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Member Since : 2012-12-14
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posté Yesterday - 21:38:36 | #1

Quote (AnonymousXeroxGuy @ 31 August 2014 21:22) *

Quote (Kokonaut @ 31 August 2014 21:14) *
It won't be in the upper range of 50-100 runs for many Relics. Powerful Dazzling Belt can be achieved in exactly 66 runs from tokens alone without dropping any fragments along the way.
Are epic items going to be easier to obtain?
If a relic only takes 66 runs, from what I understand A Relic would be multiple times easier to obtain than epics which are lower in tier..

We may have to re-evaluate this. The cost is pretty high for Epic items, and at that point you could probably make some very heavy headway towards completing the Relic instead. Same with some of the higher end legendary items. But the design team doesn't set the cost of items in the token machine, so more on that later.

The Powerful Dazzling Belt is actually achievable in exactly 50 dungeon runs without exchanging any fragments into linked fragments (1:1 rate). For a frame of reference, Nettlez is completed in exactly 70 dungeon runs without exchanging any fragments into linked fragments (always 1:1 rate).

The cost of Relics will always be in Classic Tokens. You can exchange Hardcore Tokens for Classic Tokens at a 1:1.5 rate.

The amount of tokens required to create a fragment from tokens scales with the level of the Relic and whether or not it has an HC mode.

Also this is irrelevant but I just realized you can put the Dragoturkey on your hotkey bar and that makes a little hotkey to easily mount and dismount. Neat thing for people frustrated by a lack of hotkey and haven't figured that out yet.

• Mango


This post has been edited by Kokonaut - August 31, 2014, 21:45:45.
Thread : General Discussion  Preview message : #768293  Replies : 99  Views : 1004
posté Yesterday - 21:21:08 | #2
Yes, you can turn unlinked fragments into linked fragments via the token machine in order to speed up the process of getting a linked Relic. You cannot do the opposite, turning a linked fragment into an unlinked fragment.

• Mango


Thread : General Discussion  Preview message : #768289  Replies : 99  Views : 1004
posté Yesterday - 21:16:07 | #3
In general, Frigost is a pretty hard place for its level range filled with cheap mechanics on many of the mobs when compared to content beyond.

The likelihood is there will be a nerf to the monsters for the September re-balance in order to address this.

• Mango


Thread : General Discussion  Preview message : #768284  Replies : 9  Views : 205
posté Yesterday - 21:14:45 | #4
It won't be in the upper range of 50-100 runs for many Relics. Powerful Dazzling Belt can be achieved in exactly 66 runs from tokens alone without dropping any fragments along the way.

A new mechanic will double the drop rates of fragments in the Hardcore mode of dungeons (including bosses).

Bosses will no longer have quantity one fragment drops. They can drop up to six fragments, one for each player.

• Mango


Thread : General Discussion  Preview message : #768283  Replies : 99  Views : 1004
posté August 30, 2014, 20:14:16 | #5
Also I'm not sure of this was communicated, but all prospecting lock thresholds in the game have been removed so you no longer require a certain amount of PP to make an item droppable.

Prospecting only serves to increase drop rates now (and damage for Enutrof). The 150 cap is still in place for prospecting and wisdom however.

• Mango


Thread : General Discussion  Preview message : #767839  Replies : 493  Views : 10975
posté August 28, 2014, 00:32:50 | #6
Oops. I meant 20.

Corrected!

• Mango


Thread : Guides  Preview message : #766921  Replies : 14  Views : 915
posté August 27, 2014, 17:09:22 | #7
At level one, it converts every 40 lock and 40 dodge into 1% critical hits. So if you have 80 lock and 40 dodge for example, a level one Sram to the Bone will add +3% critical hits. Every level up reduces the amount needed in both stats by one. At level nine 20, Sram to the Bone converts every 20 lock and 20 dodge into 1% critical hits. So having the same amount as the previous example offers +4% critical hits from lock and +2% critical hits from dodge.

My build uses 300 dodge and 100 lock, to gain +15% critical hits from the former and +5% from the latter.


The crossed out is out-dated. The specialty caps out at +10% for each, so you need at least 200 Dodge and at least 200 Lock to max out on Sram to the Bone. The rate of 20-for-1 remains the same. Build was updated to reflect this.

• Mango


This post has been edited by Kokonaut - August 30, 2014, 07:50:35.
Thread : Guides  Preview message : #766810  Replies : 14  Views : 915
posté August 25, 2014, 07:53:39 | #8

Quote (Tsain @ 25 August 2014 07:48) *
Why so much close combat damage? I thought the only close-combat spell for osa's was gobgob's rain of stars.

Too lazy to research AoE & ranged damage equipment. The furthest I went with that, was using DV Epaulettes instead of Souleater since the former uses AoE damage and the latter uses melee damage.

I'll refine this later, and perhaps even write a guide on it (the haste in making it is why I just tossed it in an thread in this sub-forum). This was created in less than an hour versus the Sram build I made, which I spent a few hours testing and researching.

I just wanted to provide insight on a plausible build that was a bit unique.

• Mango

Edit: At a glance a change you can make is to swap the Beltinterest with Lenald Walm Pelt and boots with Tormented Boots. This let's you achieve the same thing with slightly better personal specialization stats, but you lose two miscellaneous rune slots and quite a bit of general damages (which ultimately results in less summon damage). They are considerably cheaper to obtain though, especially with HC Enurado not even out yet. Mushmantle is also a cheaper alternative to The Apothecloakery with its general damage and both distance/AoE specializations.

I'd also take earth damage on every single piece of equipment, so that the Gobgob benefits more from the direct earth to water damage translation and summons get slightly more damage as well from the 50% of highest mastery bonus.


This post has been edited by Kokonaut - August 25, 2014, 08:38:29.
Thread : Osamodas  Preview message : #766169  Replies : 18  Views : 1216
posté August 25, 2014, 07:37:05 | #9
If you're an endgame Osamodas and are looking for a new build and have the means to pursue somewhat expensive equipment, consider a do-it-all build.

• Mango


This post has been edited by Kokonaut - August 25, 2014, 07:42:22.
Thread : Server Status  Preview message : #766165  Replies : 526  Views : 24042
posté August 25, 2014, 07:36:06 | #10
Post-Revamp Endgame "Does-It-All" Osamodas I was going to stream tomorrow but I'm going to be away from my computer for two days. As such, I'm going to post an Osamodas build that I had briefly worked on that will be viable come September:



This is a "does-it-all" build with the option to play Gobgob Osamodas, Dragon Osamodas, or Summoner Osamodas all in one build. The only thing it lacks is a leveled Critical Synergy and Clan Member bonuses. Otherwise it has all the basic components for every single build, including the eight control needed to put out two creatures your level. I haven't worked out an optimal specialization build for equipment yet. The Amuleto is needed for level 165 equipment with three passive kit skill from guild.

I have avoided using characteristic points as they won't be available after the revamp (so it's kinda cheating to use them now if you're build theorycrafting) and I've also omitted one Capital Aptitude point, since the fourth one is gained at level 175 in September.


From top left to bottom right: (Non-crit Boohowl), (Unbuffed), (Non-crit Boohowl + Non-crit Whip), (Non-crit Whip), (Crit Whip), (Crit Boohowl + Crit Whip)

Aptitudes:
Capital: [+1 AP], [+1 MP & +20% Damage], [+2 Control, +40% General Damage]
Offensive: [+160% General Damage]
Defensive: [+100% General Resistance], [+30% Max HP]
Miscellaneous: [+60 Dodge], [+60 Initiative]
Specialty: [+20% Critical Hit], [+40% Critical Hit Damage], [+40% Backstab Damage]

Equipment:
Cape: The Apothecloakery
Helmet: Tormented Helmet (Air/Fire/Earth)
Epaulettes: Dark Vlad's Epaulettes (Air/Fire/Earth)
Amulet: Amuleto
Ring One: The Wa's Seal (Earth/Fire)
Ring Two: Expire Ring (Air/Fire/Earth)
Weapon: Martus Shushu (Air/Fire/Earth)
Off-Hand: N/A
Belt: Beltinterest [+Dodge/+Dodge]
Breastplate: Cledus'Tight (Air/Fire)
Boots: Woboots (Air/Fire/Water) [+HP/+Initiative/+Initiative]
Emblem: Shushu Emblem (Water; only one I had on-hand, get any other element)
Pet: Tamed Abomination

• Mango
 


This post has been edited by Kokonaut - August 25, 2014, 07:57:34.
Thread : Osamodas  Preview message : #766164  Replies : 18  Views : 1216
posté August 24, 2014, 21:25:27 | #11
Specialization as in category five.

Things like critical hits, CH damage, backstab damage, non-CH damage (maybe), and things like that. Not your specialty points.

• Mango


Thread : General Discussion  Preview message : #766081  Replies : 493  Views : 10975
posté August 24, 2014, 21:20:19 | #12

Quote (Nox16 @ 24 August 2014 21:13) *
I know that they will be fine i just think its cheap is all. Also i had a question about the stat system. Isnt it you get 1 point in one of those pools every four levels and not 1 point in each area every 4 levels? if so then isnt this a massive nerf to us as players? I say this because didnt you say that currently its bugged to give a point every time you get 4 levels... so really instead of the 38ish i have in each pool ill have more like 9... which when you compare it to the current system seems like they are taking away choices.

I never said such a thing. You get one point every level in a different category.

1 Offensive Apt @ Lv. 2
1 Defensve Apt @ Lv. 3
1 Misc. Apt @ Lv. 4
1 Speciliazation Apt @ Lv. 5
1 Offensive Apt @ Lv. 6
etc.

Your options are far greater and varied in this system. The old system was absurdly limited.

• Mango


Thread : General Discussion  Preview message : #766079  Replies : 493  Views : 10975
posté August 24, 2014, 20:47:02 | #13
@Agosta asks: Can we get some crits on Gwand Viziew Amulet since it has no range

We'll review that item. It's definitely possible to reduce some of the damage weight to add some critical hits (as the amulet is very specialized strong for its level).

@Kikuihimonji asks: SO i understand the legendary weapons lvl 100 craft will be reviewed before release? In that case i will wait for the new updated item list from beta server.

I have my doubts about level 100 weapon crafts being buffed. It's much more likely that attention will only be directed towards the level 150 weapon crafts.

@Seguchi-Sama asks: As about number of elements in builds in general, we've been told somewhere that single-ele builds will receive quite a good support, but I don't see it yet?

As far as I can really tell at the moment, a mono-elemental build's greatest advantage is the Aptitude stat dedicated to them. If I recall correct, it's something like [+7% damage in highest element] or something like that. In the future with additional content releases, we'll be able to release more mono-elemental and tribrid gear to deviate from the norm of hybrid equipment.

@Shinzyy asks: So Vlad's Epa's now gives AOE damage instead of Single Target. That feels like a huge kick in the balls that I saved up 70 fragments for a relic which now gives a crappy stat for my characters. Do you know if this change from Single Target to AOE is permanent now Mango, or are the staff still playing around with it?

It's a fickle situation because it's a little too difficult to please everyone with these specialization stats. Hopefully the item is still useful to you (with a minor un-optimization of a loss in 20% spec. damage). AoE classes lacked an exotic AP Relic with their spec. damage on it. Of course everything's always subject to change before September.

@Nox16 asks: I would like to know why helmets dont have control anymore? you can say "oh well 2 control you can get bleh bleh" but isnt really like 1 control? for a full capital point what a huge investment for so little. I dont understand why control was taken away from what seems every high level helmet in the game.

There's already 4 control on normal equipment which should be plenty. It's actually pointless for an Osamodas to have more than eight control, due to the fact that the maximum amount of summon levels that can be summoned on the field at once is [Osamodas Lv. * 2]. After you reach eight control as an Osamodas, you should be devoting the remainder of your equipment and stats to beefing up both your own and your summon stats simultaneously. +40% general damage comes attached with the +2 Control Aptitude anyways, which is the equivalent of 10 Offensive Aptitude points.

• Mango


Whoever you are, you have a special place in my heart for this laugh. 


This post has been edited by Kokonaut - August 24, 2014, 20:55:06.
Thread : General Discussion  Preview message : #766073  Replies : 493  Views : 10975
posté August 23, 2014, 09:19:34 | #14
It would not have been possible to create this more clear-cut progression of the player without a global increase to all stats. Previously the difference from one level to the next was too close together, and it was too difficult to create new content or tweak content for certain levels without it spilling into other level tiers. By making each level have so much bigger of a significance, we're creating breathing room so that every level up holds importance. This will make balancing for specific focused content for any level category substantially easier and prevent the issue in the past where old content wasn't up to par with new content of the same level group.

The modifications to equipment further augment this ideology. By putting all equipment in the same planar (useful to everyone, with specific pieces branching off from this dimension for more specialized and unique builds) you create a more broad perception of progression.

But the major point of this revamp besides for better systems in combat with less randomness (we are slowly moving away from the concept of randomness in combat), is to create a system in which a player feels rewarded for leveling up; they feel rewarded for dropping items that is likely an upgrade to what they're using now, since item strength is mostly related to item level now; they feel rewarded for completing a dungeon, gaining tokens, and seeing what item they can eventually redeem from the token machine.

Every single thing that you do and achieve should have a sense of progression towards it. By awarding value to things that were negligible before in a small scale (characteristic points) and completions of dungeons (to award tokens) the player should feel like they're always moving towards their goal of the endgame more than ever before in Wakfu's history.

When the monsters are scaled up on the beta build, initially they'll probably look scary and their values will likely be too high. But we'll tweak it, so players will either be in the same standing or in a slightly better position than they are on the live server, in regards to survivability and TTK against mobs.

• Mango


This post has been edited by Kokonaut - August 23, 2014, 09:23:45.
Thread : General Discussion  Preview message : #765660  Replies : 16  Views : 565
posté August 23, 2014, 01:36:10 | #15
It's no rumor. +2 Control & +40% general damage (they come together as a package for 1 capital point investment) is something you can stat.

The max amount of Control for Sadida is (4 natural gear slots + 1 Tamed Abomination + 1 Emiwlet Amulet) + 2 Knowledge of Dolls + 1 base + 2 from one point of capital investment = 11.

• Mango


This post has been edited by Kokonaut - August 23, 2014, 01:39:41.
Thread : General Discussion  Preview message : #765562  Replies : 38  Views : 929
posté August 23, 2014, 01:22:15 | #16

Quote (GodIsWithUs @ 23 August 2014 01:01) *
My theory is that they will get rid of the resistance or at least decrease it, but keep the damage. Part of the system is to make mono have an advantage in terms of damage and getting rid of the mastery would decrease a mono's power compared to dual and tri. So either they will get rid of resistance or make the distribution less for the highest two leveled spells in each branch. Either way, I see don't Ankama getting rid of spell mastery.

Also, monsters will be revamped as well.

Your theories and comments are pretty accurate!

• Mango


Thread : General Discussion  Preview message : #765558  Replies : 45  Views : 1875