It can recur up to 4 times (so 5 hits maximum, the initial one plus 4 recurrences).
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September 14, 2012, 16:55:13 | #1561
Bombardment can be cast twice per target, no matter how many times it recurs.
It can recur up to 4 times (so 5 hits maximum, the initial one plus 4 recurrences).
September 14, 2012, 16:02:40 | #1562
Dev Talk #8
If I want to get the mount offered with the Almanax, does that mean that I won’t be able to get the other rewards?Indeed! The mount is our “ultimate” reward and we want it to gratify those who chose to save their tokens for 365 days for this mount, and nothing else.
Concerning the Almanax, will there be Meridia Effects in WAKFU, with a daily bonus?There won’t be any daily bonus (Meridia Effect) at first. But we may change this in the future.
Will we get kamas and XP with the Almanax quests?These quests won’t provide any kamas. Concerning XP, the first ones will not have XP rewards, but the ones that follow will (we’re working on it).
The value of the ingame money with the sandbox system makes the economy very weak. Do you plan to address this issue?Absolutely! The issue is linked to the fact that having just one kama already makes you rich. We’re currently looking into ways to fix this.
Mines are always camped by high level characters that keep the ore for themselves and prevent the low level from getting in. Will you do something to prevent this?
First let us say that high level characters don’t usually use the same ore as the low level ones. Also, a high level character doesn’t get more kamas by mining. Keep in mind that mines are not the only way to get ore. We want to turn the mines into the place were outlaws and bandits will gather. We want them to stay dangerous; if you want to go in, you better prepare, or organize with your friends/guild/government to drive out the aggressors that were in. These are the reasons why we don’t want to change the current mechanic, or don’t want to prevent aggressions in the mines. It’s a choice that was made on our side!
Poor players don’t want to travel as it requires kamas for most of the trips. Don’t you find it unfair to prevent them from using these features?Yes we do, and this is directly bound to the economy issue that we mentioned earlier. We’re looking into solutions to improve the economy and transports. In the short term we plan on making the Drago-Express free.
Don’t you think that the tactical aspect of the game is mostly based on damage dealing?We can think it to be true for a part of the game, but not all of it. We always have to find the right balance between this aspect, and other feedback we get pointing to the opposite. When combats are too hard and too long in some areas, like the Forfut island, despite their tactical aspect, for example. We always try to find the best balance between difficulty, tactical combats, and experience gain.
Currently, governments don’t pay much attention to the workshops that are destroyed by the Ogrest Chaos, due to the high cost and investment required to repair them, and the risk that they might be destroyed again shortly after. Will you do something about it?
We are aware of this issue and are looking into several options to improve this situation. As we told you last time, we’re working on a revamp of the Ogrest Chaos and also want to include changes on the repair system. However, we still cannot give you any timeframe as to when this should be implemented.
What about the Wild Gobballs farming issue? Isn’t there a problem with the XP they provide?Yes there is. We noticed that and will make changes to limit this issue.
Do you think you will be able to limit the use of the “voting alts”?This subject was discussed a lot. The best solution seems to be a limit of votes per nation and per account. An IP limitation doesn’t seem appropriate, and other propositions we received were looked into, but we didn’t find them satisfying enough. Although it might look easy on paper, it’s actually much harder technically. We’re working on solutions, but we probably won’t be able to apply them in short term as they would require important revamps. We keep this issue in mind however.
Currently, the Weapons Master professions are being completely forgotten. There are too few high level recipes (80 max) compared to other professions where recipes can go up to level 100. Furthermore, these professions are no match compared to the weapons that can be looted. Will you work on these professions?
We are indeed working on a revamp, as for other professions. We will soon have news to communicate. Basically we will make crafting more interesting: we will add unique items, and equipment will no longer have to be farmed in order to level your professions up. Components used to increase your profession will be used in unique crafts. The idea is to stop the overload of the market with useless items that crafters cannot sell. In the same time we want to improve the XP gain of the recipes so equipment will give you more XP than a component item. Rarity of the item will also be taken into account.
Will you revamp the Hoodlums?Yes alongside new content, we will add a rebalancing of the monsters and rewards.
Will you add an option to hide the helmet?We always liked this idea but never had the chance to really look into it. We don’t forget it!
September 14, 2012, 10:58:01 | #1563
September 14, 2012, 10:15:35 | #1564
Following your feedback we had a discussion with the Game Designers and it was decided to change the Stasis resist of the Ultimate Bosses.
Each Ultimate Boss will now have an adapted resist, based on his other elementary resists.
They will be as follows:
Keep in mind however that they stay immune to the Stasified state.
September 14, 2012, 09:36:07 | #1565
Yes, 2000 Ogrines.
September 14, 2012, 09:16:03 | #1566
You can give a little rest to your F5 button, the WAKFU Mag shouldn’t come out before this afternoon.
September 14, 2012, 09:14:57 | #1567
Be careful, In France the WAKFU Mag comes out every two months whereas ours comes out every four months. Therefore the numbers don't match.
In France the new WAKFU Mag (with the Foggernaut access) is the number 3.
As for the release of the International #2, it will not come out before this afternoon.
September 13, 2012, 18:29:50 | #1568
Grou, about Rogues
Here is what I have in mind about Rogues
Lacks of support useful to this branch.
Improve gameplay with the Boombot.
Check Ranges that could be troublesome.
Became slightly too weak since the last update.
Develop its gameplay (CH bonus).
Give it more supports.
Spells other than bombs are too expensive or too weak.
Balance the value of the 2 bombs.
Improve the gameplay with placements.
Magnetic Claw: too much constraint.
Boombot: Problems with the walls of bombs/explosions. Need to be able to turn the boombot during the turn.
Pyrotechnics: too random.
Runaway: Remove the effect when in contact
Bomber Fan: too weak.
In order to improve the logic behind the bombs gameplay I would like to limit the possibility to place bombs and make them explode in the same turn only with the Boombot. Meanwhile, I would give more possibilities with specialties others than bomb-orientated.
September 13, 2012, 17:46:03 | #1569
is Statis Shot the only spell that can trigger a Cybot's attack?
No, you can use Heart of Steam, Ray of Stasis and Stasis Shot on the Cybot. However it will only be able to reuse the last one that was used on it.
Do Microbots damage you and allys as well as enemies?
They don't damage you. I'm not sure for your allies though.
Which brings me back to my ignored question: how do microbots deal damage? What is the area of that effect?
They deal damage at the beginning of the turn, in an area of 2.
September 13, 2012, 17:21:32 | #1570
Now that I think about it, the best way to remove a microbot is to transform into a Motherfogger and dismantle.
You don't remove the Microbot this way. Transforming into a Motherfogger deactivates the Microbot, but doesn't remove it. Dismantling doesn't impact the Microbot.
When deactivated you cannot use this Microbot for spells that require an activated Microbot (Motherfogger, Cybot, etc.) but it will still link rails, and deal damage until it runs out of charges.
September 13, 2012, 17:03:54 | #1571
September 13, 2012, 16:54:43 | #1572
Hmm what is the mechanic of Motherfogger? What does it shoot, and what is its power based on?
Under the Motherfogger form, your spells are replaced by the following ones:
Fire Thrower5 AP – 4-7 Range (modifiable)
Inflicts heavy Fire-Type damage from a distance and in an area of effect.
Lvl 0: -6 HP (circle) or places a Brushfire in center (-3 HP). Critical -9 HP (circle) or places a Brushfire in center (-4 HP).
Lvl 100: -62 HP (circle) or places a Brushfire in center (-31 HP). Critical -93 HP (circle) or places a Brushfire in center (-46 HP)
Stasis Thrower5 AP – 4-7 Range (not modifiable)
Inflicts Heavy Stasis-type damage from a distance in an area of effect.
Lvl 0: -6 HP (circle), Stasified (+15 Lvl). Critical: -9 HP (circle), Stasified (+22 Lvl).
Lvl 100: -148 HP (circle), Stasified (+15 Lvl). Critical: -223 HP (circle), Stasified (+22 Lvl).
Rock Thrower5 AP – 4-7 Range (not modifiable)
Inflicts heavy Earth-type damage from a distance and in an area of effect.
Lvl 0: -6 HP (circle). Critical: -9 HP (circle).
Lvl 100: -62 HP (circle). Critical: -93 HP (circle).
DismantleNo cost – 0 Range (not modifiable)
With this spell, the Foggernaut can dismantle his Motherfogger and return to his original form.
Dismantle the Motherfogger.
September 13, 2012, 16:00:49 | #1573
Today, we tell you about the Specialties of the Foggernaut.The basic strategy of the Foggernaut is its unique technology: the Microbot! This creation is a little mechanics that give him a unique style in combat.
Foggernauts can place these “insects” on the field to create rails allowing them to move on several cells for a low MP cost. They can also use them to deploy artillery, receive help from war machines, or heal themselves!
MicrobotLvl 0: 5 AP – 1 Range / Lvl 9: 3AP – 1 Range
The Fogger can use Microbots to create Cybots and Motherfoggers. When two Microbots are placed in line with one another, a set of Rails is generated to join them up. Oh, and at the start of each turn, the Microbot inflicts damage. It’s as useful as a Swiss army knife!
Lvl 0: Places an Activated Microbot (3 charges). At start of each of the Fogger’s turns: 1% Aynaloxide Damage. Max size Rails created: 3.
Lvl 9: Places an Activated Microbot (6 charges). At start of each of the Fogger’s turns: 15% Aynaloxide Damage. Max size of Rails created: 5.
MotherfoggerLvl 0: 3 AP – 0 Range / Lvl 9: 1 AP – 0 Range
By standing on a Microbot, the Foggernaut can trigger his Motherfogger and consequently turn into a great, motorized weapon of destruction
Lvl 0: Tranforms into a Motherfogger. Deactivates the Microbot. +3% Resist.
Lvl 9: Transforms into a Motherfogger. Deactivates the Microbot. +30% Resist.
CybotLvl 0: 6 AP & 2 WP – 1 Range / Lvl 9: 3 AP & 2 WP – 1 Range
The Cybot makes an excellent ally, as the Fogger can use it to attack or move around more efficiently.
Lvl 0: Builds a Cybot. 7% of Foggernaut’s HP. Memorizes and relays Stasis shots. Deactivates the Microbot.
Lvl 9: Builds a Cybot. 25% of Foggernaut’s HP. Memorizes and relays Stasis shots. Deactivates the Microbot.
FogginatorLvl 0: 1 WP – 0 Range / Lvl 9: 1 WP – 0 Range
The Fogger turns into a Fogginator. In a last-ditch push, he becomes ultra-powerful for one turn, before exploding at the end of it.
Lvl 0: +20% Damage (except Stasis), +1 AP, +1 MP, +1 Range, explodes at end of turn.
Lvl 9: +120% Damage (except Stasis), +2 AP, +3 MP, +3 Range, explodes at end of turn.
SalvageLvl 0: 6 AP – 0-1 Range / Lvl 9: 4 AP – 0-1 Range
The Foggernaut can destroy his Microbot in order to regenerate some of this health he’s missing.
Lvl 0: Detroys the Microbot. Heals by 1% of total HP.
Lvl 9: Destroys the Microbot. Heals by 5% of total HP.
Armor PlatingArmor Plating increases the Foggernaut’s resistance and the number of Charges of his mechanical devices.
Lvl 1: +1% Resist. +0 Charge to mechanical devices.
Lvl 20: +20% Resist. +5 Charges to mechanical devices.
GrooveGroove allows the Foggernaut to enlarge the Rails created by his Microbots, as well as increase the Microbots’ damage.
Lvl 1: +5% Damage done by Microbots. +0 Mechanics. +0 max Rail size.
Lvl 20: +100% Damage done my Microbots. +5 Mechanics. +2 max Rail size.
Critical TurboThanks to this passive spell, when the Foggernaut uses a WP, he will unlock new abilities for his next attack.
Lvl 1: If WP used, then next turn: +1% Critical Hits, +5 Dodge.
Lvl 20: If WP used, then next turn: +20% Critical Hits, +100 Dodge.
Painless SteelThis passive spell reinforces the Foggernaut’s metal plating, consequently increasing his HP.
Lvl 1: +1% max HP.
Lvl 20: +20% max HP.
Fire and OilWhen the Foggernaut is attacked by an enemy, he has a chance to cause damage in the area around him and create a puddle of oil on the ground, which will make people slip one cell if they walk on it.
Lvl 1: When attacked, 1% chance of: -0.5 HP (fire) per level, producing a puddle of oil (circle).
Lvl 20: When attacked, 20% chance of: -0.5 HP (fire) per level, producing a puddle of oil (circle).
We finish with a few words from Kwoac about the specialties of the Foggernaut:
“Concerning specialties, the trophy surely goes to the Microbot which brought additionally to new movement means, weeks of bugs and redesign! At first Microbots were like Feca glyphs, but better: if an enemy stepped in its area of effect, the bot would cast Aynaloxide at the same level as yours. A bug also made it that it would hit all fighters… A real slaughter!
Another fun fact with Fogginator: back then, a bug appearing if you transformed in Fogginator while being carried by a Pandawa, leading to the death of your Panda friend! Just what you needed to turn your friends against you…”
This was our last Devblog about the Foggernauts spells. You now know everything about this class and should be ready when you get to create your own!
September 13, 2012, 15:27:01 | #1574
Did you already purchase a subscription before this Monday?
If yes, you should delete the cache of your browser. This should solve the issue.
September 13, 2012, 14:39:15 | #1575
@Troyle, I forgot to ask. What is the description of Statistified state? Sure it will gives chance to steal WP from the target, but how much negative statis resistance does it give at level 100 Statistified?
Stasified players are sensitive to Stasis damage and may also lose WP.
Lvl 0: At start of turn, 1% chance of stealing 1 WP. -0% Resist. to Stasis damage.
Lvl 100: At start of turn, 25% chance of stealing 1 WP. -50% Resist. to Stasis damage.
September 13, 2012, 14:35:57 | #1576
Bonjour à tous, petit passage sur ce sujet pour vous mettre au courant d'une particularité de la branche Stasis concernant les Boss Ultimes.
Ces derniers sont immunisés à l'état Stasifié et ont une résistance accrue aux dégâts Stasis étant donné qu'ils outrepassent toutes les résistances élémentaires.
Source: Click Here
Ultimate Bosses are immune to Stasified state and have resistance against Statis damage :|
Yes, and more precisely the Stasis resist of the Ultimate bosses equals 70% of final resist.
Basically, a Stasis Foggernaut will only deal 30% of damage to an Ultimate Boss.
September 12, 2012, 16:37:10 | #1577
It appeared that a technical update took place with our payment system on Monday.
If you already used our payment system before, and try to use it again now, you may face technical difficulties.
An easy way to fix this issue is to clean your browser cache.
September 12, 2012, 16:01:51 | #1578
Foggernauts: Elementary spells
For this week dedicated to Foggernauts, we prepared two devblogs that will give you the details about each spell available to this class. Kwoac from the Game Design team also added a few comments and fun facts about the development of the class! We start now with the spells in the 3 elementary branches available to the Fogegrnaut: Stasis, Earth and Fire…
StasisAs you know, its particularity is that it doesn’t match any other branch already in game. There is no mastery that is linked to it, for damage and for resists!
Although the Foggernaut will not be able to boost the damage of this branch, you will also not be able to protect from it! Better prepare yourself to end up covered in Stasis purple…
Each spell of this branch applies the Stasified state to its victims. An enemy with the Stasified state has chances to have a WP stolen from him at the beginning of his turn, and loses resists to Stasis! The more this branch is used against you, the weaker you become against it. However it also has a downside: despite the high range of its spells, they can only be cast in a line, except Aynaloxide.
It’s up to you to make sure that you don’t stay in his line of sight!
Heart of Steam5AP – 1-4 Range (modifiable)
The Fogger thrusts out his chest and really puts his heart into sending his enemies back to their ancestors.
Lvl 0: -5 HP, Stasified (+15 Lvl). Critical: -8 HP, Stasified (+22 Lvl).
Lvl 100: -174 HP, Stasified (+15 Lvl). Critical: -262 HP, Stasified (+22 Lvl).
Ray of Stasis1AP & 1MP – 1-5 Range (modifiable)
The Fogger releases the Stasis stocked up in his claws to inflict some minor damage.
Lvl 0: -2 HP, Stasified (+16 Lvl). Critical: -3 HP, Stasified (+24 Lvl).
Lvl 100: -64 HP, Stasified (+16 Lvl). Critical: -98 HP, Stasified (+24 Lvl).
1 use per target.
Stasis Shot3AP – 2-7 Range (modifiable)
The Foggernaut isn’t looking askance at you: he’s just trying to pulverize you…
Lvl 0: -3 HP, Stasified (+12 Lvl). Critical: -5 HP, Stasified (+18 Lvl).
Lvl 100: -98 HP, Stasified (+12 Lvl). Critical: -147 HP, Stasified (+18 Lvl).
Stasis Strike4AP & 1MP – 3-4 Range (not modifiable)
Stasis Strike allows the Fogger to get closer to his target and deliver an almighty punch.
Lvl 0: -5 HP, Stasified (+20 Lvl). Critical: -8 HP, Stasified (+30 Lvl).
Lvl 100: -195 HP, Stasified (+20 Lvl). Critical: -292 HP, Stasified (+30 Lvl).
Gets closer by 1 cell.
Aynaloxide6AP & 1WP – 0 Range (not modifiable)
Aynaloxide will certainly send a ripple of two! This gassy mass will leave no target unscathed…
Lvl 0: -6 HP, Stasified (+6 Lvl). Critical: -9 HP, Stasified (+9 Lvl).
Lvl 100: -243 HP, Stasified (+6 Lvl). Crticial: -364 HP, Stasified (+9 Lvl).
Circle aoe around the caster.
To finish, a word by Kwoac, who worked on this branch:
“The Stasis branch was a bit of a challenge. We had to balance the effect and the damage of the spells without having any element modification… It was completely unique in WAKFU!
To succeed we had to implement a different progression of the damage compared to the usual spells. That’s why the Stasis spells are weaker at low level but stronger at a higher level.”
EarthThe Earth branch allows you to deal high amount of damage in short range, and on a single target. Let them come close; your enemies will learn to fear the mighty hammer blows of the Foggernaut!
Also, the Earth branch has its own specificity, Blockades. If you cast a spell on an empty spell, a Blockade will be created. It will stay until the end of your next turn, and it can block the enemy’s movement and sight.
Careful not to block yourself! As mighty as they can be, Foggernauts cannot go through Blockades!
Pummel4 AP – 1 Range (not modifiable)
The Foggernaut delivers an almighty, vertical hit with his hammer on his target opposite him. An impressive wallop that will flatten your opponent.
Lvl 0: -4 HP or creates a Blockade. Critical: -6 HP or creates a Blockade.
Lvl 100: -60 HP or creates a Blockade. Critical: -90 HP or creates a Blockade.
Stomp2 MP – 1 Range (not modifiable)
The Fogger powerfully stomps his foot on the ground and crushes his target’s toes. This spell only uses up MP, allowing the Fogger to pull out some interesting combos.
Lvl 0: -2 HP or creates a Blockade. Critical: -3 HP or creates a Blockade.
Lvl 100: -40 HP or creates a Blockade. Critical: -60 HP or creates a Blockade.
1 use per target.
Hammer Time5 AP – 1 Range (not modifiable)
The Fogger hits his target with such violence that he moves back a cell. Very useful for getting away from a full-on enemy.
Lvl 0: -5 HP or creates a Blockade. Critical: -8 HP or creates a Blockade.
Lvl 100: -70 HP or creates a Blockade. Critical: -105 HP or creates a Blockade.
Pushes the target back one cell.
Moves back one cell.
Shebang6 AP & 1 WP – 0 Range (not modifiable)
The Foggernaut bangs his hammers together and creates an immense shock wave. It’s best not to get in the way when it strikes.
Lvl 0: -6 HP (circle). Critical: -9 HP (circle).
Lvl 100: -92 HP (circle). Critical: -138 HP (circle).
Bombardment3 AP & 1 MP – 1 Range (not modifiable)
This hammer hit doesn’t inflict a lot of damage but has a 50% recurring chance of being cast again. With a bit of luck, you’ll literally bombard your opponent.
Lvl 0: -3 HP. Critical: -5 HP.
Lvl 100: -31 HP. Critical: -46 HP.
50% recurring chance of being cast again.
2 uses per target.
A few words by Kwoac about these spells:
“It’s important to keep in mind that Blockades disappear at the end of your next turn. If you don’t plan good enough your actions, you might just block yourself!
A last thing about Bombardment that created a lot of difficulty with balancing, we had to fix a limit to make sure your opponent doesn’t get killed in one turn (with a lot of chance, but still, it was possible!).”
FireThe Fire branch mainly focuses on damage, and more specifically aoe damage. Whether the enemy comes alone or with his friends, the Foggernaut always has a weapon in his arsenal to welcome him!
One of the specificity of this branch is the Brushfire effect. Some spells, when cast on an empty cell, start a Brushfire. This Brushfire stays in game until the end of your next turn. When a character steps in the cell, he will receive damage. Be careful not to burn yourself!
The Fire branch lets you choose between quickly burning your opponent with flamethrowers, or surround him with fire and let him cook at low heat…
Flambé2AP – 1 Range (not modifiable)
The Fogger diffuses a streak of flames that flambés everyone in its line of destruction. It will also create a Brushfire just in front of him to dissuade enemies from coming closer.
Lvl 0: -2 HP or places a Brushfire (-1 HP). Critical: -3 HP or places a Brushfire (-1 HP).
Lvl 100: -22 HP or places a Brushfire (-11 HP). Critical: -33 HP or places a Brushfire (-16 HP).
Flame Thrower6 AP – 1 Range (not modifiable)
A powerful, flaming blow which will barbecue whatever’s in front of you and leave a sizzling Brushfire behind.
Lvl 0: -6 HP (cone) or places a Brushfire (-3 HP). Critical: -9 HP (cone) or places a Brushfire (-4 HP).
Lvl 100: -71 HP (cone) or places a Brushfire (-35 HP). Critical: -106 (cone) or places a Brushfire (-53 HP).
Blazing Fire3 AP & 1 WP – 1-3 Range (modifiable)
Projects a stream of fire that will bounce between the Fogger’s different enemies. Anybody would think it was alive…
Lvl 0: -3HP, rebounds of -15% or places a Brushfire (-1 HP). Critical -5 HP, rebounds of -15% or places a Brushfire (-2 HP).
Lvl 100: -42 HP, rebounds of -15% or places a Brushfire (-21 HP). Critical: -63 HP, rebounds of -15% or places a Brushfire (-31 HP).
2 uses per turn.
Flame Fervor4 AP & 1 MP – 2 Range (not modifiable)
The Fogger uses his trusty flamethrowers as jetpacks to hurl himself at his enemy, ending up behind it thanks to the powerful impact.
Lvl 0: -5 HP, ends up behind the target. Critical: -7 HP, ends up behind the target.
Lvl 100: -75 HP, ends up behind the target. Critical: -112 HP, ends up behind the target.
Target must be an enemy.
Steampalm5 AP – 5 Range (no line of sight)
A shot of fire explodes in the air and ignites a large area of the battlefield.
Lvl 0: -5 HP (circle). Critical: -8 HP (circle).
Lvl 100: -65 (circle). Critical : -97 HP (circle).
Kwoac, about the fire branch:
« The Brushfire effect was a direct request from Tot. We had to be very careful concerning its balancing since the monsters don’t try to avoid it! In this intent we decided to place an effect on the floor equal to the damage that would have been dealt to the target (it has been now divided by 2).
Blazing Fire also has a little story. The idea was to make it work like a heal spell that rebounds (Invigorating Word) but with damage. We thought that it wouldn’t be a problem but this spell turned out to be a real pain during our internal testing! Fortunately, we managed to settle it, since.”
Now you know everything about the elementary spells of the Foggernaut. Tomorrow we will tell you about the specialties!
September 12, 2012, 14:30:11 | #1579
The #2 is not available yet. It will be on September 14th.
September 11, 2012, 14:37:50 | #1580
Congratulations to our slayers of Black Crow!
Your rewards are on the way.