Back to forum.wakfu.com

By continuing to browse this website, you consent to the use of cookies, which enable us to offer you customised content and to collect site-visit statistics.
Click on this link for more information on cookies, and to customise your cookie preferences. X

No flash

Koopa-King's profile
Statistics
Member Since : 2013-05-13
12 Posts (0.02 per day)
Most active in : Character Classes
posté Yesterday - 12:03:30 | #1

Quote (Kikuihimonji @ 22 December 2014 02:32) *

Quote (Koopa-King @ 21 December 2014 18:40) *
Oh I didn't know it get's calculated like that. I thought it works like block that reduces final damage by 30%.
I will replace it with something better then, thx.

Edit:
Tested it on Beta:
Seems to be decreasing Final Damage as i thought, changes stay the same.
Also Feca already has high defensives, this is just a minor addition to what he already has.

• Bowser
But that means you nerf Feca, as 40% resist can give more final resist or about the same, making the change pointless.

Use this for reference with example on 2000 dmg:
I see now, thanks for the statistics.
Will work it over on Feca, but final reduction stays on osa for example because he can't get that much resists and he already has that scales and HP thing.


Quote (Nombre-Original @ 22 December 2014 04:02) *
Hi, just wondering... Why is WP on elemental spells a problem? some classes dodn't consume their WP that fast, I understand that in some cases you could eat all of your WP quickly but in some other cases WP isn't just an utility resource, take Xelors for example, they only consume WP for 2 things the dial which could potentially last forever if the xelor can mantain the charges, and desynchronization, I have a level 133 Xelor and I have yet to consume all my WP in a battle so I feel the WP regen is not that important, in the ecaflip's case if you want to remove the WP for elemental spells then the WP regen passive becomes redundant, as WP will only be needed for Utility and nothing more.

WP regen should be given to classes that are WP intensive with multiple WP cost on elemental spell and specialties, if you run out of WP with a class that has WP cost limited to mostly utility Specialties (Let's say A sadida that used Tree way to much) you clearly are doing things wrong.
You got a point there, I guess it's either remove the WP cost or introduce a WP regain in ecas case for example. I guess introducing a regain might be a better change because it's kind of hard to balance 3 elemental spells again.
I will work that over again as well.
Thanks for your feedback keep that up!

Edit: replaced -- more classes will come the next few days.

• Bowser


This post has been edited by Koopa-King - December 22, 2014, 15:05:57.
Thread : Suggestions  Preview message : #813423  Replies : 5  Views : 150
posté December 21, 2014, 18:40:59 | #2
Oh I didn't know it get's calculated like that. I thought it works like block that reduces final damage by 30%.
I will replace it with something better then, thx.

Edit:
Tested it on Beta:
Seems to be decreasing Final Damage as i thought, changes stay the same.
Also Feca already has high defensives, this is just a minor addition to what he already has.

• Bowser


This post has been edited by Koopa-King - December 21, 2014, 19:16:41.
Thread : Suggestions  Preview message : #813090  Replies : 5  Views : 150
posté December 21, 2014, 15:21:56 | #3
About Classes Dear Ankama,

since your recent changes to attributes, gear, etc. many classes are outdated.
You fixed this mostly on the new classes (revamps) Sram, Panda and Eliotrope and I'd like to make some suggestions for the other classes that are still up for a change.
The reason why i did this is because i can't wait 13 months for all classes to be balanced and i know it'll take at least that long if you continue like you did until now.
Playing with a broken class for that long is nothing a customer should have to deal with.
The changes i suggest are only minor improvements to stats in most cases, so they are easy to implement (and less time consuming), but at the same time respect the role of the class and hopefully doesn't make it too powerful. The community is of course asked to post their opinion / suggestions about this as well and I'll try as good as i can to make this a letter from the whole community to Ankama.
So if you have anything to criticize, or if you share my opinion about something please write it down below.

In this topic i will make suggestions about all classes that haven't been revamped since the recent changes to attributes, gear etc. and still are kind of outdated or don't fill their role in my opinion.
This topic is a work in progress. I will add more classes from time to time, look at your thoughts, improve the main post with them, etc.
This will be a lot of work, so please respect what i do and don't go off topic (!!)

Index:
1. Feca
2. Osamodas
3. Enutrof
4. Xelor
5. Ecaflip
(more to come)

Shortcuts:
P = Problem
S = Suggestion
dmg = damage
AP = Action Point
MP = Movement Point
CH = critical hit chance
CH dmg = critical hit damage

You can jump to the class you want to read by typing @(your class) into your browser finding mechanism.
Example: Mac users by default: Command + F, type @Feca


About Classes:

In general:

It is ok for actives to be focused on one elemental branch (not totally fine),
but passives are easy to change and they should support all branches if possible.



@Feca:


Feca already has some nice +% dmg and +X resist boosts, but he lacks the final dmg / reduction thing you gave Panda, Elio and Sram.
Also he lacks a passive that gives minor Initiative.


General:

Armors and Glyphs:

P: They just vanish way too fast and aren’t really worth the cost because of that.
S: Add 1 turn to all glyphs and armors, that currently only have 2 turns

Actives: No Changes needed

Passives:

Feca Master:

P: 40% Fire is outdated
S: 10% Final dmg, 2 Control, For each AP at start of turn: +10 Lock (max 120)

Ironclad:

P: +1Range Water makes it only useful for one branch
S: +40 Resists, +1 Range (all branches), +40 Initiative

Stabilization Aura:

P: Only useful for tanks
S: +40 Lock, At end of turn, facing him: Bound to the enemy starting its turn,
to allies standing right next to feca: Fecastabilized

Fecastabilized:
Makes it impossible for enemies to move allies (Push, Pull, Teleport)
Allies can still Push, Pull, Teleport themselves (this includes Teleportation Flux)

Spells:

Since the buff to Armor and Glyphs is already really strong, most spells don’t need anything.



Drip (Armor):

P: No increase
S: 1 Cell at 0-99, 2 Cells at 100-199, 3 Cells at 200-300



Meteorite Shower (Armor):

P: -Block on the Armor is really not needed here
S: Remove -Block OR half its effects
At 160:
+10% CH in exchange for 21 Block is too much, because crits increases dmg by only 25% (+crit dmg), while block decreases dmg by 30% => we’d take double a debuff than a buff really.

Fecastopheles (Pheles Glyph):

P: Too low dmg for too high cost and too low size
S: Make the glyphs dmg 85% of the main spells dmg (127 at 160)



Fecabo (Arrow Armor):

P: No increase
S: 2 Cells at 0-99, 3 Cells at 100-199, 4 Cells at 200-300



@Osamodas:


With the recent nerf to Summoner Osa he seems quite balanced now
(except for pet AI breaking everything)
Dragon Osa is way outdated.
Earth Support Osa is still pretty strong, but needs some changes to Gobgob.
Dragon / Earth Support Osa need a way to restore Wakfu, nothing as strong as Elio but something like Masqueraider, because they need to spend 1 Wakfu each turn to buff their effectiveness.


Actives:

Gobgob (Summon):

P: If he is too far from Osa it is impossible to use him to support allies and if he is too near to Osa he risks taking 50% more Final dmg from AE, The need to level Animal Link for it to be useful is not good
S: Give it a spell for 3AP to teleport next to the Osamodas, Change it so it has Osas Earth Dmg as Water dmg by default
They can now use that at end of turn to return to Osamodas to get their commands next round

Possession:

P: Pet AI is still broken (Pets attacking air, skipping rounds, walking on edge tiles, etc. etc.)
S: 4AP at 9, 0-0 Range, Osa ends his turn, Takes control of all his summons
The increase to AP cost is a minor compensation for this buff.

Symbiosa:

P: 30% dmg and 20 resists are outdated
S: 10% Final dmg, 10% Final reduction, 1Range, 1MP, 1AP

Passives:

Osamodas’s Blessing:

P: 40% CH dmg is outdated, no use for earth support osa
S: +2 Control, (Dragon) +60% CH dmg, (Gobgob) +60% CH dmg

Animal Guard:

P: No use for Dragon Osa
S: (Pet, Gobgob) when attacked: (…), (Dragon) 40% Chance when attacked: Enraged (Lvl 0 - 20)

Enraged:
Vanishes after Osamodas Turn
+0-10% Final dmg
If deals damage: Restores 0-1 WP (1 time only)
Having 10% Final dmg and 1WP at 20
Change Animal Guard’s name to Animalistic Instincts

Prespic Hair:

P: Fails Challanges, no use for Dragon Osa, takes too long to stack on Gobgob
S: (Pet) Fix it, (Gobgob) +1% water dmg per AP used on him (max 100%), (Dragon) at start of turn: Scales

Scales:
Shield with X (chromatic) Hp
While X is measured with the Osamodas Level
Having X = 25 at 100 and X = 50 at 200
(X = 38 at 160)
// Dragon scales are hard to pierce

Animal Link:

P: No use for Dragon osa, with Gobgob change this needs to be changed as well
S: (Pet) (…), (Gobgob) 1lvl of Wish for Restoration for each Command used on him,
(Dragon) Increases Hp by 0-200% of Osamodas Level and heals the same amount when turning to Dragon form

Wish for Restoration:
Returns 1WP at lvl 5 and effect is removed

Phoenix Spirit:

P: No use for Earth Osa:
S: (Pet) (…), (Dragon) (…), (Gobgob) If the Gobgob uses Black hole on himself: Heals all allies by X (chromatic) HP
While X is measured with of the Osamodas Level
Having X = 25 at 100 and X = 50 at 200 -- and passive at 20 (0-9 no effect, 10-19 half its effect, 20 full effect)
(X = 38 at 160)
This is a compensation for the need to summon Gobgob again (and therefor spending 1WP)

Spells:



Air spells basedmg are mostly very outdated.

Crobak:

P: 14 Basedmg / AP at 160, that is ridiculously low
S: 54 Basedmg at 160

Whip:

P: This spell should be for Dragon only, because Air is the dragon branch, also basedmg little too low
S: Relocate the pet buff on the second fire spell, (Osamodas) 61 basedmg at 160, (Dragon) 92 basedmg at 160

Feather Tornado:

P: Way too low Basedmg and bad push for being not modifiable by range
S: 60 Basedmg at 160, (Dragon) 80 Basedmg at 160, pushes all targets back by 1 cell in the direction the Osamodas is facing



Gurgling:

P: Just plain useless (except for removing freeze and such things)
S: Remove Block Buff, Relocate the whip buff here: Needs to be cast on pet directly to activate the secondary effect, that is: +64 lvl of (new whip name) to all pets on the battlefield
The buffs effects stay the same (+240% dmg at lvl 240)
Does no Damage to adjacent fields if cast directly on pet



Armored Command:

P: Because of Wish for Restoration this might get a little too powerful
S: Make it 2 uses / turn



@Enutrof


Since the PP limit to 150 and the gear revamp Enutrof kind of lost his purpose.
It is not really possible to restore his role as dropper of all items, but i tried my best.
At the same time i tried to make him a decent damage dealer.
Also in my opinion Enutrof should be first choice when debuffing MP (Mass Clumsiness and earth branch)

General:

Item crushing:

P: Totally outdated, since it does flat damage
S: replace it with a better mechanic:

When crushing an item via bag explosion or refinement:
X Dmg around the bag or on the enemy hit with refinement
While X is measured with the level of the Enutrof:
25 (chromatic) dmg at 100, 50(chromatic) dmg at 200

Mines
:

P: outdated in so many ways
S: (Gold mine) +60% distance dmg, +1 lvl of Treasure Tracker per AP/MP used, +45% chance of removing MP, +25% chance of applying broke state

Treasure Tracker:
+100PP at 100 (max)

Actives:

Mass Clumsiness:

P: Just plain useless
S: at 9: Cost: 2AP, 1MP — On enemies: -2MP

Passives:

Treasure Tracker:

P: There is no sense in getting more than 150 PP anymore
S: +30PP, 100% PP as Damage bonus (Max 120%)

Geology:

P: Enutrof needs a final dmg passive
S: Add +10% Final dmg when standing on a mine

Faking it:

P: Enutrof needs a Range passive because all branches are extremely based on building range
S: +1 Range at 20, 100% chance of feigning KO Comes back (…)

God Enutrof’s Blessing:

P: The gifts are just plain useless, useless for fire and earth branches
S: +20% chance of applying Broke state, (Drhellzerker) when inflicting dmg 40% chance of removing 1 MP (max 2 / turn), +60% area damage

Spells:



Purge:

P: It is totally unclear if this spell even does anything to pouches.
S: (…) On a Pouch: grows(75% chance), also use new item crushing system here

Big Pouch:
Can only contain an item with rarity rare (green) or higher

Refinement:

P: WP cost on elemental spell
S: Remove WP cost and decrease base dmg to 150 at 160, use new item crushing system here



Hot Magma:

P: Too low range for a distance focused branch and WP cost on elemental spell
S: Range 1-3 (modifiable and linear) — 150 base dmg at 160, +40 base dmg for each mine, Destroys the mines

Earth spells overall have too low basedmg especially if you take into account that in Drhellzerker form Enu can’t fight with his Drheller



Killer Spade:

P: No Drhellzerker purpose
S: 50 basedmg at 160, (Drhellzerker) -1MP (25% Chance at all levels) (crit: 35% Chance)

Deadly Nightspade:

P: A little too low basedmg
S: (Enutrof) 60 basedmg at 160, -1MP, (Drhellzerker) 88 basedmg at 160, -20lvl of Hypermovement

Shovel Kiss:

P: kind of useless
S: 76 basedmg at 160, (Enutrof) +1MP, (Drhellzerker) Cross AE same damage

Shady Shovel:

P: kind of useless
S: This spell already has 1/turn, so you can make it steal MP in both forms:
(Enutrof) 77 basedmg at 160, steals 1MP, (Drhellzerker) 109 Basedmg at 160, steals 1 MP, steals 20 lvl of Hypermovement

Shovel Shaker:

P: Should have more Range for Enutrof mode and should be same size AE in Drhellzerker form
S: Range 1-3 (modifiable, linear) — (Enutrof) (…), (Drhellzerker) Same size AE



@Xelor:


Xelor already is really strong, but water branch lacks some damage and debuffing Initiative seems totally useless (except for the extra dmg)
It shouldn’t be as strong as Fire or Air because it can already remove and buff AP, but at the moment it is way too low to be considered using in PVM.
Also he lacks some Final dmg you gave to the latest classes.

General:

Initiative Loss:

P: Debuffing Initiative on an enemy should come with a minor impact on enemies
S: Delay their round bonuses by 1 Round for every 50 Initiative they lost and make the Initiative loss permanent for the fight. Also limit it at 0, so enemies can’t get negative values of initiative.
The extra damage from debuffing initiative should still apply though.

Actives: No changes needed

Passives:

Time Theft:

P: No use for fire/air branches
S: Add: +10% Final Dmg if standing on an hour cell (+20% Final Dmg if standing on current hour)

Spells:



Frostbite:

P: Low basedmg
S: 54 basedmg at 160, (…)

Time Control:

P: Low basedmg
S: 18 basedmg at 160, (…)

Xelor’s Sandglass:

P: Low basedmg
S: 36 basedmg at 160, (…)

Clock:

P: Low basedmg
S: 85 basedmg at 160, (…)

Sinistro:

P: Low basedmg
S: 56 basedmg at 160, (…)



Hydrant:

P: Low basedmg makes this spell useless
S: 64 basedmg at 160



@Ecaflip:


Ecaflip is a decent damage dealer and mostly fills his role as gambler.
Some minor changes are still needed, for example he needs the final dmg thing you gave recent classes. Water doesn’t fill into his gambler role that well.
Maybe gambling for enemies to walk into his glyphs? (joke)
Also he needs a strong way to restore WP because of 3 actives and 3 elemental spells costing WP.

General:

Winning Streak:

P: Should be viable to all elemental branches (but fire spells are still better for stacking it), also eca needs a strong way to restore WP and giving it to winning streak makes it a gamble as well.
S: Replace Fire damage with All damage of same values,
add:
at Winning streak 25: At end of turn gains 1WP (50% chance)
at Winning streak 50: At end of turn gains 1 WP (100% chance),
at Winning streak 100: At end of turn gains 2 WP (100% chance)

Actives:

Feline Leap:

P: Cats are supposed to be agile you thought, well this spell can’t keep up with other teleports at all
S: Range 1-2 at 9, (…)

Black Bow Meow:

P: outdated dmg buff, not really worth it
S: Remove 40% Earth dmg and replace with 60% distance damage for all allies in a 2 size AE around it, Make the cat follow the ecaflip by default (use Sadidas lasso effect)
// aw cute little cats likes to cuddle

Passives:

Ecaflips’s Tarot:

P: outdated dmg buff, not that interesting for non earth builds
S: Remove 40% Earth dmg and replace with 60% CH dmg

Ecaflip Die:

P: see Winning Streak
S: see Winning Streak

Ecaflip Precision:

P: outdated dmg buffs
S: 40% chance of hitting accurately: Limb : +10% Final dmg, Body: +15% Final dmg, Head: +20% Final dmg, Brain: +30% Final dmg
As this is the only Final dmg buff this class would get (except for loaded dice) it’s rather strong. (if you get lucky)

Flealine Army:

P: Outdated heal buff, since new Winning Streak would already buff all damage another dmg buff is not needed here, useless for other branches
S: Make it possible for water eca to cast barriers on enemies like feca can
// fleas making it difficult for enemies to act
Replace with:
For each AP used (while casting water spells) on enemies: Barrier of X (water) HP on enemy
For each AP used (while casting water spells) on allies: Shield of Y (water) HP on ally
While X and Y are measured with the ecaflips level
Having X = 4 at 160 and Y = 5 at 160
To make it viable for earth and fire as well add:
+1 Range, +40 Dodge
(with 12 AP eca can create a barrier of 48 and a shield of 60 at 160 as a simple side effect)


Spells:



Water branch is focused on fleas, so why only 2 spells that use fleas?

Up to Scratch:

P: Doesn’t fit at all
S: Single Target spell with 1-4 Range (linear), Same cost, 2/turn condition,
on enemy: 94 dmg (water) at 160, -50 Resists at 160 (max 75)
on ally: Heals 77 Hp (water) at 160 and adds +50 Resists to the ally at 160
// Fleas can suck easier from an open wound

Fleahopper:

P: A little too low basedmg
S: 34 basedmg at 160

Hunter:

P: Doesn’t fit at all
S: Single Target spell with 1-3 Range (modifiable and no LoS), same cost, 48 basedmg, -1MP on enemy, 2 / turn condition
// In the hunter’s presence enemies become so frightened that they can’t move no more

Flea Love:

P: Little too low basedmg for the cost
S: Reduce AP cost to 5AP, same other effects



Loaded Dice:

P: Kind of useless spell
S: remove the -50% to 50% dmg buff and replace it with 0% Final dmg to 20% Final dmg

Dice Roulette:

P: Useless spell because of close combat
S: Improve range to 1-3 (modifiable, linear, needs LoS), damage can stay same because of risk



All or Nothing:

P: Ecas attacking air in God mode
S: 1 Range (modifiable), (…)


//more to come

• Bowser


This post has been edited by Koopa-King - December 22, 2014, 12:40:19.
Thread : Suggestions  Preview message : #813045  Replies : 5  Views : 150
posté December 11, 2014, 00:10:51 | #4
No.


Thread : Pandawa  Preview message : #807175  Replies : 22  Views : 1347
posté November 23, 2014, 17:07:32 | #5

Quote (abaddonvoss @ 20 November 2014 14:41) *
1 hero for free, and + 1 hero for premium, i think this is a best choice

This.
You can make +X for premium if you like,
but please, at least +1 for free.
I beg you Ankama.

Also:
When is this update intented to be implemented? With the dec 9 update, or later?


This post has been edited by Koopa-King - November 23, 2014, 17:11:03.
Thread : Feedback  Preview message : #800158  Replies : 48  Views : 5419
posté September 12, 2014, 22:03:42 | #6
Hi i tried summoner Sadida in some ways and he is totally viable now imo;

Try air Summoner with 1. and 3. air spell.
Go 9 Control and 8 Wakfu points
You will be able to summon 9 puppets with speed bonus.
Each puppet did about 600 dmg on the dummy
With 10AP you are able to summon 2 each round.
With the new HP System you can get easily 3k+ HP, so your puppets have about 500 HP each (air puppets), which is also kinda good. Especially, because they only get 50% area dmg.
New Resist system works well with puppets, too.
And Puppets benefit from Lone Sadida as well
(they get stronger as well, while you buff up + puppets run away after you summon them)
But be careful, because you get -30 Lone Sadida for each puppet.
Have Fun,
Shijin.  


Thread : Sadida  Preview message : #775152  Replies : 10  Views : 1276
posté February 12, 2014, 16:11:24 | #7
Feca is meant for 2 ways only from the beginning:
Support / Tank
I mean its Feca's Shield
Guess what, that sounds not so offensive to me.
Also you don't need damage to be good for your group, i wonder where you picked that up..
Imagine you do mid-core dmg, well thats nice for you,
but i can double the dmg on my whole group - i think thats even better.

And for Tank there is provoke, you just have to test it out properly and adapt to it .

Feca Revamp is best ever, dont let you get fooled by the outer appeariance!


This post has been edited by Koopa-King - February 12, 2014, 17:03:54.
Thread : Feca  Preview message : #678947  Replies : 29  Views : 2229
posté January 31, 2014, 16:49:50 | #8
Looking for German speaking Players on Remington Hello Wakfu Community,

I'm looking for german speaking players on Remington.

Details here:

Click here

Regards,
Shijin.


This post has been edited by Koopa-King - January 31, 2014, 16:52:59.
Thread : General Discussion  Preview message : #672535  Replies : 0  Views : 176
posté June 04, 2013, 19:57:31 | #9
Very well, got the feeling that i can't achieve much here. Wasted time~
No offence kiku, but i ned a lot of time to write all this and i got the feeling that nothing of it or merely 5% is good in your eyes. If you really want to change something and i only say this because my feeling says me this, then you shouldn't be so focused about your own opinion.

I play Sadi, too & actually i feel pretty OK atm. I deal not most dmg, but not least and also heal not most but still enough. I am air/water btw.

Some examples:

With your suggestion dolls would have even more resists than the sadi has,
dolls would be able to have 200% all resists or even more. They take 50% less aoe dmg. That is just too much for being able to have 6 dolls like that.

About dolls, they are ignored anyways if no other target is in range for the enemy. That should be another proof, that dolls aren't supposed to take all attacks from enemies. You also have to take in account, that osa can't resummon his dead pets. We can. Even if it costs us one round to summon 2 (3) dolls, we can like forever resummon them.
That is why in my opinion dolls should be able to take some hits, but they should also be able to die.(see Explodoll passive, how can that be usefull, if dolls don't die anymore?)

Icons of spells can be changed, easily. Like names can. The heart doesn't really have to be hp actually, it can be any kind of positive effect for the sadida.

Also for sacri+earth abuse, why would that be an abuse? they have to summon 3 puppets with 7AP (1,1,1,weapon 4) they won't have much AP left to do anything else. They won't do more damage than other branches.

About Lone Sadida, yeah you're right. I didn't see that one.

About crit: dolls already have the crit effects in their spells. I think it is actually intended that dolls can crit. But making nettle state give crit is kind of wrong in my opinion.
Crit should be a base stat given to dolls, like dmg is.
I didn't say to nerf it. I suggested to remove it completly.
The extra spells that I suggested would make up for that totally even for the remove of the ap buff.

Regarding that:
Sadi's turn already take longer than others atm. You wan't that dolls like Greedy or Super Powerful attack 2 times by default (2AP spells). Then you want Nettle State to give 6AP. Our turn would take more than doubled its time as now.
You want dolls to act according to their angry look in nettled state. Giving them the possibility to deal more than triple as much dmg as they do now may be an possibility to show this anger, but this is too strong and makes sadi's turn take much longer. That is why I am totally against it, even playing Sadida myself.
Giving dolls special spells for nettled state is not only a cooler solution, because it shows their anger even better, it is also a more balanced one and it includes your tactical thingy.

About summon dmg+dmg boost, see these sets:

Click here
Click here
Click here

1. None of those have air/earth damage on them.
2. Celest Strich set actually gives more SummonDMG+DMGBoost (even if you take 4pieces vs. 4pieces)than Dragon Pig craft set. This can't be intented!

Example(1v1 PVP, 10AP water Sadi, 500% damage boost):

Your new Sadi summons 3 Greedys in Round 1 (1AP+1AP+1AP+4AP) =7AP
Your new Sadi casts Sic em more:
All of your dolls get +3AP +50% crit and so on.
They run to enemy, deal 3(3 dolls)*20(Greedy spell)*3(has 7AP, casts 3times)*1.25(1,5*0,5 crit) damage. That would add up to 225 basedmg(WTF!)
Nettle state ends.

Enemy round:
Enemy procs 2 times Green Guard, your current dolls have lvl 10 nettled.(Enemy didn't attack dolls, because they have like mega resists and can't die anymore)
Your round:
You summon 1 more greedy (3AP) and 1 Inflatable(4AP), cast sic em more 3AP 1WP
Your 4 Greedys are at the enemy and attack, 3 of them have +6AP, +100% crit, so:
3*20*5*1.5=450 basedmg(!)
+ one greedy dealing 20*3*1.25=75 basedmg.
Your healing puppet has +3AP, too, so it heals you for 2*30*1.25 baseheal = 75baseheal.
Add this up: You deal 575 basedamage and heal yourself for 75.
Take Damage boost into account:
You deal 2875 damage (without taking resists into account) and heal yourself for 375.

Enemy round:
Enemy gives up saying. WTF TOO OP
You are smiling, enemy writes to Ankama
Ankama doesn't read it
Enemy gets upset
Enemy quits Wakfu

Do you understand now what I mean?


This post has been edited by Koopa-King - June 04, 2013, 20:16:10.
Thread : Sadida  Preview message : #554423  Replies : 149  Views : 6808
posté June 04, 2013, 16:16:56 | #10
Ok here I am again, now I got some time:

I'll go through it from up to down.

Doll Seed:
Since this contributes to the fact that sadida is a summoner of many, yes making doll seed 3/turns is a good idea. You reduce spell costs of many spells, too so it should be possible to summon 3 puppets with each element. Making Doll Seed no need of LoS is a good idea, but because of your changes to vaporize and spell costs & range of many spells, that seems kind of useless to me. Also even if you are surrounded by 4 enemies you can still summon puppets diagonally.
About the max 6 dolls, OK - no WP cost anymore but another limitation.
Anyways: +1

About puppets:

First I want to add that puppets getting normal dmg boost from sadida AND summon dmg is not good. There is no summon dmg on other elements like air equip for example as it is on fire/water equip.
Therefore my suggestion: Make puppets no longer get summon dmg from equip.
They get damage boost from sadida, which is more than enough(they are like little Sadidas, added up they could make up for at least 3 party members if you only take their base damage in account)
This would make all elemental builds viable even more.


sacri: A good idea, but it is possible to summon 3 sacrificial, make them nettled before its their turn. That would add up to 300 fire (aoe!) basedmg that doesn't even hurt allies. That is too much. Make it either 200 dmg(so ~70 each puppet) and hurting allies like before(no risk no fun, its a suicidebomber puppet, dont forget that) or nerf the dmg even more (150dmg, 50each puppet).
Also in my opinion this puppet should be viaable to all elemental trees and to make that as much possible my suggestion: Make strongest element turning into fire damage for sacrificial.
Therefore: -1


The Maddoll/The Lethartic:
I like your ideas on that, though i might still priotorize damage puppets over those two.
Removing AP or MP is actually a thing that should have Xelor and Enutrof and only those two(in my opinion). Still I think Ankama wouldn't just give up on all their hard hard work, so your ideas on those two make them more viable and
Therefore: +2


The Greedy:

Buffing its damage ... no, no no no
Don't understand me wrong, but those puppets already have 100% of sadidas dmg. (+ they get 100% crit, 6AP, 6MP, have all of sadidas resists, 25% of his HP, 4MP by default, ETC.)
Since my suggestion to your nettled state would already nerf this a bit:
2AP, 2~15 damage seems fine.
Therefore: -1


The Ultra Powerful:

Seems fine to me.
Therefore: +1


The Inflatable:

Good ideas, make it heal more, seems good to me.
Therefore: +1
Little addition:
Make its AI stay close to nearest ally and maybe walk to lowest HP ally.


The Block:

Making it do a little damage is a good idea, because atm you don't think about using puppets as earth sadi, because they are kind of useless. But make the damage earth and not cromatic. Block is a earth elemental puppet. It should not be as viable to earth as to other elemental builds.
Anyways: +1

----

dolly sacrifice:

About this spell... well...
You would buff the heal for being viable, which seems good at first view, it's also good for min 5AP 50 heal seems legid, but:
You already changed Drain to be possible to heal Sadi and Healing overall is a thing only water sadidas should be able to do. This spell would be so good, you could even heal yourself with earth very well. That should not be possible.
Therefore: -1
Anyways removing the heal on that spell would make it kind of useless if you leave it like that.
So my suggestion:
Remove the heal,
Reduce its cost to 1AP
Make it give the Sadida 2AP for desummoning any puppet. (And maybe max 3/turn or something like that to prevent spamming this spell)
(You could make it give back summon costs for each different puppet, but that might be hard to realize, so lets keep it like that.


Voodoll:

Making it not moving anymore and overall all changes seem good to me.
Therefore: +1

Tree:

Yep, good ideas.
+1

Sic em bla:
This is one of my favorites. I really hated osas single mob posession and making the spell work like that is a good idea. Since you removed WP costs on puppets, the WP cost on that is totally legid.
Therefore: +1

Ok now to your nettled state:
Like I already said, your current nettled is kind of OP.
Your idea to let them look more angry when they attack more.. well i think they already look angry enough when they are nettled XD. Anyways this is also a double sided blade: Your turn durates even longer (remember many ppl hated sadidas before revamp because their turns took so long).
Buffing AP is actually a very risky thing to do, because different puppets have different AP costs and so some puppets might take more out of this change than others. But nettle state is something that should buff all puppets in a way that increases their capability (but not more than other puppets).
Also you give them crit chance, which already buffs their damage for 50% enddmg / chance to remove something / heal. They already get MP, which is nearly the only thing that is useful about nettle atm.
All in all: -1

My suggestion for that would be:
Remove the AP buff, it makes everything unbalanced.
Remove Crit chance,
Make puppets get 50% of the crit chance of the Sadida by default(always round it up by one when not a real number)

Make more use of that being angry thing by giving each puppet a spell they only use when they are angry and this spell some angry super violent (heal, dmg, etc.) spell. (Costs nothing to be used, but must be in nettled state (maybe even a restriction about that, for example level 15 or higher))
For example:

Sacri has one from you, good.
Super Powerful: punch the enemy in its face for 2~20 extra air damage!
Greedy: Suck the enemies HP!(greed) 1~15 water dmg and heal for the Greedy
Inflatable: Make the air around the healed enemy harder to pierce through, 2~20 shield for ally
Lethargic: Confuse the enemy(linear spell), turns the enemies back to the next person that deals damage to the enemy(after damage is dealt).
Maddoll: Make the enemy mad, apply crazy state(similar to air eni's crazy thingy, making enemy attack enemy, skipping his round or something like that - i'll leave values to you kiku)
Block: Protect your allies from those evil enemies: cast spell sacrifice on nearest ally (1 charge, no LoS, maybe 1-5 range)
Those are just some fast ideas, but still good in my opinion. You may be able to think of even more kiku.

Explodoll:
Good, but make it not casting if doll is a sacrificial, would be a little OP.
Anyways: +1

Doll Link:
Nice idea, but puppets already get 50% less aoe dmg and 40% of knowledge of dolls, so maybe reduce the resists they get to 50% of sadis resists to not make them as powerful as any tank.
Overall: +1

Knowledge of dolls: Seems legid. Maybe add the crit chance puppets get from sadida % here.
+1

Green Guard:
Yep i like those. Still I don't get why you differenciate between backstab and normal melee attack. Just make it 20% for all melee :p
Anyways: +1

Lone Sadida:
Maybe a little too OP, since 11leadership build will be possible soon(+3 from sadi skill). Maybe nerfing it a little bit? 10-15 at max should be enough ( wtf 14lead would be 280% dmg boost xD )
Therefore: -1

Phew guys.. sitting here for 2 hours now - gonna play some wakfu now and talk about elemental spells later~

Btw you got +8 points already kiku, good job! xD


This post has been edited by Koopa-King - June 04, 2013, 18:32:45.
Thread : Sadida  Preview message : #554335  Replies : 149  Views : 6808
posté June 04, 2013, 01:21:15 | #11
Kiko,

i like your suggestions, they would buff sadida really well, or well to say it a better way those suggestions don't make him dealing (much) more dmg or anything like that, but making him flexible and that's what I like about it.

But I only like your suggestions if ankama would implement ALL of them, because:
for example they change the super powerful doll to 4AP, but leave first air spell at 3AP, our damage would drop desperately.

I also like your suggestions for dolls hp, but there is a little fault in my opionion:
healer dolls should be more squishy than dd's because they run away anyways, while superpowerful/greedy walk to enemy.
The change of doll link supports the tankyness of puppets, so 25% is actually OK. But 100% resists is too much, because dolls already get 50% less aoe dmg, dolls would be more tanky than normal characters - 50% resist should be enough.

Oh right if I think about it a little: Nettle state might be kind of useless atm, but making it give 6AP is too much, that would triple our dmg, that would be OP.
And it is possible to keep nettle at lvl 20 if you go melee (think about heal puppet having +6AP, those puppets would just heal all the dmg away you get while you risk going melee)
My suggestion for that would be 2AP max, if AP is actually needed. CH, MP and this swap places thingy are actually enough in my opionion.

I just read your post roughly, i am going to study it again tomorrow or so and make a finer post, these are just some first thoughs -
Also i wouldn't be so sure about Ankama listening to you. I have my own experience with that. Just don't expect anything, then you can't be disappointed.

regards,
Bowser


Thread : Sadida  Preview message : #553857  Replies : 149  Views : 6808