R217

Discussion in 'Test Server' started by trakilaki, Mar 22, 2019.

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  1. couda22

    couda22 Forum Commissioner

    You understood it wrong. The percentage shows quality of a base value for particular item & particular item level & particular item tier. So if you tier up an item, the percentage does not change. Let's have a practical example - lvl 55, T7 Heroad's Q7 weapon. Tbe "Max damage" base value range is 780 - 906. So weapon with "Max damage" = 780 would have 0% quality while "Max damage" = 906 would be 100% quality.

    The descriptions says that explosion deals physical damage, but the reality in R216 is different - it deals fire damage.
     
    cdeepal likes this.
  2. cdeepal

    cdeepal Forum Baron

    Ah, now I get it. Thanks for the explanation.
     
  3. Novadude

    Novadude Commander of the Forum

    From what I can tell, that percentage is based off the maximum line for platinum. In other words, a 100% is a perfect platinum line, not a perfect gold line. And 0% is the lowest minimum value.

    I find it to be a waste of time, but I guess new players might find it helpful.
     
  4. AK47TestPlayer

    AK47TestPlayer Forum Baron

    Hello everyone, made a small review of the spring festival.
     
  5. sargon234

    sargon234 Commander of the Forum

    And here i fought they would make a somewhat enjoyable event, not a grindfest

    I guess i was completely delusional
     
  6. TwiliShadow

    TwiliShadow Count Count

    Your agreeing with me and we are only proving each others point. ;)


    And thus is the great confusion that is coming our way and what will make those numbers useless most of the time.

    I, and most people playing, do not know off the top of my head what the minimum and maximum ranges for every single possible item. Thus 11% of an unknown range is a useless number.

    For gold+ lines, I have reference numbers I'm looking for, so those I know. An example is I'm looking for %damage for my armor and with what I've got, I'm only accepting 9.900 or higher. Got lots of those now. I know that the top is a little higher than that, and on an enchantment, I can assume (me thinks safely) that the minimum there is 0. On base values, I have no idea what the ranges are on most of my stuff which is why when I get something I think might be good, I'm going to the door to compare to the ranges. Thus a "%" number doesn't really help unless it's something greater than 80-95%. A "60%" doesn't tell me squat accept that it's not a gold line and I already know that.

    Frankly I'd rather have the range there with 4 numbers: min value, min gold value, min platinum value, & max platinum value. Now that would be useful information.
     
    Last edited: Mar 26, 2019
  7. _Baragain_

    _Baragain_ Living Forum Legend

    I'm one of those weird ones that plays with the datamined table open in a tab so I can check, but I agree that it will be nice to be able to just press a button and see how good it is.


    Knowing that platinum lines can be 20% higher than the max gold line, I'd be in favor of a 0%-120% scale for enchantments and a 0%-100% for the base values... thing is, they'd need to put that plat lines can be 20% higher somewhere... perhaps in the description about enchantments on the difficulty selector screen?
     
  8. TwiliShadow

    TwiliShadow Count Count

    Is it 20%? Always? No matter what Enchantment or Base value one is looking at??? Wait.. there is no platinum on base values... yet.

    And did you find that posted or (knowing you as I do) did you do the math on a gross of items to find that it's 20%?
     
  9. _Baragain_

    _Baragain_ Living Forum Legend

    From R214 Patch notes:
     
    TwiliShadow likes this.
  10. ΣMiwel

    ΣMiwel Forum Ambassador

    Now I wonder what is the drop rate of those egg mounts. If they could be farmed by parts or whatever, it'd make some sense. But if someone can just use up all their hoarded and obtained during the event SL Offerings and get none of them... while others will complete the collection in few runs... it seems just stupid and unfair.
     
  11. MaxDisappointed

    MaxDisappointed Forum Master

    Curious how no one cares about EA being nerfed soon, after so much noise when they solved a real bug of the mage.
    Again, they keep nerfing the rest of classes and buffing mages while they said "it's not the time".
     
  12. ΣMiwel

    ΣMiwel Forum Ambassador

    What nerf?
    When they changed damage of the explosion, in R209 I believe, from "physical" to "fire" (without having it said in the description), that was a nerf.
    Now it is a bug fix which is a buff.
     
  13. MaxDisappointed

    MaxDisappointed Forum Master

    Sure, exactly in the moment that they create new pets based on dealing elemental damage to bosses.
    What do you think will do more damage to bosses:
    Fire EA with Bloodmage pet or Physical EA with Asar pet?
     
  14. deliburan78

    deliburan78 Advanced

    I prefer physical EA with Arahna / raptor pet . All of new pets are trash for noobs.
     
  15. MaxDisappointed

    MaxDisappointed Forum Master

    I don't think so, I don't need Arachna like many players who have 80% crit on Inf4 without pet, the new pets allow you to kill bosses really fast if you use them, but with physical EA you can't profit that.
    Ask yourself why this change is going to be done right at this precise moment.

    I still remember the statement: "It's not the time..."
     
  16. ΣMiwel

    ΣMiwel Forum Ambassador

    What do you not understand?
    How come?
    Math was done in the previous thread I believe, the new pets are worse than raptor/arachna/chicken.
    Do you think we can provide you answer? Maybe the devs know the answer, but I doubt it.
    [​IMG]
     
  17. MaxDisappointed

    MaxDisappointed Forum Master

    And this is also funny:
    "Fixed an error: 5p. talent of fireball was dealing damage 2 times per second."
    You keep reading...
    "We have increased the damage of 5p. talent of fireball from 15% to 25%"
    Hahahahahaha.
    I imagine the devs at the office saying: we must fix a bug on mages... Well, we correct it and we double the damage so it has the same effect as when the skill was bug.

    Each release I will wait for the next "How to keep bugs on mages" lessons.
     
  18. .RakshaRanja.

    .RakshaRanja. Forum Pro

    Actually, new pets (elemental) are 3 times better than raptor. Arachna is used only be players who can't reach 80% without it - understandable. For endgame player that has 80% crit Karabossa is much, much better on bosses.

    You can't comprehend what "balance" means.

    Fireball is almost non-existent on arena due to its low dmg output. Simply "fixing" a "bug" would cripple fireball's damage output even more effectively throwing a shovelful of dirt on fireball's already placed in grave coffin. Also, that "bug"is, surprise surprise, another description bug cause fireball's burn was, since the dawn of time (aka first release of the game), dealing damage twice per second but description [NOT MECHANICS MIND YOU] were changed with awful R209 messcription update).
     
  19. MaxDisappointed

    MaxDisappointed Forum Master

    If by balance you mean increase the damage of the fireball enough to let all mages kill in arena like they were doing before the PvP changes, when oneshot was the meta and fireball was an infinite resource with a huge expansion compared to other classes abilities...
    I don't want your "balance" :)
    Tell me why should fireball be good enough for arena and no one talks about empowering other classes abilities that are also useless in arena, or why should a mage be able to do the same or more damage with a fireball than with a thickless skill.
    Even not being the most powerful skill, a lot of mages use fireball to hit players without aiming, for obvious reasons you don't need to be precise in your shot as other classes.
     
    Last edited: Apr 1, 2019
  20. .RakshaRanja.

    .RakshaRanja. Forum Pro

    I was oneshotting people with a singular ice missile (the 3x30% one, not 3x65%) - no fireball was necessary even then. Obviously it was better than ice missile but you could oneshot majority of players by sneezing on them.

    Also, 1h builds were smashing 2h "oneshotting" peeps (cause in reality the only thing that they were oneshotting was other 2h players).

    Another also, no. And stop putting words in my mouth. You are clearly upset about them fixing the "bug" but at the same time leaving fireball's (as pathetic as it is now) damage output untouched.

    I didnt event told you that they must make it viable again. I said you're getting upset at fixing DoT ticks and compensating it with (almost) leaving damage the same (it's 15% less btw). Skill's trash in both PvE and PvP, cutting its damage output doesn't sound like a smart solution.

    Any useless DK skills? I'd consider only FotD useless due to it's static AoE nature.
    Any useless RA skills? I'd consider only ToT 'kinda' useless. It has some uses, not many but some.
    Any useless SM skills? Sure, they have a lot of these but still manage to be one of the best PvP classes atm. Bomb, Machine Gun Turret, Dwarf-in-the-box, Tactical Turret, Iron Dwarf.

    Yo, that's 'XD' worthy. Nobody's using fireball on today's arena. You wont be able to kill anybody with this. Sphere and fireball have the same breakpoints so:

    Two quick spheres - 820% damage.
    Two quick fireballs - 351% damage.
    Three quick fireballs - 489% damage.
    820% - 3,9x FULL fireball (so at least 4x3=12 seconds)
    820% - 5,95 MAIN fireball HITS (so 3 times more that 2 spheres)

    Sure, fireballs hitbox is slightly bigger but still it's not like you can close your eyes and just kill stuff.
    That's where movement prediction and mini map tracking comes in handy.
     
    Last edited: Apr 1, 2019
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