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posté Today - 00:14:47 | #1

Quote (blazakkhakabow @ 04 July 2015 19:50) *
So if I distribute my spell experience through more spells but i keep them lower level than max (in example having 2-3 spells lvl 100 when I'm 175 instead of a single 175 spell), my spells should level up faster?

I'm going to test it myself when i have time and update post.

It's a theorical amount of XP.

So, it won't work.

Quote (Lukinerx @ 04 July 2015 20:22) *

Quote (Dy7 @ 04 July 2015 19:37) *
The spell xp gain is still based on your character xp and the experience distribution has not changed and is based on the spell you used (how many times, and AP/MP/WP costs)

so (for Osamodas)
  • use dodge and/or HP food
  • pick 1~3 Xel Present mobs
  • pray for big map layout
  • kill most of monsters with help of summon until there will be only one
  • run around map like idiot and block enemy with summon
  • spam gurgling/magpie/other spell you need to level up on empty cell
  • do it for 60 turns (prepare some cool music or watch movie while doing this)
  • kill last monster end fight
  • get tons of spell exp
  • ???
  • profit
just kidding

Hmmm, no.

As I said, it has not changed.

If you use only one spell in a fight, he gets 100% of spell XP available, no matter you used it one time or a thousand times.

If you use 5 * 4 AP spell, and 3 * 3 AP spell, the 3 AP spell gets (3 * 3) / (5 * 4 + 3 * 3) = 31% of the spell XP available and the other has (5 * 4) / (5 * 4 + 3 * 3) = 69% of the spell XP available.

That's what I meant by how many times + AP/MP/WP cost.

Quote (Dy7 @ 04 July 2015 19:37) *
well but still it will be troublesome, time consuming and very boring to level up it instead of doing some end game dungeons/farming mats/leveling proffession now I will spend months on using one spell in fights while summon will deal damage...

Note that spell that can't gain spell XP doesn't count into account.

So if you use 10 * 4 AP maxed spell and 1 * 2 AP spell, the 2 AP gets 100% of the spell XP available.

Thread : Feedback  Preview message : #882269  Replies : 18  Views : 504
posté Yesterday - 19:37:43 | #2
There is no "anti powerleveling system" or "cap of spell xp". (It would have been mentioned in the devblog !)

The only spell xp reduction is when you have already more spell than your theorical number of spell at this level (and it is reduced gradually and slowly).

The spell xp gain is still based on your character xp and the experience distribution has not changed and is based on the spell you used (how many times, and AP/MP/WP costs)

The reason why your low level spell hasn't gain many levels is because the new curve of spell xp is very soft instead of exponential. For example, a lvl50 spell needs 120.000 XP to level when a lvl150 spell need 1.200.000 XP : only x10 when character xp required to next level got x500.

It explains why your low level doesn't take many levels in only one fight. But, to level it from 0 to 175, it will require less fights than before in total.

Thread : Feedback  Preview message : #882217  Replies : 18  Views : 504
Game Designer * Member Since 2011-04-29
posté July 03, 2015, 23:34:17 | #3

Quote (BrainInAJar @ 03 July 2015 23:14) *
Exi dont forget to fix hotmagma before live, at least its animation time

It should be fixed today in the beta version. If you see some animation broken, let me know. (this is true for any classes)

Here are the changes on the Enutrof for this week (july 3)

Stock Exchange
  • The passive regenerates 1 WP when a Pouch is picked (bugfix)

Not Dead Yet
  • When an enemy is Broke for the first time, every Enutrof in the team of the player who applied Broke gain 1 MP (if they also have this passive)

Drhellzerker Mode
  • The amount of AP and MP of the Enutrof is correctly initialised when he returns to his normal mode (bugfix) : MP used by spells in Drhellzerker mode are removed from his AP and MP used by movements in Drhellzerker mode are removed from his MP.

Thread : Feedback  Preview message : #881993  Replies : 159  Views : 5272
posté July 03, 2015, 22:05:48 | #4
Because it's not his role. Actually, his spell is already pretty strong, maybe too strong for this kind of class, which should have trouble with the lock pressure.

Thread : Feedback  Preview message : #881956  Replies : 365  Views : 8887
posté July 03, 2015, 18:37:03 | #5
A friend was asking me about the WP regen mechanic for rogue and I noticed no one had posted the latest patch info here so I thought I'd bring it over for you.

  • The damage is increased to 0.15 / PA (instead of 0.12)
  • The spell can no longer be cast on a cell that contains both a bomb and an obstacle (bugfix)

Burning Bomb (with passive Explobombe)

  • The spell no longer removes 2 MP to the ally carrying the bomb (bugfix)

Rogue Master
  • Passive correctly inflicts extra damage at rank 2 (bugfix)

Surprise Shooting
  • The resistance penalties applied during a critical strike stacks properly (bugfix). Note that this penalty lasts only for the current turn of the Rogue (in contrast to Barbecued Ribs that benefits for the whole team because it lasts until the next turn of the Rogue)

Wakfu Regeneration
When the Rogue performs specific actions, it gains "Tactical Advantage". When his "Tactical Advantage" reaches level 100, he regenerates 1 WP and the state is reset.
When the Rogue kills an enemy: +40 "Tactical Advantage"
When a bomb explodes: +15 "Tactical Advantage"
When the Rogue attacks a target from a distance and linear: +10 "Tactical Advantage"
When the Rogue makes a critical hit: +10 "Tactical Advantage"
When the Flame Wall triggers: +5 "Tactical Advantage "

Exi edit : thx  

This post has been edited by [3xited] - July 03, 2015, 18:49:54.
Reason for edit : Exi : Translation update
Thread : Feedback  Preview message : #881886  Replies : 101  Views : 3933
posté July 03, 2015, 15:50:02 | #6

Quote (SSBKewkky @ 27 June 2015 05:51) *
Escroquerie lasting for less than a turn and making it kind of annoying to use

It's not in the today beta update, but I have modified it to infinite duration for the patch.

Thread : Feedback  Preview message : #881831  Replies : 392  Views : 6599
posté July 01, 2015, 20:41:54 | #7
I've added Hemoragie and Motion Sickness as poison.

Fleas were already counted as poison (their name is "Pupuces" in french)

"Maudit" is the new poison effect from Sadida.

Flaming is not counted as poison effect.


I have just posted few changes on french forum for this beta update, don't hesitate to check and share in english !

Thread : Feedback  Preview message : #881359  Replies : 209  Views : 5461
posté June 27, 2015, 01:51:53 | #8
I just posted few news about changes available in this beta in the french feedback section. Check it for your class !

Thread : Feedback  Preview message : #880051  Replies : 209  Views : 5461
posté June 27, 2015, 00:28:38 | #9

We have multiplied by 10'000 the experience you gain while figthing monsters.

It will allow you to XP your spell very quickly, while waiting for the restat fix.


Thread : Feedback  Preview message : #880019  Replies : 209  Views : 5461
Game Designer * Member Since 2011-04-29
posté June 26, 2015, 22:15:27 | #10

Quote (BrainInAJar @ 26 June 2015 22:03) *
microbots damage only go off once (even if reactivated by a cybot,) and dont appear to be scalling correctly with foggers level.

stasilizer does appear to stack -res correctly even if the tool tip is broken in that regard.

foggernator does not turn itself off. thats weird.

Foggernator et Motherfogger are like Dhrellzerker, it's now a toggle and you can switch every turn or stay in that mode if you want.

Quote (BrainInAJar @ 26 June 2015 22:09) *
yeah just dont forget, you only got 4 turns before it kills you.

Foggernator can't kill you, it's 30% of remaining HP, not Total HP. So the less HP left you have, the more efficient it is to use Stasis spells.

Thread : Feedback  Preview message : #879900  Replies : 260  Views : 5337
Producer & Lead Game Designer * Member Since 2009-09-18
posté June 25, 2015, 14:30:00 | #11
The Heroes System It’s finally here: the Devblog on the Heroes! Following the announcement of this new feature on the forum for the various betas, many of you had questions. Now it’s time to give you some more details. We’re going to be devoting three Devblogs to this topic, with each post focusing on a specific element of the upcoming feature.

What are the Heroes?

Now, there’ll be some of you looking around in wide-eyed wonder, asking, “Uh, what are you talking about?”

The Heroes system will let you play up to three characters on a single account. The Heroes are, in fact, the characters on your account or your Sidekicks. So now you can play your healer at the same time as your favorite damage dealer!

That’s the big Heroes feature in a nutshell.... Since they’re characters in their own right who can be played alone, Heroes keep their inventory, quests, Achievements, characteristics, etc. You manage them exactly the same way as your main character! They earn the same experience, and they have their own loot and dungeon tokens.
Of course, all Heroes can enter a dungeon, as long as they have a key and have reached the required level. For example, if you have two characters at level 90 and one at level 60, the latter will not be able to visit Forfut.

Another important note: it’s impossible to exceed the extra character limit. So in addition to your main character, you’ll be able to recruit either two Sidekicks, 2 extra Heroes, or 1 Sidekick and 1 extra Hero.

Now that we’re all on the same page, I’m going to talk a bit about why we developed this feature and why it took so long.


What’s the point of the Heroes system?


First of all, the main goal of this feature is to enrich the game experience by further developing the tactical RPG aspect. Putting together a team made up of several character classes means more balanced teams and more variety of strategic actions, thanks to a more customized distribution of each character’s characteristics.

Some of you play several characters on different accounts. This lets you log in at the same time with different characters to form a group. The Heroes system provides the same type of gaming experience (multi-character) but makes it much easier: it’s more user-friendly and performs much better in terms of multi-client gaming.

We want all players who want to play this way to be able to do so, and in the best possible circumstances.


Is this the end of Sidekicks?


Though the Heroes system seems incompatible with Sidekicks, in reality they both exist in order to create a more tactical, multi-character game base. However, all players have their own needs and gaming style.

Playing with Heroes will require more of an investment than playing with a Sidekick. A Sidekick lets you get past stat point allocation and focus on your current character. Many of you use one Sidekick or another from time to time. However, we’re currently considering ways to make Sidekicks easier to use without reducing their efficiency.

One idea we’re considering is reducing the number of equipment slots and giving higher basic characteristics to offset the decrease.

We should add that the monetization will not be exactly the same. Acquiring a Sidekick is immediate and permanent, while the Heroes feature will be available for a limited time and will be renewable. I’ll wait until the next Devblog to tell you about the price.


Why is this feature taking so long to be released?


When we started working on development, we wanted to make it available in December 2014, but on one condition: we would release it when it was done. However, last December, we still had a way to go. The first major problem we had to deal with was integrating the Heroes system with all other game features. We had underestimated the number of changes necessary (and therefore the fixes we had to make) in terms of both design and reworking the source code. The second major issue was estimating the amount of development time required. 

Starting in January 2015, we had to modify the design to respond to issues that had not been considered previously and create a more realistic plan. I’m not going to get into all the technical details here because it would take too long, but I’m going to use a question I read on the forum to illustrate my point: “Why not release the Heroes faster without having them participate in quests, just like Sidekicks?”

At first glance, it seems like a reasonable question. However, Heroes naturally affect quests (they’re characters), so we had a decision to make. Would the quests belong solely to the main character, or would they apply to each character? But beyond the issue of choice, each aspect of this option brought a development cost, because it was not as simple as just not having Heroes complete quests.

We decided to completely integrate them into the quest system for two reasons:
  • It was faster and “cleaner” for the development team (nice!).
  • It was much better for players: saves time, more user-friendly, more consistent with the game mechanics.

At this point, we went back to the drawing board and changed some ideas into the central mechanics of the feature: switching characters or the concept of “companies.” (Companies will be explained later in their own Devblog.)

Another point that we reviewed from square one was the interface. The feature’s original ergonomics were no good, and the first test feedback forced us to rethink the system. So we took another look at the entire interface, starting from the feature’s most basic goal: offer more modularity in order to increase strategic possibilities.

The new interface focuses on the player’s list of characters so that each player can easily and intuitively create a group.


And when do we expect the Heroes feature?

  We can finally see the light at the end of the tunnel and expect it to be complete (that is, to have included all elements) in July. A specific beta will follow in July/August. The gold version is expected at the end of August, so the Heroes should be available in the next major update after the upcoming July update. Until then, I’ll continue to keep you informed of development through my letters to the community.


A final note


I hope this first Devblog on the Heroes system helped you understand some of the issues of this feature. You’ll be hearing from me soon in the second Devblog, which will tackle the rules and the company system, as well as related rewards.

Thread : Devblogs  Preview message : #879280  Replies : 241  Views : 3626
posté June 23, 2015, 23:14:04 | #12
Spoil about Eniripsa there :
Click here

Passives and some tweaks !

Thread : Feedback  Preview message : #878934  Replies : 170  Views : 4601
Community Manager * Member Since 2013-07-08
posté June 20, 2015, 04:24:56 | #13
Beta Server Update - 19/06/15 Today we had a Beta server update and to stay updated on the changes, the list can be found here in French: Link.

Thread : Server Status  Preview message : #877861  Replies : 1  Views : 548
posté June 20, 2015, 00:53:00 | #14
That's a problematic I can answer. I will increase the cast range of dolls with Ultra-Powerful.

It provides manoeuvrability and it is reasonable.

Thread : Feedback  Preview message : #877779  Replies : 1006  Views : 15485
posté June 20, 2015, 00:35:00 | #15

Quote (Lemean @ 19 June 2015 23:59) *
Ankama please make Eniraiser better, make it res players with 50% of eni hp and without ap penalty.

If you consider it too op for pvp then you should make all spells/actives to have different effects in pve and pvp for all classes because balancing spells for both things may be impossible.

It would be not balanced for ... the PvM.

But yes, I will probably revive with a few more HP, like 20%.

Also, the raise no longer apply AP and damage penalties.

Thread : Feedback  Preview message : #877768  Replies : 170  Views : 4601
posté June 20, 2015, 00:14:09 | #16

Quote (Kikuihimonji @ 19 June 2015 23:01) *
1). No, they used more resources but they prevented my doll deck from being effective for 4 turns. Not worth it. I will play without dolls as a result. You were meant to improve doll gameplay. The cake was a lie... why i trusted you...

2).So you confirm to not use dolls at all. Why we have dolls even then? Just delete them from Sadida kit. Or delete sadida class completly.

3).Thats your personal opinion. Me and my friends appreaciate summons.

1) It is absolutely worth it :
  • You spend 4 AP, you have some action in result (damage, lock, heal).
  • Then you FORCE your enemy to spend at least 12 AP to overcome your Ultra-Powerful (in fact, probably more if you managed it well)
  • And then, you still have the hand on the next actions
  • I don't even take into account that you gain a lot of damage for that

100% worth.

2) I don't confirm that. I say that you have a good kit in addition to dolls, you are not helpless.

3) It's a fact, and a very common one.

Quote (Mekkoya @ 19 June 2015 23:18) *
Hey Dy7 can i prevent iops from creating his massive damage or can i remove the map edge from the field to prevent masqueraider from doing massive collision dmg to me? Because Sadida use dolls for that "Extra" dmg, like DemonicWind has said, to be able to compete with others.

Sadida is doing pretty decent damage for a support class with this kind of kit : heals, protection, MP removal, resurrection, damage reduction, resistances removal.

And yes, by using your spell efficiently, you can prevent a Masqueraider or a Iop from doing massive damage : MP removal is pretty strong in this way, especially against those classes.

Quote (Kikuihimonji @ 19 June 2015 23:20) *
By "you" you mean sadida's opponent right?
Because Sadida can't get fist in the face for 4 turns while doing only poor dmg of greedy dolls in return and win.

The fact is
  • You haven't even test the class yet
  • Sadida is super strong on Beta

Thread : Feedback  Preview message : #877756  Replies : 1006  Views : 15485
posté June 19, 2015, 21:24:27 | #17

Quote (Kikuihimonji @ 19 June 2015 20:53) *
My suggestion is therefore to allow Ultrapowerful doll to summon all dolls, reduce the cooldown on ultrapowerful doll to 2 turns

As usual, your suggestion is to remove all constraint, which is broken. (And you have already suggested it several times.)

What's the interest for the enemy to destroy the Ultra-Powerful ? And for you to protect your Doll ? You would permanently have several dolls on the ground with no counterplay.

Quote (Kikuihimonji @ 19 June 2015 20:53) *
but cooldown on ultrapowerful should not exist, or if you insist to keep it, make it 2 turn cooldown, just like panda barrel.

Good example of something that should have a higher cooldown.

Quote (Kikuihimonji @ 19 June 2015 20:53) *
it would be better if Sadida would summon a Tree (or totem?) one the field (1 per sadida max), wich would act like beta Ultrapowerful doll, but with 0mp (though with better distance to summon obviously). It would be also nice if this Tree would be immune to effects (immune to damage, immune to swaps, etc) but with condition that it cannot block the way when we summon it (same condition that xelor's dial have).

Dial hasn't this condition anymore, as all obstacles in the game. We removed this counter intuitive restriction, which was there only to balance unbalanced obstacles with not enough constraint to cast (i.e. cooldown) and too much HP (or charges) or badly considered by the IA.

In this case, the obstacle you suggest shoudn't exist.

Thread : Feedback  Preview message : #877648  Replies : 1006  Views : 15485
posté June 19, 2015, 20:31:16 | #18

Quote (Dgrayman4ever @ 19 June 2015 19:15) *
And Pandas still have 21/AP heals...

Its value will be reajusted before the end.

Thread : Feedback  Preview message : #877601  Replies : 170  Views : 4601
posté June 19, 2015, 01:31:34 | #19
My test for Friday is :

Barrier :
* A barrier with value of 50% of player level
* Active for 1-10 hits taken per turn (1 to 10 invested points)

%Life as Armor :
* 4% per point (max 40% with 10 invested points)
* no longer increased by passives

Thread : General Discussion  Preview message : #877315  Replies : 21  Views : 864
posté June 18, 2015, 13:44:44 | #20
Spoil of the week.

As usual, this can still change between now and the Friday update.

· Now naturally generates a charge of Liberator every 3 turns
· No longer consumed by all spells, but only on spells supposed to consume (the 3 "ultimate" with WP cost)

Wakfu Release
· Generates a charge of Liberator every 2 turns (replacing the passive generation)
· Damage increase 10-25% (instead of 10-20%)

· Damage slightly increased

Masked Spirit
· No longer benefit from armor coming from the new characteristic
· Correctly return damage to the Masqueraider even if the hit kill the Masked Spirit

· 3/turn (instead of 2/turn)

· 1-3 Range (instead of 1-4)
· Range modifiable
· Under Liberator, when launch on enemy, it prevents the use of WP spells (1 turn)

· 1-6 Range (instead of 1-4)

· 2-3 Range (instead of 2-4)
· No longer can be cast if the cell in front of the target is not available

· Duration is now infinite (instead of requiring to re-apply every turn)
· Still disappear if the Masked Spirit dies
· Values revisited upwards and declined on 2 levels for the passive :
- o +2 / +3 when he realizes collision damage
- o +3 / +5 when he moves an ally
- o +2 / +3 when he dodges

· Generates 3 / 5 Renewal (instead of 2 / 3) by dodging or casting a non-crit elementary spell

Classic Mask
· Bug fix : Final Damage bonuses are transmitted to allies in a circle of 3 squares, and not the entire maps

Coward Mask
· Now gives +1 Range


· No longer consumes 1 MP

· Bug fix : damage fixed to the classic 3 AP spell (instead of 4 AP)

Masked Spirit
· 1 cast every 5 turns (instead of 6)
· 4 AP 1 WP (instead of 4 AP 2 WP)

Dance Death
· 2 AP 1 WP
· Cast on self only
· 1 cast every 3 turns
· +2 MP for 2 turns
· If the Masked Spirit is in play :
- o +2 AP for 2 turns
- o Revives all allies with 20% HP max and applies Convalescent
- o Unsummons the Masked Spirit

I probably will not have time this week, but I will add a few effects thereafter on spells according to the Mask worn, and probably one or two others passives.

Thread : Feedback  Preview message : #877097  Replies : 365  Views : 8887