QQinfinity

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  1. Nah, not aiming for anything except 'convenience' in particular. Mostly its just that Bard gets shackled by buff duration for skill rotations, so extending buff timers means squeezing in more Vocal Bombs/Cure/Other things. So for example when all the buffs last for the default 12 second and needing to account for all of their respective cast times, it means around 5 buffs max (without casting Cure, or other things), with extended timers its probably 5 buffs and bunch of other skills too once cast speed goes higher. But anyway, seeing as you probably know more about Bard and all, I'll refrain from airing my niche interests. My wish for convenience is mostly fulfilled by Engineer anyway (and that's what I mainly use when not trying to boost class levels for other things). It's nice to know that Zumi seems to be the one to handle most of the min-maxing thing for ideal builds. PS: I seriously never recalled that certificates scaled on flat numbers after playing Eden Eternal on the original servers for two years when it first came out, I also never recalled Tornado being a ranged skill and not a close ranged one like Lightning web. I always just used whatever certificates were appropriate and knew that those stats never gave enough to make much difference. Oh well, shows what I know after only getting to lv50 on the original exp rates.
  2. Checked the racial passives for Frog (Anuran), and saw that "Bard song duration +2 second" and I'm having second thoughts on continuing leveling my human character (lv75). So, how good is Frog Bard actually? *speaking in False swipe gaming's analysis video tone* I was thinking that with Music of Life lasting for 16 seconds, Spirited Melody and other good buff songs lasting for 19 seconds is probably amazing. Consequently, does Burning Metal also have their duration increased from Frog Racial passive?
  3. Every single stat in Eden Eternal with the exception of movement speed, is multiplicative, so certificates like "Increase double hit chance 1%~2%" is just absolute garbage, as you can't even stack multiple such certificates across the board to reach a total of 7%/14%, the game simply doesn't calculate stats in the additive manner. (not that 7% total of double hit chance would be remarkably useful anyway... 14% might have been useful if you add item stats such as trophies or other things, but those also don't stack additive-ly, so meh) And certificates that decrease malice by 5%/8% also seem very redundant when human healers have the "Snub" skill that decrease malice for players. Even if there are no human healers on raids, no one in their right mind would stack these certificates anyway, because again, game calculates them multiplicative-ly so its not additive. Speaking of which, if players end up using knowledge points on class talents that decrease malice then the numbers are also in diminishing returns when paired with the certificates... Are there any plans to change less useful certificates into something more useful? Granted, it's probably not going to be things like "Increase crit by 50%" (compared to regular increase crit by 5%/10% certificates) but even ACC+5%/10% certificates are more useful in comparison and that's just sad.
  4. Starting around Lv50, some of the enemies on the regular maps start hiding under ground, and you need to step into their vicinity in order to make them spawn and appear. Putting aside the 'detection range and sensitivity issue' of these mobs, where sometimes they still refuse to spawn despite the players standing right on top of them, this is extremely slow and annoying, especially in special mini-regions that do not have 'dungeons' and thus in order to increase fame. You need to do repeatable quests that often have to kill said 'mobs hidden underground', and they are very time consuming even compared to other more tedious repeatable quests. The 'hidden' mobs that ambush players in the dungeons could stay hidden for all I care, but if its possible to make regular mobs stop hiding underground, can that that please be changed? Thank you.