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SmolShibe

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  1. The only bosses I have seen this description on, are Molten/EshBaal and Draconem, at least so far (cudve missed some). Draconem's description says, "40 tru res, base res 70, shred 70 to do dmg", this is very confusing to me. There are several ways to interpret this. 1. The base res is ACTUALLY 110, the tru res is at 40% reduction, so u shred 110-70= 40 and his resistance doesnt get any lower. 2. As Warbeast pointed out, theres a possibility of "True resistance" applying like the Kelvin temperature measurement, where u add values to an absolute 0 value, such as 0 C being 273 Kelvin, so the same thing cud apply to tru res 40, meaning his lowest resistance is -50 + 40= -10 lowest. But then...the "base res 70, shred 70..." part doesnt make sense. 3. We were completely off the mark and need Jordan to explain it clearly. Also cud we get some data about DS bosses plz? def, base res, blah blah blah, ty
  2. TLDR: just nerf outdated content to make it easier for new players Im not saying a random person shud be able to 1 v 10 in a fair fight, people shudnt be able to become raid bosses. What I am seeing right now, is not that solo playing is wildly inefficient, but that it is actively discriminated against via dismissal. I am not asking for an immediate fix to all of this, as "new player experience" is too complicated of an issue, and exacerbated by the community itself. --------------------------------------------------------------------------------------------------- There are mostly 3 scenarios for new players right now. 1. Whale and shill, but then they get bored because they didnt achieve anything, there is no struggle to overcome, they get bored and leave. 2. OP, but same as 1, cant get anywhere, no light at the end of the tunnel, get bored and leave. 3. The lucky ones who manage to leech off an active guild/group and get stuff done, not as rare as they look but definitely an outlier case. To make matters worse, PAYABLE endgame gear. Why grind when they can shill a hundred bucks and get a set + several weapons maxed out? Where do they go as a new player after they shilled? They didnt earn it, they arent going to get the enjoyment of upgrading gear, they wont feel the difference of say, going from awakened sword to HoO sword. (Did I mention how annoying this is to endgame players like me as well? I spend months grinding and grinding, then some punk comes along, pays a hudred USD, and magically has the same gear, completely making my effort meaningless?) I always imagined the custom content released like HoO/Abyss wud stick to more successful formulas like Awakened, where the item has to be manually done, for a sense of achievement, to keep players invested. AND THEN u have these drivers that contribute to min maxing. As of now tho, those 2 things just invalidate the existence of almost every other piece of content that used to be endgame and are supposed to become mid tier, since both are time consuming and yet one gives better rewards than the other flat out, not to mention 100T/110T being cancer to carry and heavily discourages people from investing time into it or helping new players learn. --------------------------------------------------------------------------------------------------- Ik you basically have to work alone on this giant project of a private server, Ive seen some of the strange stuff that shouldnt have been possible completed (81- free portal stones, free 80- upgrades 'tho partly I suspect for nctw', and free items), even installing custom waypoints/portals/maps on preexisting content (the entire southwest continent). You cant solve the community neglection issue, but you CAN make outdated content less of a needed punishment and easier to speedrun, like how 95T/110T was dumbed down, this is why people have been asking for nerfs to older content, including that little mess of a 100T thread.
  3. While I have never been on the unlucky end of this guild business, I have been saying the same exact thing for years and Im very happy somebody finally spoke up as well. Everything in this game forces you to be a in large guild or you need to fuck off with not having pts/ppl to do things with. Many aspects in the game are extremely unfriendly to new players, despite all the QoL patches to help with such issues, lets start with a few examples: TW: it literally is healer meta, and yes the more healers the better chance to win, even if the situation varies slightly. Now, if that was just THE problem, this wudnt be listed here. But because only big groups can PvP effectively, this just forces more people to migrate to 1 big guild, and then people wonder why there arent enuf guilds competing with each other. Solo PvP experience needs buffs, and group nerfed, something like making Crystal take less dmg from multiple targets so you cant group rush a crystal much faster than a guerilla fighter silently solo capping. Nerfing anything that can kill u with 0 counterplay unless you have a party helps too, such as Conju, most other classes got their cc nerfed but only conju is still almost completely untouched man, or Chibi Ranger in nctw. Events: Boss rewards are sent based on DMG DEALT, this is a terrible idea that says "if youre not endgame, your screwed", we unironically Need equal rewards for this aspect of the game. I have encountered new players who got reeled in by their friends, realizing they cant actually participate, and just didnt log on again. Trials: I believe OP has perfectly demonstrated the frustration. But endgame players suffer from this as well, I can NEVER find a DS pt that doesnt have trolls in it, or Fox Abyss. The community is content with defending trolls as long as they arent the ones dealing with said trolls, literally "its not my problem until I need to deal with it", resulting in this idea that everyone is fine and that improving gameplay is not needed, nobody wants to "git gud", they just want to get gear.
  4. does a "Page Number" implementation carry the same risk?
  5. Nowhere did I say I want the stun to work on bosses man, I alrdy have to deal with peer pts having Stun Neck enchants (dear god...), and besides, typical TW pts these days have 3+ healers in a pt lol, 1 down for 3 seconds doesnt do all that much, its when u ALL get stunned, then thats just unlucky. Theres just no justification to use this cert in PvE or solo PvP situations, thats all.
  6. For me, they are ranked based on how specifically useful they are in cert combos/how difficult it is to get the same optimization if from KP, also PvE > PvP, since thats where most ppl get their PvP gear from anyway. S : 10% proc to increase atk/matk by 10% (literally the only atk cert on 2h combos, flexes into 1h cert builds) 10% patk/matk 10% movespeed (used A LOT, not really strong in stationary pt PvE fights but strong literally everywhere else) 2% double hit (the other dmg cert on 1h/2h combo) -8% dmg taken A : -20% crit dmg taken (high dmg situations basically require this) 15% luck/agi/wis (there arent many better options in their respective combos, plus the fact that the stat itself is decent, usually worth 15 clicks, aka 25 KP, its HUGE) Mcrit dmg 20% (depends on build but highly usable on healers, worth 15 KP on its own) 10% MP restore (its mandatory on zerk and generally decent) 4% to reduce dmg taken by 10% (strong in group PvP or running) B : 4% reflect Silence (cucks bosses even when just tanking in PvE, for PvP, obvious reasons) 10% PCrit/MCrit rate (used a decent amount, 15 KP worth) 10% cast spd (its decent) 10% eva (its ok, but fits into 1h combos well) 5% Block rate (useful PvE/PvP but isnt always a game changer) C : 10% acc (probably if new and cant fully utilize 2% double hit cert, Ive tried these and they basically make or break some dungeon runs when on ungeard alt) 5% elemental res (I guess occasionally u can use them...?) 10% def (the yellow fits in tank combo) +/- 8% aggro cert (its useful merely becuz of Fox, and yet its needed in there, OOF) D : 25% Str/Int (its basically the same as a small raw atk stat boost, but its hard to use them over something else) 10% hp (its worth is highly diminished in HP buffed instances, and the PvE ones like GoP/HoO/Abyss/DS basically is DMG meta anyway) 5% physical res (this is just niche) Mcrit gives cast spd, stacks 3x (the fact that this cert can only proc on magic atks just makes it too niche in PvE, where a full build person can probably use a 10% cast spd and reach 75+% base instead of needing to actively maintain stacks) E : 4% to Stun 3 secs, doesnt work on boss (too many classes have stuns, and in PvP group fights...well theres thing called healer meta) 15% atk spd (the Attack Speed Cap wud like to speak to you) 20% PCrit dmg (im pretty sure the way glyphs work right now means u get tons of pcrit dmg from them anyway becuz the alternative just isnt as good, so Pdps classes can rarely use this) 5% hit to heal 5% (uhhhhhhhhhh, if u use an undergeared alt to DSR run urself, and they cant keep HP up with just BK bloodsword during pulling, maybe...?) parry 40% to heal 1k/2k (again...undergeared runners....mmmaaaayybbbeee...?) F : (s in the chat plz) Parry +7% MP cost -5% MP +10%
  7. 1. Bear Warrior fear 2. Human MartialArtist stun 3. Bear MartialArtist silence (doesnt work on Bosses) 4. Rat Hunter pushback (willow/peak issues...?) 5. Chibi Ranger root 6. Frog Ranger stun The bear zerk thing is probably the biggest "oof" in the current meta, since 1 role is deprived from bear characters just for existing. Maybe they can be all standardized to "not work on bosses"?
  8. Tbh most peer pt Exes are so busy using their AoE spin skills rather than keeping their pt buff/ Declaration/Bloodlust Stacks up, and they hardly ever use Provoke to redirect Aggro to save the Zerk/BM either, thats why I dumbed it down to "spam provoke hur durrrrr" with this assumption, since the duration that Exe is Stunned is usually enuf for aggro to change hands. That being said, I did modify it to include that little detail. As for the entire document itself, unfortunately its alrdy quite long, more details wud make it even harder to read, none of the strats proposed are technically Optimized, they are aimed towards being as Safe/Simple as possible.
  9. Abyss is split into 5 different dungeons and they rotate every day, all bosses can be BP’d by every element. All Bosses have 21k Def, 100 base Res in both Physical and Magic, and can shredded down to a lowest of -50 Physical Res as well as -70 Magic Res. Monday Fox (Sakuya) Stygian Core (Esh-Baal) Tuesday Stygian Peak (Willow) Molten (Leonic) Wednesday Fox (Sakuya) Phoenix (Ferelwing) Thursday Stygian Core (Esh-Baal) Stygian Peak (Willow) Friday Phoenix (Ferelwing) Molten (Leonic) Saturday Fox (Sakuya) Stygian Core (Esh-Baal) Sunday Phoenix (Ferelwing) Stygian Peak Molten (Leonic) *Zerk CC skill Fear, is a Holy Skill, a skill slot you must purchase from Aven PvP Merchants around 435, 403. *This is a very long document, so I suggest searching for bosses you are unfamiliar with using Control+F/"Search in Page" function. *If you need videos of Abyss runs, there are videos made by other members of the community such as Angel/Soul/Judgement/Doudou, simply search on Youtube "Eden Eternal Vendetta Abyss" -------------------------------------------------------------------------------------------------------- Molten/Leonic is Mdps, composed of healer and 4 mdps. (FX Must Be On, boss is Immune to Physical Dmg when Below 50%) There is only one gimmick, the Cores the boss actvitates, they will Oneshot the pt if not destroyed within a set amount of time. When activated, cores will have Purple Surging Flames surrounding it, target them and kill them as fast as u can. When the boss is Above 50% HP, it only spawns 1 core, and that core must be killed in 10 Seconds, when Below 50%, boss will spawn 2 cores that have a timer of 17 Seconds. This dungeon is usually done by Equi, Demon Summoner, and 2 DBs (You can also use other Dark Mdps, such as DT or GM with Dark Holy Skill), as well as a TM to Debuff Elemental Res, perhaps Time Totem to help destroy the cores faster. PS. There are lots of invisible strikable targets on the ground, this means items that proc active buffs are very beneficial here, as you can keep the buff almost indefinitely. ------------------------------------------------------------------------------------------------------ Phoenix/Ferelwing is Pdps, composed of the usual Slash pt + Healer (FX can be off) Two Main gimmicks A There are different Gates on the floor, the boss is Immune to All Dmg Except the gate that has someone standing on it. You just put the Healer on the Slash Gate, and now the boss takes Slash dmg. The boss also casts CC so u need healer to be Adju, and Cleanse every once in a while. B Boss summons 2 types of mobs, both are Immune to Dmg and have an Instant Death Timer if it is not killed. When the summon occurs, there will be Region text informing the pt that the mob has spawned. At this time, the pt Yellow Class such as Exe shud use Provoke so the boss doesnt follow the Puller. One Pdps (Usually the BM cuz Movespeed) must lure these mobs to the Opposite gate, Curse phoenix To Holy Gate, and Holy phoenix To Curse Gate, then bring them back To the Boss to be killed. ---------------------------------------------------------------------------------------------------- Stygian Peak/Willow is Rdps, usually composed of Anhi, Rifle, Trainer, Healer, and an NPC skill user (high DoTs, Fire dmg, FX can be off, boss Immune to Slash/Strike dmg) Two main gimmicks, boss debuffs Fire res among other stats, and has utility skills that the npc skill user deals with. A The boss spawns volcanoes that deal DoT of 45k Dmg, regardless of max hp or resistances, the zones are fairly large, simply avoid them if they spawn too close. B NPC skiller is actually the most important role, it has 4 skills. Skill 1: removes Res/Def Debuff from allies, use it on allies who have too many debuff stacks. Skill 2: boss uses 20% Max HP DoT, use this skill to remove, is not high spam. Skill 3: boss starts using Heal Buff once hp drops Below 50%, press 3 to get rid of it asap, is not high spam (will show up on Boss Buff Bar). Skill 4: boss gives self Dmg Immune Shield, Spam Skill 4 to remove it (will show up on Boss Buff Bar). Recommended Assassin for npc, use Massacre Stance, then talk to npc, so u can still debuff 50% def, as the npc skill buff Does Not Cancel ur massacre stance. *Alternatively, u can also use Exe as long as u have enuf def shred in pt, such as Zarloe, Gailett ring, fame necklace etc. ---------------------------------------------------------------------------------------------------- Stygian Core/ Esh-Baal is Pdps, classic Slash pt setup (High Fire Dmg, FX can be off, boss takes 50% less physical dmg, boss passively reduces Fire Res) This boss is done in 2 Forms, in the 1st Form simply kill it, read the instructions on how to Remove Debuffs (patk reduc, matk reduc, pheal reduc) using the correct Gate, remember to remove DoT after the boss has been killed. Speak to the Boss that now has a Dialogue, making it start to walk. This Walk is Extremely Long. Once it ends, speak to the NPC Barra that newly spawns near the beginning of the dungeon, teleport to the 2nd Form area. Boss spawns Meteors that DoTs all players, which is incredibly difficult to ignore and must be killed, usually in a Clockwise Direction. Once killed, they will Respawn Every 50 Seconds and must be killed again, this respawn will be announced via Region chat. These Meteors are also present at the beginning of the 2nd Form, therefore the Healer shud get in position near the Meteors to spam AoE Heals before the rest of the main pt arrives. The boss also Debuffs players' Crit Rate and other stats, but the Gates are now not directly usable, unlike the 1st form, therefore most of these debuffs are ignored. Because the crit rate reduction has no cap, one pdps must go to the NPC and interact to Obtain Skill, then the person must rush back into the pt before they die to the DoT, and use Skill 2 to Remove the Crit Rate Debuff. ----------------------------------------------------------------------------------------------------------- Fox/Sakuya is Pdps, composed of BM, Zerk, Healer, Exe, and a Puller (usually BK/BA (minor dots, Thunder dmg, FX can be off) Three main gimmicks 1. summoning Mobs that make her Immune to Dmg. 2. casting Stun and KD in a Fan AoE (and ofc it goes thru immunity). 3. casting an OHKO every 25 seconds. (1) Get a Puller, Lure the Mobs to the boss where everyone can hit them, and kill them as fast as possible (2) Make Exe to deal as much as Dmg as it can, then use Provoke to Reset boss Aggro if someone in ur pt who should Not Be Stunned (such as the next person in line for casting CC) by the boss is currently their Target. Usually it's recommended you keep your BloodThrust Stacks up as much as u can, Dont Use Hero/Dash skill, Right Click on the boss to still use auto atks, and Position urself next to boss but in a different direction than everyone else, since her AoE can affect a very far distance. (3) The skill will be announced via Region text, but not always. Therefore, one has to pay attention to her Buff Bar, she has a cast time of 7 seconds, so you can make Zerk use Fear or BM use Stun to CC, but you must make sure ur cc Covers the End of her Cast Time, meaning it is best to wait until she has only 1 or 2 seconds left on her Cast Timer before u cast CC skill. The boss Spawns Safe Zones for these one shots, the Healer (the Puller as well) should move toward these spots, so that if there are any accidents, the person can stay alive and keep aggro, in case the pt wipes. ------------------------------------------------------------------------------------------------------
  10. HoO There are 3 HoO dungeons, each located in a different map, you can simply use M to check the green daily quest indicator in Shiver Peak, Gemsis Ridge, or Tranquil Hill. (as of Patch 90, all 3 locations are now open daily) There are 4 runs each dungeon, 1 dungeon is open per day, except during the weekend which opens 2. Bosses Spawn from a pool of 11, All Random each run, there are 3 boss spawns per run, so u can potentially meet up to 3 of the same boss all on the same run. HP is 5x the normal like GoP/DS, pt comp is composed of, Exe + BM + Zerk + healer + Breakpoint (typically Anhi) member. *Zerk CC skill Fear, is a Holy Skill, a skill slot you must purchase from Aven PvP Merchants around 435, 403, and then have the relevant Holy Skill Gem or Holy skill weapon to use it with. *This is a very long document, so I suggest searching for bosses you are unfamiliar with using Control+F/"Search in Page" function. Boss Pool ---------------------------------------------------------------------------------------------------- Nerokas Slash bp, he's a joke. ---------------------------------------------------------------------------------------------------- Leo Strike and Thunder bp, casts AoE Silence when below 50% hp. ---------------------------------------------------------------------------------------------------- Phoenix Slash bp, gives a Debuff that Reduces HP by 50k each time you attack, is Removable by Healer. It is advised you kill the mobs before you begin attacking him, or his reflect will instantly kill your Zerk or Anhi. ---------------------------------------------------------------------------------------------------- Punishment Strike and Fire bp, summons Volcano spots that deal dmg, simply use Zerk (or any) Push Skill to reposition if needed. PS. If you kill Punishment after he spawns his crystals, if you get Punishment again on the same run, you must go back to kill his crystals or he will get the Dmg Reduction buffs from his crystals. ---------------------------------------------------------------------------------------------------- Crime Pierce bp, uses Self Heal that Increases Dmg Taken, casts a buff that deals High Thunder Dmg in a small radius around self, simply back away if that happens. Or you can CC him whenever he Raises His Arms to cast, when there is No AoE Circle (similar to Zigbar and Beryl). It is also possible to CC him During his thunder dmg buff, which stops the dmg for the duration of the CC. ---------------------------------------------------------------------------------------------------- Beryl Strike and Ice bp, Immune to Pierce dmg, casts Reflect when Below 50%, General text prompt to CC, animation is putting hand to chest while standing still. Does Not Show an AoE Circle, similar to Crime and Zigbar. Her Debuff reduces Melee Weapon Atk to 0 (does not affected Ranged like Guns), is Not Removable by Healer. ---------------------------------------------------------------------------------------------------- Cale Pierce bp, summons a crystal that makes him Immune to dmg and gain atk based on how much he is attacked, simply Always Focus the Crystal first. Occasionally casts Aoe Fear on pt members, ask Healer to Remove if they do not already do so. ---------------------------------------------------------------------------------------------------- Dana Pierce bp, casts a flame "debuff", this "debuff" can be used to remove her Ice Coffin Root, it is generally optimal to have the team standing in close proximity so whoever has the flame debuff can remove the Root. However, it is easier to simply CC Chain her after 75% hp so she doesnt cast the skill at all. ---------------------------------------------------------------------------------------------------- Alice Slash bp, casts Debuff that reduces Melee Weps Atk to 0, ask Healer to Remove debuff. Also spawns 3 crystals around her that do various things, the most dangerous of which is the Black Crystal, her skill makes the crystal cast an OHKO after a timer, when she is Below 50%, it is advisable to always kill the crystals before you begin attacking her. Lastly, she casts a Sleep debuff that goes through immunity (knight/exe will be hit too), that Sleep is also Not Removable by normal skills. CC her whenever she begins Casting a skill that has an Aoe Circle on the ground. ---------------------------------------------------------------------------------------------------- Phantom Pierce bp, can summon 2 clones that make him Immune to Dmg, if not CC Chained after Below 50% properly. Once the fight begins, Phantom will periodically Fear (and yes, it goes thru immunity, your Zerk will Not be Immune) a pt member, which the Healer must Remove to properly time CC. The CC is to be done after Phantom reaches 50% hp, when he will also say some General text. At this time, a CC Chain must be applied, usually in the order of Zerk Fear> BM Stun> BM KD. Sometimes he will spawn the clones even after cc just because it was off by a millisecond aka unlucky, when that occurs, disengage and follow the next steps to properly reset the boss. Ask BP role person to switch to Mdps, to kill the clone that has Physical Reflect, while the 3 other Pdps take out the clone that has Magic Reflect. Once Phantom has summoned the clones even once, he will Stop Speaking General text to indicate when he has 50% hp and about to summon again, from this time forth you must simply cc him if you believe him to be Below 50% and pray he does Not Summon his clones again. If he does, repeat steps above. PS. If you kill Phantom right after he spawns his clones, if you get Phantom again on the same run, you must go back to kill his clones or he will get the buffs from his clones. ---------------------------------------------------------------------------------------------------- Karen Holy/Dark bp, BP person is preferred to play Mdps/DB here, FX Must Be On for Zerk/BM. Karen summons 3 tigers that give her different buffs, casts a Sleep skill (Exe is properly immune here), and a "heals target max hp 2% when attacking" debuff. Her 3 tigers give 3 different effects, they are summoned with a Green Leaf animation Dark tiger makes her Immune to Magic Dmg Nature tiger makes her Immune to Basic Atks Flame tiger makes her Immune to Physical Skill Dmg Mdps Focuses on BP-ing Karen first. Once the bp is done, Mdps person will lure the Nature/Flame tigers away from the Pdps, and kill the tigers outside of the aoe circle range. During this process, the healer, if TM, can drop Rebellion Totems to assist in Debuffing Elemental Res for the Mdps person to deal better dmg, both on Karen and tigers. Karen's Sleep is a Large AoE Circle, that glows with a Purple Aura (similar to DB toggle) while she is casting, simply Run out of the circle if you are the Zerk, while BM can Remove the Sleep debuff by using class skill, and Exe is Immune, the Healer can also Remove the debuff from pt members caught accidentally. Karen casts a Medium AoE, Green Vine animation, that reduces Pheal by 70%, which you can Ignore. Karen's Healing Debuff is a Large AoE Circle that glows like Green Thunder while casting, the debuff Duration is Short, and if CC Fails or immunity is up, simply Back Off and Don’t Attack. Most of the frustration in pts comes from CC fails and then Pdps healing Karen back to full, if the Pdps are paying attention, then you simply lose a window to atk, instead of losing progress on her hp bar. The Heal cast by Karen is rotating on the 3rd skill, she casts Sleep > Tigers > Heal, Always in that order, and the Heal has 15 sec cd, if you are confused by all the flashing colors, use the first 2 skills to time when she casts her heal, as well as the immunity timer on her buff bar. PS. If you kill Karen right after she spawns her tigers, if you get Karen again on the same run, you must go back to kill her tigers or she will get the buffs from her tigers. ----------------------------------------------------------------------------------------------------
  11. Ive heard of killing alts in TW to boost killscore and ranking but Alts to change guild sides? ehhhhhh
  12. Or Engineer if u wanna play safe, its slower in dps ofc
  13. but just for those 2 items, they arldy are...?
  14. Blue prints in general shud stack (or stack higher), since whenever they are craftd/fused, you see a "1/1" in the UI, and that includes but not limited to Enchants, potions, gems, GT (not racial) mat bps.
  15. 2. has always been there 3. is copy pasta yes Every other matter is just...weird, like the certs discussion a few months before, some certs are literally never used, it wud take way too much time to overhaul every non-sensical design choice made by XLegend. Not to mention the numerous text bugs thanks to lazy useless Aeria translation staff (ex. Summoning Sroll 75 Gold Item name does NOT match). Doudou said hes dying inside every time he sees the wrong text, theres just no end to the bullcrap happening. That being said, I do beg for an overhaul of the current KPs/certs, so many of them are just not useful.
  16. Actually u do have the right to get mad at me for saying stuff like that, so props to you for not showing it. As for another, very simple idea I just thought about. Is to give a large portion of the require coins, RIGHT at the start of the Anniversary quest. For example, if 30 coins are required for an Anniversary cosmetic reward, which all happen to be NT, and mostly do NOT affect the market, then slap on a 20 coins reward, and make it once per account, not just level 100-105. It incentivizes people to actually go do the event, since "its only 10 coins left". The lucky ones will finish it quick and try to get another reward, the ppl who r not so lucky...well hopefully they at least get the 10th coin on the literal last day of the event, making them participate the entire duration.
  17. I wud like to see more of these GoP/HoO/Abyss style single completion quests, instead of the daily quests that arguably serve no function whatsoever. The thing about these daily quests, is that their rates are so bad (as agreed upon by the majority of the community), that its almost the same as sitting in Aven all day long and only doing Event boss instead.
  18. The Quests this year are a whopping 5 runs for each daily dungeon, for 1 daily GREEN box, which most likely gives nothing, while the 100T/110T daily is more forgiving. 35 Nagas no coins, barely any anniversary foods, tons of fireworks and a few 4T pots. I will no longer harcore participate in this kind of event, and many in the community feel this way as well. The only reason some ppl log on is to check out "what's new", and most simply disappear after finding out about this years system. If the anniversary boss and quests were removed, I doubt most ppl wud even care or notice, the ones that bother to stay online are here to chat and roll Diamond Altar. And the last thing that absolutely irks me. Why is the Vendetta upgrade stone, an item that's "only 2k AP", a very underwhelming reward for 40 coins, put into the main quest of the anniversary, while the other boxes cost merely 30 and give items that easily go up to double the worth of the Upgrade Stone?
  19. So do they apply on all stance changes, ex. does Fire Hydra buff apply to Nature/Ice/Thunder Hydra? Im assuming no, but I prefer having a concrete answer, plz and ty.
  20. At the end of the day, our player base was never big enuf to fully experiment with all 21/40 classes to properly balance them all. Until Jordan finds a way to grant classes specific "PvP dmg Dealt/Reduction" mechanics, some classes we will unfortunately have to shelve due to their inherent nature, as poorly designed by XLegend.
  21. Oh sorry, I meant that if you had 2m dmg at say, 100% dmg dealt, with Magnus/Sadness procs I see 4m somehow, when it shudve been 3m. Theres just seems to be some spaghetti coding left behind by XLegend that makes different procs do Y things, despite saying X.
  22. Oh it has no practical use, its just whenever I get the Def +10% buff from PoD, I always wonder what the hp/def scaling wud be, since def got +10% yet HP increased by only a few hundred, was pure curiousity. So Magnus/Sadness just get final priority in that they get calculated last? Ive noticed even on classes that stack high numbers of dmg dealt, the Magnus still makes it 2x somehow...(Axe exe 4T), even tho dmg dealt stat is supposed to be additive. Did XLeg just screw up the coding and basically made it do an extra 100% tru dmg, or I just misread the numbers?
  23. A. Does Asura holy skill "Suppressing Slam" work effectively, pushing 300% Pcrit dmg to 320% Pcrit? B. How does Hp/Def scaling work? is it based off ur base Hp without class bonus/gear? or is it calculated completely differently? C. Why does the Cerberus 98 Neck, -50% matk passive not apply to ALL matk bonus? D. BM Thounsand-Cranes "100% bonus dmg" and Kanabo "100% dmg dealt" combos, wats the difference here? or there is none and only text is different? is it indeed different, the Thousand Cranes changes every atk efficiency like Sadness/Magnus? E. Why are the BK Sword skill descriptions listed on the Mark skills, where as the Sword skills dont list the Empowered basic atk passive, why not just put the Empowered basic atk descriptions on the sword skills themselves and just remove the Sword skill descriptions from the Mark skills? (oh dear lord, look at the length of this thing...) http://prnt.sc/1bhqsp6 F. This one shud honestly get another thread but...how does the "Dmg Dealt/Taken/Reduc" actually work? is it...100% base effect, then you add numbers? is it stacked additively like res interctions, or multiplicatively?
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