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GodIsWithUs's profile
Member Since : 2008-06-09
1970 Posts (0.87 per day)
Most active in : General Discussion
posté Today - 01:14:42 | #1
I prefer the older wings. The new ones are too big and detailed, causing them to become garish.

On a different note, I like some of the new aptitudes like critical resistance and final resistance. Glad there is more defensive options in the other branches. It was looking rather bleak seeing only Intelligence offering defensive options previously.

Thread : General Discussion  Preview message : #769000  Replies : 497  Views : 11064
posté August 29, 2014, 18:05:24 | #2

Quote (saphiLC2 @ 29 August 2014 17:52) *

Quote (Durai @ 29 August 2014 17:21) *

Quote (saphiLC2 @ 29 August 2014 16:49) *
  • Coagulation is halved (0.5% of POS by 1% against the level before).
  • Feca's Shield will now absorb only 50% of incoming damage.
  • Hull Bramble will now absorb only 50% of incoming damage.

Way to kill shields :\ i guess ill change my feca to fire and be damage... everything is about damage in this game, right?

Where is this coming from? Why was everyone's shield nerfed but osa left untouched?
Click here from that link

good point about osa shield ._. mmmm but is going to suck... i want shields to actually shield, they have no use if they cant block all the damage... and if u add the heal resistance sigh
HP is being greatly increased, so Sacrier is not nerfed.

As for Feca, it seems to probably only affect Feca Shield, the name of the shield from Earth spells, thus leaving the water shields unaffected.

So it seems that they are nerfing Feca Shield and Bramble because they also produce damage. As for why it is not 70% like Sacrier, it is probably because they are based off damage instead of HP, which makes sense since you only need damage to increase both your damage for a Feca and Sadida while a Sacrier needs two different stats, damage and HP, to be effective.

As for why Osamodas might not be affected, it might be due to what I mentioned above. The shields are just that, shields. You don't deal damage when you create a shield nor damage an opponent when they attack you with your shield up in case of Sadida. Also, Gobgob prevents any abuse by shields in 1vs1 since you can attack the Gobgob to hurt the Osamodas when he has shields on. Of course it might just have been overlooked, most likely scenario, but it would make sense if it is left untouched since Osamodas have no way of dealing damage with a shield spell and you shields can't be abused in 1 vs 1 because of Gobgob.

EDIT: Forgot to mention you can also prevent an Osamodas from shielding by block his/her LoS with the Gobgob.

This post has been edited by GodIsWithUs - August 29, 2014, 18:23:22.
Thread : General Discussion  Preview message : #767457  Replies : 497  Views : 11064
posté August 24, 2014, 00:47:20 | #3

Quote (Genrou @ 24 August 2014 00:31) *

Quote (Seguchi-sama @ 24 August 2014 00:16) *
Mango, could you please bring this question to the devs?
I also find it very unpleasant. Those weapons are made of lvl 100 legendary crafts PLUS tons of quite hard to collect dungeon drops.
Not that we're asking to nerf dropable lvl 150-160 weapons (no one likes nerfs and some people have probably prepared and bought a few bank cards ;Р), but maybe buff shushu crafts a tiny bit. They should be more appealing and rewarding. Hard-working crafters should not feel neglected.

Mango please!
Unfortunately, Ankama wants Shushu weapons to appeal to as many builds as possible, leading them to being tri-elemental, which as a result makes them not much better than a variety of level 150-160 dual-elemental weapons.

Thread : General Discussion  Preview message : #765871  Replies : 497  Views : 11064
posté August 23, 2014, 17:25:06 | #4

Quote (Drowns @ 23 August 2014 17:07) *
Is there a cap on the 4% max hp?
In Dy7's notes he did not mention a limit. So with the current info, you can have 200% more HP, 180% more HP + 5% regeneration, 130% more HP + 5% regeneration + 200 resistance score, et cetera.

Thread : General Discussion  Preview message : #765745  Replies : 45  Views : 1875
posté August 23, 2014, 15:08:35 | #5
Wodent is currently +1 Control +20% AoE and Tamed Abomination is +1 Control +20 Single-Target on beta.

Thread : General Discussion  Preview message : #765715  Replies : 7  Views : 192
posté August 23, 2014, 14:28:16 | #6
The monsters will be scaled accordingly, and yes you are meant to have a ton of damage from the aptitudes. The reason the aptitudes give high values is to make your level more important and gear less important since gear is way more important than level currently on the live servers. The monsters have not been properly scaled yet, that is all.

Everything is subject to change, especially since Dy7 said options such as max HP will go from 1% to 4%, but they will seem high in either case to make your character level more important.

Thread : Feedback  Preview message : #765702  Replies : 11  Views : 438
posté August 23, 2014, 14:07:25 | #7

Quote (kurokat @ 23 August 2014 13:52) *

Quote (TommyTrouble @ 23 August 2014 12:48) *

Quote (JohnyWes @ 23 August 2014 10:56) *
What about ability points from quests and wagnar castle? Will we get this 5 dodge points from tofu dung? etc...
PS. I don't like Capital at all because where i should put my 4th point in the future? I don't want kit skill, range control... There should be something like extra points for other branches!
You're pretty nuts if you can't find a benefit from Kit Skill or Range.
He/She is also always welcome to use the +damage from getting Range or Control as well just for a damage boost. In that sense they are getting points for another (the damage) category.

- Kat
Plus, they will probably add more options. After all, shortly after the aptitudes went live on beta, Dy7 commented that they are changing when we get a Capital point as well as changes in values, such as HP from 1% to 4%, resistance score from 10 to 20, and dodge from 4 to 6. It is beta, and the game is an mmorpg, both of which allude to constant change. They have left out other options such as critical resistance and the like that probably will be added, even if it is later down the road. What we have currently is a structure, not a final product .

Also, I failed to mention this earlier, but Kit Skill will be maxed out at 10 from all sources, dodge and lock on gear will be almost doubled on gear, as well as hp, and PvP health will no longer exist since we will get double the HP from gear and 4% max HP per Intelligence point, making HP high enough to where PvP Health is no longer needed.

Thread : General Discussion  Preview message : #765696  Replies : 45  Views : 1875
posté August 23, 2014, 01:21:52 | #8

Quote (Kokonaut @ 23 August 2014 01:10) *
Iop and Osamodas are not next. I'm not quite sure how this news gets spread around.

Only Pandawa is definitely next. Everything after that is absolutely tentative on a basis of class-is-broken (poorly designed, too weak) --> class-is-broken (too overpowered, needs to be tweaked) --> class-is-okay (things that work well now, despite their current design). Exi and I are here scratching our heads right now.

• Mango
Those lying Frenchies on the forums .

Thread : General Discussion  Preview message : #765557  Replies : 497  Views : 11064
posté August 23, 2014, 01:01:56 | #9

Quote (WwhitecrowW @ 23 August 2014 00:54) *

Quote (S48GSII @ 23 August 2014 00:52) *
OP changes.

game will be so easy...
They "may" be OP changes. They mentioned they are changing how spell distribution works as well. They will probably remove that damage % and res % we get from spells in the process. This being the case - the damage % and res seems much more reasonable.
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.

Thread : General Discussion  Preview message : #765550  Replies : 45  Views : 1875
posté August 23, 2014, 00:55:50 | #10

Quote (WwhitecrowW @ 23 August 2014 00:28) *
Dangit Godiswithus!

Yours was a bit cluttered so I fixed it up - But you already fixed yours.

Le sigh

Thanks for the information!

P.S. I originally started modifying Intelligence from what Dy7 stated on the FR Forums and changing it to beta numbers, but I stopped doing that and decided to keep Dy7's numbers since they were probably reevaluated. This only affects Intelligence though. So it should be 4% max HP and 20 resistance score per a point now. Makes sense since 5% regeneration seemed too good compared to 5% max HP. 5% regeneration vs 20% max HP makes more sense.

This post has been edited by GodIsWithUs - August 23, 2014, 00:56:32.
Thread : General Discussion  Preview message : #765548  Replies : 45  Views : 1875
posté August 22, 2014, 23:58:42 | #11

Quote (WwhitecrowW @ 22 August 2014 23:39) *
Does anyone know the ratio of stats? If so can you respond by filling in the question marks? Basically the ration given from categories 2-5 give different rations per stat given. HP % is 1:1 meaning that one stat gives 1%. Damage % is 1:4 meaning that one stat given gives 4%. It'll be nice to have a comprehensive guide for those future theory crafters imo.

Category 1: WP, Range (40% dam), Control (40% dam), AP, MP (20% dam), Kit Skill
[Does WP and Kit Skill also get a side buff if statted?]

Category 2: HP (1:1), Res (1:?), Regeneration (1:?)
[I'm just taking a long shot and saying the last is regeneration of hp at start of turn, I actually have no idea what it means]

Category 3: BS (1:?), Heals 1:?), CH (1:1), CHD (1:4), NCHD(1:?), Block (1:?), Berserk (1:?)

Category 4: Dam (1:4), Secondary Damage (1:?)

Category 5: Lock (1:?), Dodge (1:?), Ini (1:?), Dodge/Lock (1:2)
WP, AP, and Kit Skill have no side buff. Here are the ratios, including ones that are not active in beta yet:

Note: Some of these numbers differentiate from beta, but this is what Dy7 stated they will be, meaning he probably reevaluated some values, especially resistance and HP.
Capital (1 point at level 25, 75, 125, and 175)
Option 1 (max 1pt): AP
Option 2 (max 1pt): MP + 20% Damage
Option 3 (max 1pt): Range + 40% Damage
Option 4 (max 1pt): 2 WP
Option 5 (max 1pt): 10 Kit Skill
Option 6 (max 1pt): 2 Control + 40% Damage

Strength (1 point per 4 levels):
Option 1: 7% Damage for mono-elemental (note: this increases the mastery of your best item)
Option 2: 5% Damage for dual-elemental (note: this increases the mastery of your two best elements)
Option 3: 4% damage to all elements
Option 4: 3% single target damage + 3% combat damage
Option 5: 3% single target damage +3% Ranged Damage
Option6: 3% AoE Damage 3% melee damage
Option 7: 3% AoE Damage 3% Ranged Damage

Intelligence (1 point per 4 levels):
Option 1: 4% max HP
Option 2 (max 10pt): 20 resistance score
Option 3 (max 5pt): 1% HP regenerated per turn
Option 4: Increases healing received by x%, ratio unknown, but probably 4%

Agility (1 point per 4 levels):
Option 1: 6 Lock
Option 2: 6 Dodge
Option 3: 5 Initiative
Option 4: Lock 4 + 4 Dodge
Option 5: 4 Lock per target in close combat
Option 6: 12 Dodge when you have less than 35% of max HP

Chance (1 point per 4 levels):
Option 1 (max 20pt): 1% CC
Option 2 (max 20pt): 1 Block
Option 3: 4% Critical Hit Damage
Option 4: 4% Backstab Damage
Option 5: 4% Beserker Damage
Option 6: 4% Heals

This post has been edited by GodIsWithUs - August 23, 2014, 00:52:18.
Thread : General Discussion  Preview message : #765534  Replies : 45  Views : 1875
posté August 22, 2014, 23:09:07 | #12
The 7% damage per point for a mono compared to 5% for dual and 4% for tri should really help mono builds. Hopefully Ankama will add some high level mono gear soon, and I also cannot wait to see the new spell experience system, which sadly was not implemented today . The current spell system is too friendly towards dual and tri builds since the resistance will outweigh the extra damage mono builds get if the spell mastery distribution does not change.

Quote (WwhitecrowW @ 22 August 2014 23:00) *
There are 5 categories. (agility, strength, chance, intelligence, and capital).

Every 4 lvls it cycles through giving 1 point to a category.

lvl 4 -1 point in agility
lvl 8 - 1 point in strength
lvl 12 - 1 point in chance
lvl 16 - 1 point in intelligence
lvl 20 - 1 point in agility

Capital will gain points lvl 40, 80, 120, and 160.

A lvl 160 character should have 40 points in the four main categories and 4 points in capital.
They said they will change Capital to 25, 75, 125, and 175.

Thread : General Discussion  Preview message : #765520  Replies : 45  Views : 1875
posté August 22, 2014, 15:52:27 | #13
For those interested in the current slated order for class revamps after Sram, the FR players are saying that the Devs on TeamSpeak said that they will be revamping the Pandawa, Iop, and Osamodas next since Pandawa hasn't had their revamp yet, they now have the resources to add depth to the Iop gameplay, and Osamodas is a cesspool in terms of synergy between the three branches and the lack of specialties for all three gameplays.

Thread : General Discussion  Preview message : #765320  Replies : 497  Views : 11064
posté August 14, 2014, 22:07:23 | #14
Will Gobgob eventually benefit from the various damages since using Gobgob seems really lackluster now if they won't?

This post has been edited by GodIsWithUs - August 14, 2014, 22:08:08.
Thread : General Discussion  Preview message : #763037  Replies : 497  Views : 11064
posté August 12, 2014, 19:26:44 | #15

Quote (Viliax @ 12 August 2014 19:16) *

Quote (Kokonaut @ 12 August 2014 19:08) *
That was a typo. The breastplate is meant to have two elements.

• Mango

It can't be a typo if it's the same on other sugnuf items. and you can only pick 1 element when u equip it.
Degardless of whether it is a bug or not, Ankama has said that on Friday on beta it will have two elements.

Thread : General Discussion  Preview message : #762393  Replies : 6  Views : 259
posté August 09, 2014, 22:57:44 | #16
I just hope Ankama remembers to allow Gobgobs to profit from these new damages, along with critical and backstab, in September or else Gobgob Osas will become quite underpowered since it would be rather more difficult to find good items without these stats if they don't benefit from them.

This post has been edited by GodIsWithUs - August 09, 2014, 22:59:25.
Thread : Server Status  Preview message : #761411  Replies : 527  Views : 24101
posté July 26, 2014, 16:15:04 | #17

Quote (Asthis @ 26 July 2014 15:31) *
Maybe it only shows up in battle when Berserk is activated so you can see how much damage you're getting from it.
If that were the case, there would be the other Shushu states as well. Plus, this Berserk Damage is at a specific threshold of 35% rather than something like 66%. They did say they are working on a revision of characteristics for September, and most likely this is a new stat.

This post has been edited by GodIsWithUs - July 26, 2014, 16:23:56.
Thread : General Discussion  Preview message : #757485  Replies : 14  Views : 535