a 12k def on full stat buff damn lol
Posted 05 October 2015 - 02:30 PM
a 12k def on full stat buff damn lol
Posted 05 October 2015 - 02:53 PM
So what's that make, about 83% reduction?
Posted 05 October 2015 - 03:04 PM
Katsura they fixed that CD issue when they uploaded patch 113, instead of 100-300% CD's they're now 10-20%, [1-4seconds, not 20-30]. Since 113 went up, I haven't had nearly as many CD related issues. Have you tested since this patch number, if so and are still experiencing CD related issues, which class/skills are you having problems with.
i haven't actually, i'll test again when i can. Thx for informing
Posted 05 October 2015 - 03:37 PM
Other than that, the other concern is the fact that dodge has increased, crit has increased, but accu has decreased... what are you guys doing.... *sigh* again, advantage to the katar raider class...
No because katars and axe champs are pretty much guaranteed 50% crit while no other class is so increasing crit benefits other classes more.
Posted 05 October 2015 - 03:55 PM
Actually that changed.
Katars for one, lost their crit down 'katar upper' and need gearing to reliably hit 50%.
With CHA now giving Critical Defense AND CON no longer giving critical, facing a katar won't be as dangerous in terms of just crit.
Axes on the other hand, may offensively have critical, but it's very unlikely they will have critical defense downs, making CHA Crit Defense that much more effective.
I mean, if you get in-game, and actually test, you can FEEL the difference.
Posted 05 October 2015 - 03:59 PM
I mean, if you get in-game, and actually test, you can FEEL the difference.
lol just because you don't happen to be on the random maps I test on doesn't mean I'm not testing
with the two 5% crit passives and intense blessing that's 15% crit chance, plus cleric buffs it's a very inherently high crit for raider
and yeah, without crit con is utterly useless in pvm if you have a halfway decent weapon. I don't see much of a point in going past say 50 con. Monsters have low dodge
Edited by DoubleRose, 05 October 2015 - 04:04 PM.
Posted 05 October 2015 - 05:23 PM
and those two 5% crit passives and cleric buffs are ALSO on the person targeted by the raider in a fair scenario.
Posted 05 October 2015 - 05:46 PM
and those two 5% crit passives and cleric buffs are ALSO on the person targeted by the raider in a fair scenario.
Getting 50% crit isn't a big problem for an offensive class, but charm certainly tones it down.
By crit passives I meant the ones unique to raider, not the you to 10% you can get from the IM. I know intensity blessing is popular, but I'm not sure about the mini crit ones. Most of my characters have 2-3 of those from the valor shop
Posted 05 October 2015 - 05:50 PM
Just want to respond to a couple comments.
I just had a player that was on Pegasus ask me some simple questions, about whether some things were intended with cooldowns. It brought to light that the skills being questioned (Blaze was the main concern) that their cooldown was intended to be as high as it was. We talked briefly about the differences from live to Pegasus and, it was incorrectly increased. Long story short, Blaze, and a couple other skills, were double increased, so there may be some other skills that were also affected the same way. I'll have to go back over them with that in mind now to look for any 'double adjusted' skills.
Get ready for another minor patch on Tuesday, with some bug fixes, including these cooldown tweaks and we'll be adjusting Charm down to 1 : 0.75 (1 Charm = 0.75% increase to status effects) instead of 1 : 1%. Seeing some results from testing, it's back to being on the high side, so we're going to try the middle ground between halfing it, and not changing the influence rate.
Lastly, I strongly urge everyone to go test Pegasus. Some still seem to be making speculations, and also I would very much ask that you post screenshots, if not of your results from Pegasus testing, but comparisons to what's on Arua as well so we can actually see what the differences are! I can understand hiding your build, so if you're concerned over that, send me a PM and question me there or at least let me see the full information so we can truly compare without missing information.
Thank you testers!
Posted 05 October 2015 - 05:57 PM
For example the Attack/Second on xbow is currently 0.
Posted 05 October 2015 - 06:14 PM
okay said i would gived an update after more testing - so here goes
aside from the confusion i get over the elemental scrolls having to be reversed i am really enjoying this update, so much so i prefer to play pegasus rather than arua
the cooldown on my knight's aoes is taking a little getting used to on arua the cooldown is such that i can use the 4 aoes continuously and on pegasus i cant - i can foresee a slight problem in keeping team mates safe in dungeons on arua with the longer cooldowns but nothing that practice wont overcome
the new elements have actually increased the knight's pathetic damage so that its now almost reasonable - yay for me.
its been a little hard to to run the dungeons as there is only 2 of us but we have manged to complete CoU, HoO and sod (cleaning the whole way) with just knight and mage
Posted 07 October 2015 - 03:52 PM
Pegasus Patch v114
Changes to Gameplay
Bug Fixes
Skill Changes
Adjusted Cooldowns
where "double cooldown increases" were found to occur.
Hawker
Knight
Champion
Mage
New Test Aspect - Off-Hands (Shields & Magic Tools)
Posted 07 October 2015 - 04:16 PM
Certainly some new stuff to try out. Looking forward to see more accurate attack speed values, those display glitches on attack speed were quite the burden on testing. Seeing the correct values on the weapons explains a lot.
Edited by DoubleRose, 07 October 2015 - 04:30 PM.
Posted 07 October 2015 - 05:03 PM
Yeah, that was an unexpected rounding issue. looks to be all good now though. I went through several weapons that were noted to be incorrect, they all displayed correctly now according to our test sheets.
Posted 08 October 2015 - 06:44 AM
Stat buffs are still 10 for me.
Liking the shield changes.
Posted 08 October 2015 - 07:04 AM
New Test Aspect - Off-Hands (Shields & Magic Tools)
- Block Rates have been standardized to a 15% block chance, for all tiers.
- Block Amounts have been adjusted to a new scale, in most cases increased.
This is to make off-hands consistent with its damage mitigation rate, and improve its mitigation amount for higher tiers.
The goal is to improve the lower level damage mitigation chance and rates, while keeping the upper tier chances, but improve the reduction rates on a successful block.
sounds interesting, will have to test this out - ive always wanted different variations to be brought in regarding the Block amount + Block Percentage, as I think this is pretty linear in terms of build
I know on a knight you are able to increase block amount with a passive and an increase of a certain stat, however, on cleric there is no way around that. yes a gem and some equips to increase the amount but nothing regarding a passive with a stat to influence the block amount - this would be good to see.
also in terms of the offhand itself, I would like to see more variations, ones with less block rate % and more block amount, and some with more % but less block amount, this would have to be scaled correctly, if not it could get out of control. but seems like a nice idea due to the damage output being so high.
I think just think a similar passive on the knight to increase the block amount should be introduced onto a cleric, would make another diversity to building clerics
Posted 08 October 2015 - 07:07 AM
Minor bugs
Description for imbuement needs to increase in size cuz some i can't read a lot of the text that's missing
Junon Cradel, there's a french option npc there .-.
Also junon cradel didn't take away my buffs
Question
What can be used to increase crit def?
Request
Mobs to show what element they are using so we are aware of what can be used that's strong against them. (nvm just noticed them)
use the scrolls to show the logo of what the element is so it is a little easier to differentiate. Also to allow better understanding of which logo on mobs is for what element
Edited by KatsuraKujo, 08 October 2015 - 09:10 AM.
Posted 08 October 2015 - 07:14 AM
sounds interesting, will have to test this out - ive always wanted different variations to be brought in regarding the Block amount + Block Percentage, as I think this is pretty linear in terms of build
I know on a knight you are able to increase block amount with a passive and an increase of a certain stat, however, on cleric there is no way around that. yes a gem and some equips to increase the amount but nothing regarding a passive with a stat to influence the block amount - this would be good to see.
also in terms of the offhand itself, I would like to see more variations, ones with less block rate % and more block amount, and some with more % but less block amount, this would have to be scaled correctly, if not it could get out of control. but seems like a nice idea due to the damage output being so high.
I think just think a similar passive on the knight to increase the block amount should be introduced onto a cleric, would make another diversity to building clerics
Good and bad.
But once you get on pegasus to test this, trust me, the block rate helps a lot now, better than last time. I'm wearing blazing 220 gear and so far it works well against mobs in cou (as i can survive quite long) and against my raider (although my raider sucks)
Posted 08 October 2015 - 07:15 AM
Minor bugs
Description for imbuement needs to increase in size cuz some i can't read a lot of the text that's missing
Junon Cradel, there's a french option npc there .-.
Also junon cradel didn't take away my buffs
Question
What can be used to increase crit def?
Request
Mobs to show what element they are using so we are aware of what can be used that's strong against them.
(still testing, will update later)
I agree, the Elements should use a 3,x,x,xx Font in the XML so they're bolded and easier to read.
Junon Cartel* I did notice a second language option, this is nice! While I don't necessarily understand many languages, having multilingual support is always a good feature in an international game.
I noticed Junon Cartel not removing buffs as well, I thought the purpose of this map was to be a GA version of the Map. IE dispelling buffs gained before entering the zone and restrictions of items not normally available in a GA mode. Like a GA Practice Map.
Currently, CHA is the only method of increasing Critical Defense, though I've already had discussions about this with Genesis, and he said there will most likely be Gem options and possibly gear options later on new equipment to support this stat. For now though, it'll just be from CHA.
Mobs do have Elemental Tags in game, even the live server right now. On the Left side of the Name, you will see the Rank and Type of the Mob; on the Right side of the Name you will see any Elemental association the monster has. IF there is no elemental Icon here, then they're considered (basic) meaning they don't have an Element.
cheers
Posted 08 October 2015 - 09:06 AM
Stat buffs are still 10 for me.
Looks like I forgot to include that change, next patch then. Maybe today.
Posted 08 October 2015 - 09:13 AM
suggestion for elemental scroll
you can use the icon for mobs as the element so its easier to tell the difference.
Where as for whether its weapon or armor
for weapon you can use a sword or something
armor use a simple armor icon (like a really small one right beside the element)
that would kinda help identifying it i think.
Edited by KatsuraKujo, 08 October 2015 - 09:15 AM.
Posted 08 October 2015 - 09:29 AM
Here's a graph demonstrating the new Attack Speed changes.
Now, I'm ok with most of what was changed, except 1.
Crossbows took a MASSIVE MASSIVE hit to their attack rate. The problem, is their Attack Power was not increased.
Going off the two Classes that use xBow we know
Knights: 1Handed Infinitely more popular in both PvP and PvM Due to AoE's and Single Target damage, with Procs Effects.
Scouts: Bows > xBows due to stealth, significantly higher damage and better skill selection/effects.
If you're going to make xBows attack SLOWER than Bows, you really really need to increase their base AP.
================
Something else I noticed while investigating xBow classes [specifically Scouts] is that the first 2 Status Down skills [Clamp Arrow] [Shackle Arrow], the Bow status is stronger than the xBow status down amounts. This is a huge flip flop. Everyone knows that xBows have stronger status downs than Bows, because Bows do more Damage than xBows. That's the trade off.
So with the fact that bows Hit Harder, AND Faster due to Aspeed changes, and NOW have stronger status down effects, this needs to be fixed asap.
Either
1: Increase xBow AP on base weapon amounts, and give Scouts and Knights better AP passives for xBows to be the 'new' damage dealers [amung other things needed for Knights to be good with xBows]
or
2: Fix their base AP on weapons, and leave their passives alone but switch the values for Bow + xBow [Clamp/Shackle Arrow] around, so that xBows have their Status Down feature again.
That's all for now.
Edited by Feuer, 08 October 2015 - 09:34 AM.
Posted 08 October 2015 - 10:20 AM
Crossbows took a MASSIVE MASSIVE hit to their attack rate. The problem, is their Attack Power was not increased.
Going off the two Classes that use xBow we know
Knights: 1Handed Infinitely more popular in both PvP and PvM Due to AoE's and Single Target damage, with Procs Effects.
Scouts: Bows > xBows due to stealth, significantly higher damage and better skill selection/effects.
If you're going to make xBows attack SLOWER than Bows, you really really need to increase their base AP.
================
Something else I noticed while investigating xBow classes [specifically Scouts] is that the first 2 Status Down skills [Clamp Arrow] [Shackle Arrow], the Bow status is stronger than the xBow status down amounts. This is a huge flip flop. Everyone knows that xBows have stronger status downs than Bows, because Bows do more Damage than xBows. That's the trade off.
So with the fact that bows Hit Harder, AND Faster due to Aspeed changes, and NOW have stronger status down effects, this needs to be fixed asap.
Either
1: Increase xBow AP on base weapon amounts, and give Scouts and Knights better AP passives for xBows to be the 'new' damage dealers [amung other things needed for Knights to be good with xBows]
or
2: Fix their base AP on weapons, and leave their passives alone but switch the values for Bow + xBow [Clamp/Shackle Arrow] around, so that xBows have their Status Down feature again.
That's all for now.
I've always seen it as bows get extra range, lower cooldowns, critical damage, more attack speed and critical chance aka better dps, and stealth. Crossbow gets stronger burst damage, higher defense and block, stronger status down, and relatively useless shield skills. Bow is already way better than crossbow. I've tried to find people who use crossbows to see what they think so I can hear opinions besides my own, but I must be bad at looking.
Crossbow scouts feel like attack damage casters in other games. They have high attack, but their ap doesn't translate into dps so instead they mix spells and regular attacks, focusing on powerful initial burst. Launchers feel similar, but more burst and aoe focused with less defense and lower attack speed.
The shield changes give more defense but also take away more attack speed, so I don't know how that affects overall power.
How about making the crossbow passives give 25% ap like the other weapons (though some give 30%) instead of 20%? That, and make them have at least .5 attack speed like guns instead of .45.
Oh, and 1h swords are .7 attack speed right now when you'd expect them to be .77 like katar.
Posted 08 October 2015 - 10:30 AM
Valid points, and we could argue Balance between Bows and Crossbows all day, I just want to make sure each detail of this update itself is optimized, before moving onto those pre-existing points. Which is risky, because once this goes live, getting them to adjust things is significantly harder to do.
For Now, Increasing their AP or APS [attacks per second] is a must, or else this will just result in a flat out nerf, that will make using this option fruitless, as it's already struggling. And also give them their initial role back as a CC/Tactical Archetype.
[I do want to state, that between Impact Arrow, Phoenix Arrow, and Critical Damage, Bows out burst a xBow with ease. xBows are not a Burst Class, not by a long shot.]
Edited by Feuer, 08 October 2015 - 10:31 AM.
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