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Populus

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Everything posted by Populus

  1. +12 bloody is a lot better, more patk, better SAs, soul shot damage bonus, and upgrade-able to R110, which is another noticeable step up from R99
  2. sorry to be on your ass <_< this macro is unreliable because it could buff pom to the same DD twice in a row. That's why I said above that if you want to reliably buff 2 people POM, you cannot debuff as well.
  3. When targeting mobs, autocast will cast on self.
  4. Unfortunately, this macro will auto buff PoM to yourself (the heirophant), meaning you can only buff PoM to 1 more DD consistently
  5. light armor is mainly for skill cooldown, so you can use BR more. Your defense isn't going to matter much in group play, you're not supposed to be tanking anything, you only need to survive any aoes and let healer (or yourself) heal up. At higher levels your damage really doesn't make much difference, and if you're a heirophant you *really* want to have light armour (plused up to +8 minimum) and other skill cooldown reduction skills and items to be able to cast PoM on at least 2 DDs, at that point it's not possible to have your macro debuff and reliably buff 2 different people PoM and you'll have to have the something like following macro, along with autocast PoM: /target %party1 /target %party2 GL with soloing as an ISS, you'll hit a ceiling pretty soon and need at least a duo to xp effectively at all.
  6. P crit is easier to build up but has diminishing returns as the damage calculation is additive, i.e. 15% + 15% + 30% + 25% = 85% increase crit damage P skill crit is much harder to build up because tyrrs do not skill crit nearly as often as rogues, you'll need to support p skill crit build with both skill crit rate and skill crit damage items, which are much less accessible (cost + event only items). But at end game skill crit build is *much* more powerful than regular crit damage, because it scales multiplicative, i.e. 15%, 15%, 30%, 25% => 1.15 * 1.15 * 1.3 * 1.25 = 2.1490625 => 114.9% increase in skill crit damage tldr; start with regular crit damage, you'll max it out (close to anyway) pretty easily with 2 rings, +12 atlas and SA. Then start building out your skill crit rate and damage, you'll reach a point where you notice your skills are doing more damage and you can transition to skill crit build. Patk. is always good, as it affects all your damage output. As a titan you'll have the highest patk in the game, so any patk items will scale accordingly, and will be the dominant factor even for skills (4m patk vs ~100k skill power)
  7. If VR for DDs is basically healing them for their entire HP every few hits, making support classes pretty much unnecessary for solo areas and in some cases party areas for stacked toons, we need equivalent(s) for defensive classes. Ideas (incomplete and mutually exclusive): Counter Attack (Tanks): Every time you get hit, there is a chance to counter attack with with X power added to your patk. Suggested power value: about the same as regular single target skill of tanks. Suggested chance: ~25% at max level. Taunt (Tanks): Aura/active skill that makes enemies attack faster. The effect will increase overtime or stack if we choose active skill route. This kind of overlaps with power provoke, so maybe exclude this but the idea is it synergizes with "Counter Attack" skill above. Suggested attack/casting speed increase: 5% increments, up to 50%. Revenge (Tanks): When you get hit, a counter builds up. The counter decays over time. When counter reaches various stages, you can unleash the stored energy as an AoE attack centered around tank. Suggested power: about same as sonic star. 2 possible mechanisms for building up counter: By hit count Effective against targets that hit softly, so more for XP use cases Can possibly be abused by having a tank with celestial shield/UD and a huge train By damage Effective against all situations, i.e. PvE, Bosses, PvP Need to consider the AoE skill's cooldown Need to think of how to scale this, as tanks are meant to reduce damage taken, so increasing their defenses will weaken this skill. By damage mitigated pdef and/or shield blocks have the damage mitigation calculated I think this is most in line with the idea of tanks Rally (ISS): When attacking, there's a chance for short (5-10s) buff(s) being given to party members. Suggestion for buffs: patk pcrit damage p skill crit damage m crit damage pdef mdef Possibility of changing "stances" that would generate different buff effects: Physical offensive Physical defensive Magical offensive Magical defensive Need to evaluate whether this is party only or can be attained for soloing, initial thought is for it to be available for solo as well. Mimic (ISS): Copy a skill by a party member at a certain chance This can be tricky as there are various different skills that can be used, sometimes the timing is important and sometimes it will be detrimental to party Probably a no-go, but putting it out there anyway. Helping Hand (ISS): Active skill For every party member that's attacking, the iss generates a clone that initiates one single target attack on the enemy debuffing them Debuff: same as crippling attack Cooldown: same as assault crash This is useful for PvP where your party is spread out, also some extra damage that scales to # of party members. Lakcis Disc (Healer): Currently this skill is useless Keep it as a toggle that consumes MP, consider adding an increased mp cost to all skills when on. When healer uses a skill, the disc will repeat the skill casted at a certain percentage. Suggested chance: 25-50%. This is useful for all situations, and if healer can manage their MP it would be hugely beneficial. Fatal Bonds (Healer): Complete rip off from DOTA2 Debuff target and nearby targets so that a portion of damage taken is also dealt to linked enemies. Might as well rip off the percentages: between 12% to 24% Consider whether we want to discount AoE damage from this, as calculations resulting from it would be lead to an infinite loop; alternatively consider having a reduced effect for AoE damage that's only calculated a single time. This is useful for healer who may want to solo, it also greatly assists single target damage dealers.
  8. 15% skill power is not 15% increase in damage, as you have to factor in your regular patk in damage calculations as well. 20% p skill crit damage is basically (since stabs skill crit 99% of the time) a 20% increase in damage, this is much better than 15% skill power.
  9. +5 angel ring is *slightly* better than Earth Wyrm: 1.1 * 1.1 = 1.21 = 21% more damage per stab (assuming skill crit, which is 99% of the time for stabs) +6 angel ring is much better with 1.15 * 1.15 = 1.3225 = 32.25% more damage per stab, but significantly more expensive.
  10. You can consider every 10 attack attribute to be ~1% more damage, all the way up to the break limit for mobs, which at 110+ is like 1800
  11. were you testing against weak mobs or mobs you usually xp against? I think it might be like counter crit toggle where there's a minimum damage threshold
  12. This is also a good indicator of how crap our version is, we are usually about 4-6 months behind on updates, 111 -> 115 is more than 6 months. So either we're just terrible at xping (how? it's all macro now) or there are other factors, i.e. overly expensive xp boosts, unhealthy economy making higher end items unattainable unless you're the 1%...etc.
  13. It's been like 8 years since I reported this same issue to GMs and this still hasn't been fixed? LOL
  14. I don't think you read my post at all, here is a video I made that shows that othell skill crits do 2x damage, however you get almost all skill crits as othell so boosting dex doesn't matter with regards to skill crit rate. https://www.youtube.com/watch?v=qYBAX5Ferp8
  15. If you're using normal attacks, crossbows have a slightly shorter cooldown, at least it did when i tested it a few years back
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