Waiting for the maint to end.
@Evade - 16k max? hmm how many aim needed to hit (non-miss) any idea?
about 45k...but dunno aim/evade formulas don't even work on the same currently.
Posted 23 September 2013 - 06:19 AM
Waiting for the maint to end.
@Evade - 16k max? hmm how many aim needed to hit (non-miss) any idea?
about 45k...but dunno aim/evade formulas don't even work on the same currently.
Posted 23 September 2013 - 06:26 AM
i just wanna know if stat change applies to pve as well? cause 300% cd really?
Posted 23 September 2013 - 07:28 AM
about 45k...but dunno aim/evade formulas don't even work on the same currently.
It varies on class. Some Thiefs and Archers need less while I think others need more.
Posted 23 September 2013 - 07:49 AM
It varies on class. Some Thiefs and Archers need less while I think others need more.
Aim is more affected by agi than % items anymore which is why thieves and archers need less, we have higher base agi. Last time i asked shazam he said all classes use the same forumla.
Posted 23 September 2013 - 07:53 AM
Aim is more affected by agi than % items anymore which is why thieves and archers need less, we have higher base agi. Last time i asked shazam he said all classes use the same forumla.
Well even with the new max evade values and the changes to max dodge rate with so many evade debuffing over-used skills this patch I'm not sure it'll help the max evaders much.
Posted 23 September 2013 - 08:44 AM
Posted 23 September 2013 - 08:47 AM
Any comparisons available for old/new ATK/MATK values or any new skill cards/sockets discovered? I'm out getting work done on my car and I'm anxious to see more about the changes.
Regarding the aim/evade issue, I thought the aim requirement to hit a particular evade differs for each class, because I've noticed a disparity among my characters. But I dunno how things changed today, of course.
I noticed similar values of aim with large differences in evade they can hit 100% myself. As Storm said it's likely because of a difference in AGI instead of actual SC'ed aim values.
Patch is up now. BTW
Posted 23 September 2013 - 08:54 AM
server is up ?
Posted 23 September 2013 - 08:56 AM
Posted 23 September 2013 - 09:02 AM
I dunno, I don't think base agility is quite that different from class to class that it would make such a huge difference, but I guess we'll see.
1agi=5aim atm. So depending on equipment/skills the base agi could make a huge difference aim wise.
Posted 23 September 2013 - 09:38 AM
this is the biggest troll ever flashbang explodes right infront of you in the air!
I would think it'd follow the same path as H.E Grenade.
Edited by Apocryphos, 23 September 2013 - 09:54 AM.
Posted 23 September 2013 - 09:38 AM
why did u change final decision so that it can only hit once and the monster it knock down? it not point getting it past lvl 1 now
Posted 23 September 2013 - 10:38 AM
So far...
All buffs/debuffs were changed from total to base..
Evade isn't working at all
There were changes to Roar of Victory,
edit: geesh for content being delayed for almost 2 month this was completely fail on testing skill changes...
Edited by StormHaven, 23 September 2013 - 11:21 AM.
Posted 23 September 2013 - 10:44 AM
-Critical Damage/Rate caps don't display in the Character View. It shows my Critical Damage as uncapped but it's still technically capped.
-Sword Dance's nerf is applied but technically it still goes at a fast speed so done at close range it'll still be considered cheap. Canceling the animation seems to lower it's damage to nothing but still apply the flinch. 5/5 and 10/10 might still be worth it.
-Stumblebum's description still says aim but nerfs base evade.
-Spin-It bear's cast time destroyed Paladins if they have a hint of lag it'll take ages for the skill to cast.
Posted 23 September 2013 - 11:10 AM
why did u change final decision so that it can only hit once and the monster it knock down? it not point getting it past lvl 1 now
I agree, why did you change it, once the opponent is hit once it instantly knocks them down. Not like before where the opponent is knocked down once the full move is finished. There was no need to change this.
And to Paladins, RIP really messed with them badly.
Edited by Rabbicarpo2011, 23 September 2013 - 11:15 AM.
Posted 23 September 2013 - 11:17 AM
So apparently Barricade no longer works.
Posted 23 September 2013 - 11:27 AM
So apparently Barricade no longer works.
in pvp. Final Decision is now useless~ Savage classes now have few basic combos left
Posted 23 September 2013 - 11:45 AM
Posted 23 September 2013 - 11:46 AM
This is why I said WP needs to explain proposed changes ahead of time to players and get feedback before implementing them. Another savage nerf? Seriously? Wow. Feel so bad for them.
Oh this one's the most crippling one yet. They made Final decision 1 hit and it's knockdown changed. Savages can no longer efficiently ground combo.
Posted 23 September 2013 - 11:55 AM
ALL HAIL INVOKERSAGA! NERF EVERYONE'S Cd/CR/ATTACK but don't change healing or def! FFS COME OOOOONNN
Posted 23 September 2013 - 11:59 AM
DON'T LEVEL TO 81! THERE'S NO 81-85 BATTLESQUARE PROGRAMMED! ENDGAME IS RUINED!
Posted 23 September 2013 - 11:59 AM
Everyone change to Invoker, might as well. Onlly class that didnt get serioulsy hurt with this patch
Posted 23 September 2013 - 12:00 PM
what the hell now I cant enter bsq
Posted 23 September 2013 - 01:50 PM
Another savage nerf? Seriously? Wow. Feel so bad for them.
Agreed, savages never had an advantage and now they're just being thrown in the gutter. Super armor is easy to go around with, ninjas can stun and do chain combo no more super armor, archers can do chaincombo stun, overloards have stumble and chain combo, invokers and sorcerer freeze, and paladin well you screwed them over but they can still chain combo. So sad how this happend
Posted 23 September 2013 - 02:08 PM
Opihuchus suffers from mobs can be knocked off the map and it can crash ppl upon entering... just like elga..guess that's never going to get fixed
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