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posté June 11, 2015, 01:49:34 | #41
If someone have faith to translate the message (or the conclusion), my message was posted there : Click here

I will not use the same effect as the old voodoll to redirect damage : you won't need to link the voodoll to a target. It will redirect damage to specific cells near the voodoll and increase the damage done. Currently, I think about the 4 four cells which are in line at 3 cells away from the Voodoll.

Double uses there : 1) it increases damage done 2) it allows melee to deals without being in melee 3) with optimal placement, it is possible to affect several target at the same time.

Btw, Kikuihimonji, the solution is not as simple as « you can make ally friendly spells have different effect when cast on "ally voodoll". » unfortunately. This means having to modify all the spell from all class for a specific operation on a class. It's not even an option.

I will obviously search for a clean solution but the only one that might work (not sure, not tested yet) can generate many other bugs.



Thread : Feedback  Preview message : #873790  Replies : 1008  Views : 15773
Game Designer * Member Since 2011-04-29
posté June 10, 2015, 23:25:43 | #42

Quote (BrainInAJar @ 10 June 2015 15:03) *

Quote (blazakkhakabow @ 10 June 2015 10:40) *
I think Drhellzerker needs a way to apply Broke.

Also, I think 3xited is secretly reading this
theres no secret, they read every single post in feedback on both french and english forums.

True Story


Quote (BrainInAJar @ 10 June 2015 15:03) *
Re: unzerker
its likely unzerker will be restricted as trans is for eni, and foggernator for foggernaut.

use first or not at all. that would solve the issue without any real decision needing to be made on AP/MP return.

We don't really like this kind of limitations and they will be removed from the classes you mentioned.


About the unzerker, we thought about multiple options, but the most fair seems to be something like that :
Count how much MP were spent by using spells = nb_ap
Count how much MP spent in movements = nb_mp
Refund all AP and MP to the Enutrof
Removes nb_ap to AP and nb_mp to MP

AP and MP buff/debuff will also be reversed the same way they were reversed under zerker.



Thread : Feedback  Preview message : #873744  Replies : 159  Views : 5364
posté June 10, 2015, 01:41:53 | #43

Quote (Neneko88 @ 09 June 2015 21:46) *
The problem happens when our ideas are not taken

The devs have a problem seeing everything their way only. We tell them we want to play with totem and redirect damage, they ignore the request (I bet they won't ignore osamodas wanting to play with dragon osa)
Srams cry about something they listen to them

Then they want us not to complain which is fhe funny thing

Actually, I doesn't matter to me that you are complaining.

I mean : my goal is to make a class unique, fun, strategical and well integrated in the meta. You can try to help, or not. It's your choice.

Complaining and flooding the thread with very bad request is not really helping to improve the class at all.

Let's give an example : you are asking for a voodoll that redirect damage (which is also totally incoherent with your request for spell to doesn't hurt allies...). I'm working on it. This will offer possibility to reach a target further away and increase the damage of the whole team.

But it will not makes you satisfied because
  1. (bug fixing) It will not redirect area damage, only single target damage
  2. (bug fixing) It will not be possible to double the resistance malus applied to the target
  3. (design) Most of sadida spell are not hurting allies then they will not be usable on the Voodoll to redirect damage

____


Btw, these early week changes are "nerf" because
  1. The week is not completed, the server was rebooted to fix the restat then I have obviously not finished my planned changes for the week
  2. Some "nerf" were necessary to find out a proper balance



Thread : Feedback  Preview message : #873342  Replies : 1008  Views : 15773
posté June 10, 2015, 00:46:43 | #44
I edited the original message with news (fire branch...) and changes : Click here

And I'm listing changes here : Click here

If someone want to translate & share.  


Thread : Feedback  Preview message : #873328  Replies : 368  Views : 9200
posté June 09, 2015, 13:28:08 | #45
Hello,

The google trad is not very good : spells are NOT hurting allies, and NOT requires the wear of the Mask anymore.


Thread : Feedback  Preview message : #873154  Replies : 368  Views : 9200
Game Designer * Member Since 2011-04-29
posté June 09, 2015, 13:18:35 | #46
Hi there,

Here is a proper translation of the changes we made on the Feca for the beta 2015/06/09:

Wakfu Regeneration:
  • The state resets to zero when it reaches level 100 (fix)

Master Feca:
  • The passive gives Resistance in the weakest element (instead of the element of the armor)

Fecalistofedes:
  • Damages fixed on critical hit (fix)

Inversion:
  • The spell's area is increased to a circle size 3 (from size 2)

Glyphs Mechanics:
  • Glyphs use the right Feca's control value (fix)

Glyph Tonic:
  • The spell is limited to 2 casts per turn
  • The glyph have 2 levels (instead of 4)
  • The glyph gives 2 AP per level par niveau (instead of 1)

Inversion with passive Temporal Flux:
  • The spell pulls only the enemies

Orb Armor:
  • The amount of armor is no longer reseted to his maximum every turn if the armor is not re-applied (fix)

Fecammer:
  • The spell removes 1 MP

Elemental armors spells:
  • The level of armors is no longer affected by critical hits

Resilience:
  • The state now lasts 2 turn and must be re-applied every turn in order to be retained (instead of 1 turn duration)

Drip:
  • Casts on enemy, the spell does direct damages
  • Casts on an ally which has the Bubble Armor: Increases heals recieved by 1 + (0.095*spell_level) % (max per target: 20)

Meteorites Shower:
  • Casts on enemy, the spell does direct damages
  • Casts on an ally which has the Magmatic Armor: 1 + (0.095*spell_level) Final damage (max per target: 20)

Fecabo:
  • Casts on enemy, the spell does direct damages
  • Casts on an ally which has the Orb Armor: 5 + (0.475*spell_level) Barrier (max per target: 100)

Feca Staff:
  • The spell removes 10 + (0.05*spell_level) Final damage to the target (max per target: 20)

Natural Attack:
  • The spell removes 3 + (0.06*spell_level) Block and Critical Hit to the target (max per target: 30)
 


Thread : Feedback  Preview message : #873151  Replies : 133  Views : 4994
posté June 09, 2015, 00:38:20 | #47
This screenshot is outdated about unlock spell slot.

And yes, there is a dedicated thread for the Ecaflip. Don't hesitate to discuss there to make sure of being read !


Thread : Feedback  Preview message : #873028  Replies : 8  Views : 487
posté June 09, 2015, 00:34:03 | #48

Quote (Lukinerx @ 07 June 2015 19:57) *
wut?

backstab should have the same area as front area...

logic where?

Backstab has more bonuses than sidestab, which has more bonuses than facestab. Then backstab has to be harder than sidestab which has to be harder than facestab. Priorities on the diagonal are naturally introduced : facestab > sidestab > backstab.

On an other side, players need to have tools to effectively counter backstab, as I explained. Also, it encourages the movement, and a wise use of MP, for less static fights.


Thread : Feedback  Preview message : #873024  Replies : 23  Views : 1107
Community Manager * Member Since 2013-07-08
posté June 09, 2015, 00:33:57 | #49
Hi guys,

I would like to share with you a quick update on the restat/respec issues for the Beta server, to let you know that a fix is scheduled tomorrow along with a new update with classes modifications for the Beta server as well.


Thread : Feedback  Preview message : #873023  Replies : 12  Views : 580
Game Designer * Member Since 2011-04-29
posté June 06, 2015, 19:51:51 | #50

Quote (Jiashu2 @ 06 June 2015 19:37) *
Enflammé
• L’état est désormais remplacé quand réappliqué, et non plus cumulable
• Les valeurs d’Enflammé appliquées par les classes sont rééquilibrées en conséquence
• Enflammé ne dure qu’un tour
• Les cibles ne nécessitent plus d’être échaudées pour subir des dégâts

Echaudé
• Les dégâts d'Enflammé sont augmentés de 20% sur le porteur de cet état.


- Flaming is now free damage if you are next to your enemy. It is replaced when applied a second time and no longer combinable.
- Flaming has been balanced
- Flaming only stays for a turn
- Enemy no longer need to be scalded to get damaged.
- Scalded enemy take 20% more flaming damage.

Your translation seems to be correct


Here is an english translation for the Iop's changes 05 may 2015 :

Jump
  • The spell no longer give final damage to the Iop

Bravery Standard
  • The spell requiers 2 AP in order to jump (instead of 1 AP)
  • The Standard has 15% of Iop's max HP (instead of 20%)

Devastate
  • Base damage changed to 0.10/AP (from 0.11/AP)

Thunderbolt
  • Direct base damage changed to 0.12/AP
  • Flaming damate ratio changed to 0.12/AP (for 3 AP damage)
  • The spell generate 15 Power (instead of 20)

King of the Hill
  • At rank 2, the passive gives 15% final damages (instead of 20%)

Persecutor
  • The melee damages debuff is now the same at rank 1 and 2 : -20%.

An eye for an eye
  • The passive is no longer available for Iops
 


Thread : Feedback  Preview message : #872402  Replies : 113  Views : 4349
posté June 06, 2015, 18:02:59 | #51

Quote (Kikuihimonji @ 06 June 2015 11:37) *
Mudoll
I just noticed mudoll has 1-3 range... so it can't be used to heal self anymore? Man this spell is worse then i thought. I don't think anyone will use it aside from the bonus +3AP to ultrapowerful doll, wich seems like pointless spell with 1 use.

Instead of 0-3 range, we new prefer to use 1-3 range with the property "can be cast on caster".

It has the same effect but it becomes useful when you suffer from high malus range : your min range is 1 instead of 0.


Thread : Feedback  Preview message : #872365  Replies : 1008  Views : 15773
posté June 06, 2015, 01:26:30 | #52

Quote (Exekielx @ 05 June 2015 06:11) *
If Hunter has good enough damage, and it doesn't end the turn, Hunter + Craps (which pushes) is = massive damage. o_o

It is unfortunately bugged but yeah, it's the combo !

Thanks for feedbacks btw !


Thread : Feedback  Preview message : #872128  Replies : 290  Views : 7424
posté June 06, 2015, 00:40:37 | #53
Hello,

Not 100% sure but, I guess

* for the next week : Xelor, Masq and Rogue

* for the following week : Osa, Eni and Fogger


Quote (Lukinerx @ 05 June 2015 20:29) *
well last week they only added Pandawa right? so who knows.

That was a hard week for some reason : tools, ilness. It happens.  


Thread : Feedback  Preview message : #872107  Replies : 36  Views : 2140
posté June 06, 2015, 00:23:28 | #54
The goal is exactly to not have balanced resistances.


Thread : Feedback  Preview message : #872100  Replies : 48  Views : 2784
Game Designer * Member Since 2011-04-29
posté June 05, 2015, 19:50:33 | #55
If you hold the SHIFT key while clicking on the + button, it will increase the amount 10 by 10 instead of 1 by 1


Thread : Feedback  Preview message : #871984  Replies : 12  Views : 580
Game Designer * Member Since 2011-04-29
posté June 05, 2015, 19:40:35 | #56
We are aware of the problem but we can't do anything until the next beta patch.

It happens when you try to restat for the second time and also on the first restat with Feca and Enutrof when leveling Fecabo or Shovel Kiss.

We hope to release a new version as soon as possible the upcoming week.



Thread : Feedback  Preview message : #871975  Replies : 12  Views : 580
Community Manager * Member Since 2013-07-08
posté June 05, 2015, 19:33:46 | #57
Hi guys,

I am coming back with an update on our progress: while we are continuing our investigation, I can confirm that we will not have a rollback.

We will continue to update the community as the investigation progress and are maintaining our current course of action which can be found explained "here".

We also want to thank the community for your support and patience while the team is hard at work.  


Thread : General Discussion  Preview message : #871972  Replies : 273  Views : 12086
Community Manager * Member Since 2013-07-08
posté June 05, 2015, 17:40:00 | #58
Nations Quests: the First Chapter! The main quest that begins in Astrub will be extending to the nations! Become a recognized hero from all corners of the World of Twelve by completing the Nations Quests. Embark on a journey where you will claim a new artifact that will make you more than a hero of just legends!

If you’re a perceptive adventurer, you might understand that the Nation Quests will re-open the door to Mount Zinit, where Ogrest awaits. Cut into five chapters, these quests will have you explore the nations of the World of Twelve and quench your thirst for glory by allowing you to reach the first level of Mount Zinit.

To be eligible for the post of "legend of the hero", you will need to collect all the divine artifacts scattered around the World of Twelve. These will enable you to reach the next stage of Mont Zinit. But later, let’s not get ahead of ourselves…

Start the quest series with the first chapter, beginning in Astrub. You will meet several famous figures along your journey, but above all, Ullu, the messenger of the gods, who will invite you to join him in the lair of Ogrest...

The first series of quests will be waiting for you on the 7th of July in Astrub! Embark on a solo adventure and discover a dungeon owned by a cult who worship Ogrest and be ready to fight!
 

Good luck! 




Thread : News  Preview message : #871917  Replies : 27  Views : 1424
Game Designer * Member Since 2011-04-29
posté June 05, 2015, 16:32:13 | #59

Quote (blazakkhakabow @ 05 June 2015 15:27) *
ONE IMPORTANT NOTICE!!
PRIME OF LIFE IS BUGGED!!
It makes the Enutrof unlockable for the whole turn, not just one movement!

Quote (spacecooky @ 05 June 2015 16:08) *
Might already be corrected, when the update is online, if there really is a bug. You can achieve very high amounts of dodge now, maybe the char wouldn't have been locked in the first place.

Haha sorry, the old Prime of Life state was removed instead of the new one after the first move. That is now fixed but only for the next beta (not this week).

PS : Animations, scripts and timings are basicaly what we look at the end (for the Hot Lava and other visual bugs, but keep reporting them)


Thread : Feedback  Preview message : #871892  Replies : 159  Views : 5364
posté June 05, 2015, 15:56:51 | #60
Let's give an example !

___

Base damage of 100
with condition (i.e. backstabbed) increased by 10%

550% total of elemental damage + backstabbed damage + single target damage + ...

50% final damage

a passive with "damage done increased by 15%"

a second passive with "damage done increased by 20%"



Damage done = 100 * 110% * 650% * 150% * 115% * 120% = 1480

___

Classic damage (elemental, general, backstab, crit, non-crit, berserk, single target, area, melee, ranged) are additive for a total of classic damage. This total is multiplicative with other bonuses.

Final damage are additive for a total of final damage. This total is multiplicative with other bonuses.

Every other bonuses, like "damage done increased by x%" are separately multiplicative with all other bonuses.


Thread : Feedback  Preview message : #871879  Replies : 399  Views : 6894