that increases our final damage per depleted stack. doubles the cap, and doubles the amount removed when a stasalized mob dies.

thus we cannot be DPT stasis, and tank.


This post has been edited by BrainInAJar - June 29, 2015, 21:51:59.
Thread : Feedback  Preview message : #880896  Replies : 195  Views : 3562
posté Yesterday - 20:56:12 | #3

Quote (Koopa-King @ 29 June 2015 19:23) *

Also stasis dmg is now chromatic. So stasis dmg% = highest ele dmg %.


wait what?

if this is true, thats garbage. I need to test this.

----UPDATE-----

tested, stasis is not chromatic. punchy loses fire res each turn, and the stasis damage goes up to that least resisted element in subsequent attacks, even though I am geared with earth highest.

when i let the stasalized state expire the damage goes back down. (because he is no longer weakened to fire)

Stasis still clocks to the element of the lowest resist (though favors fire if all others equal)


Don't scare me like that bro.


This post has been edited by BrainInAJar - June 29, 2015, 21:08:28.
Thread : Feedback  Preview message : #880877  Replies : 195  Views : 3562
posté June 28, 2015, 21:07:53 | #4
max 100 res, so 10% final


Thread : Feedback  Preview message : #880626  Replies : 195  Views : 3562
posté June 28, 2015, 05:46:43 | #5
its just the tool tip for it thats broken


Thread : Feedback  Preview message : #880481  Replies : 195  Views : 3562
posté June 28, 2015, 02:01:17 | #6
someone isn't paying attention. SMH.


Thread : Devblogs  Preview message : #880430  Replies : 203  Views : 2104
posté June 28, 2015, 01:35:27 | #7
go home brain, yer drunk


Thread : General Discussion  Preview message : #880424  Replies : 120  Views : 7805
posté June 27, 2015, 22:38:56 | #8
Foggernaut Bugs * microbots do note "attack" after being reactivated
* sometimes enemies cannot move after being pushed or pulled by a blockade based manipulation
* Sometimes cybot gets controlled by AI rather than player
* tool tip for stasalized does not scale with level
* stasis shot (the NoLoS spell) loses NoLos when in motherfogger
* foggernaut spells do not become available after leaving motherfogger


This post has been edited by BrainInAJar - June 27, 2015, 22:39:15.
Thread : New Bugs  Preview message : #880365  Replies : 1  Views : 53
posté June 27, 2015, 21:04:06 | #9
and what level are those sidekicks?


Thread : General Discussion  Preview message : #880303  Replies : 120  Views : 7805
posté June 27, 2015, 21:03:00 | #10
i enter from the south side, theres a spot of rubble you step on next to the waterfall.

amakna is full of hidden caves like that


Thread : General Discussion  Preview message : #880301  Replies : 6  Views : 224
posté June 27, 2015, 21:02:01 | #11
black wabbit isnt that exclusive though, its all over the place.

nox costume on the other hand.

justice butcher before they released it?

fan mad or that oen guy that has the tophat and goggles one from the poetry contest.

those are exclusive.


Thread : General Discussion  Preview message : #880300  Replies : 36  Views : 1171
posté June 27, 2015, 20:50:11 | #12

Quote (Buraiker @ 27 June 2015 08:51) *
If Foggernauts have a way to increase Final Damage based on their remaining HP, that would justify the usage of Fogginator and the -HP on Stasis Spell usage.

They should probably add Final Damage bonus to Critical Turbo as well instead of Crit Hits.

Right now, the cons outweighs the pros of the active and the stasis tree imo.

BTW, what are the ways to regenerate WP for Foggers right now?
1wp per block destroyed when using critical turbo. 1 WP when amob dies with full stasis stacks. and 1 wp when cybot dies (I think)

In PVP i found it more effective to just create new blockades, or multiple within range, why spend 4ap healing one when you can just use 2 ap to drop another (with its base hp) next to it?

right now barriers and the stat shield absorb the stasis suicide. I expect that to go away.



Suggestion: add in a stasis bomb effect on microbots, if direct hit by stasis twice, boom and remove microbot. (maybe add this mechanic to cyboom passive)


This post has been edited by BrainInAJar - June 27, 2015, 20:57:01.
Thread : Feedback  Preview message : #880297  Replies : 195  Views : 3562
posté June 27, 2015, 06:07:56 | #13
I have managed to get a toon up to snuff for testing, and I have to say, the damage feels a little low.

the problem is that one of our final damage mechanics is nested into one of our elements, which means if you want to max your final damage you need to pump fire. maybe after the next adjustments it wont feel so lackluster.


Quote (VoidSettler @ 27 June 2015 03:29) *

a passive that would actually make a whole rail structure deadlier for enemies to stand on would be nice too, or anything else that would enhance the rail-building concept. (As described above)


a passive that lets us stasify the rail system when we target a microbot with a stasis spell (does some damage related to ap or something and applies stasilized to anyone on the rails, that would be hot)


This post has been edited by BrainInAJar - June 27, 2015, 06:18:02.
Thread : Feedback  Preview message : #880126  Replies : 195  Views : 3562
posté June 27, 2015, 03:31:55 | #14
just for that, the joy of exclusivity.


Thread : General Discussion  Preview message : #880089  Replies : 36  Views : 1171
posté June 27, 2015, 03:31:13 | #15
its really not that uncommon guys. aint got anyone you trust?


Thread : General Discussion  Preview message : #880088  Replies : 120  Views : 7805
posté June 27, 2015, 03:29:44 | #16
get all the buffs, make a large section for trees and herbs and farms, make pens to plant monsters, and mazes to fight monsters.

decorate houses.

use the tax free market


This post has been edited by BrainInAJar - June 27, 2015, 03:29:58.
Thread : General Discussion  Preview message : #880085  Replies : 5  Views : 240
posté June 27, 2015, 03:07:20 | #17
spell experience in training room - a different problem after going to the hero instance and maxing all my spells on suped up mobs I went to the training room to reset my stats.

i couldn't confirm my spells because I had a little more spell experience than I could actually put into my spells.

so i "changed character" to close that window and came back and redid my stats, but now that fogger is also in a state of "cannot start the fight" with anything.


Thread : Feedback  Preview message : #880071  Replies : 1  Views : 124