Skill Effect Requests
#126
Posted 13 February 2012 - 06:05 AM
[Maestro/Wanderer]
Metallic Sound last update formula:
[{(Skill Level x 120) + (Voice Lesson Skill Level x 60)} x Casterâ??s Base Level / 100]
Player level 150/50, voice lesson 10:
[{(5 x 120) + (10 x 60)} x 150 / 100] = 1800%
With this we will need a total of 600 matk to deal a little more than 10k damage (what is very very impossible).
Maestro/Wand with 600 Matk: 10800 damage (with no reducts)
Maestro/Wand with 300 Matk: 5400 (with no reducs)
Metallic Sound suggested formula:
[{(Skill Level x 240) + (Voice Lesson Skill Level x 120)} x Casterâ??s Base Level / 100] = 3600%
An increase of 100%
Player level 150/50, voice lesson level 10:
[{(5 x 240) + (10 x 120)} x 150 / 100]
Maestro/Wand with 600 matk: 21600 (with no reducts)
Maestro/Wand with 300 matk: 10800 (with no reducts)
To take into account reductions it's like 50% at PvP maps and 80% at GvG Maps.
Great Echo last update formula:
[{(Skill Level x 200) + 400} x Casterâ??s Base Level / 100]
Great Echo suggested formula: An increase of 100%
[{(Skill Level x 400) + 800} x Casterâ??s Base Level / 100]
(Then you have to check reducts)
Voice of Siren last update formula:
(12 + 3 * Skill Level) - {(Targetâ??s Base Level / 10) + (Targetâ??s Job Level / 5)}
A Total of 2 seconds on people Lv. 150 (nothing).
Voice of Siren suggested formula:
[(12 + 3 * Skill Level) - {(Targetâ??s Base Level / 10) + (Targetâ??s Job Level / 5)} + 1 * Voice Lesson Skill Level]
A tolta of 2 seconds + 1 second per Voice Lesson level. So Voice Lesson at level 10 = 12 seconds.
#127
Posted 13 February 2012 - 07:56 AM
Well... not really... I wonder if they plan to make a mora-like set for performers... as soon as possible.
Metallic Sound: I prefer a SP syphon increase instead of a HP damage increase. Though also I have no idea of how the Song Amplifiers affect its damage. We need to check this before checking for a change on Metallic Sound damage.
#128
Posted 26 February 2012 - 03:36 PM
Summon Fireball/Waterball/stone/lightning ball
Suggestion: Add 2% to skill-based damage per elemental orb summoned.
There's currently little reasons for warlocks to summon any orb except for Tetra Vortex. The orbs does nothing but consume SP and look pretty until they're consumed or thrown via release. I've always imagined having elemental orbs would improve the damage of your spells via an elemental connection, like the monk's Spirit Sphere.
For example, a warlock summoning five fireballs would gain a 10% boost to any fire-based skills. A warlock with one orb of each element would only receive 2% per element. A warlock summoning 3 fireballs and 2 waterballs would get 6% to fire skills and 4% to water skills.
As a side note, the lack of ghost-elemental sphere is disappointing. I'd like to see a ghostly white sphere for it.
#129
Posted 27 February 2012 - 08:51 AM
Skill name
Zen, Call spirit
Pre-patch skill
this skill supposed to adds 3 atk for every spirits and will make it never miss [well still miss but still hit damage based on how many spirit]so let say u have 5 spirit balls and u hit monster but miss and it will only hit 15 damage instead of normal damage
Post-patch skill
completely miss although u have 15 spirit balls
i'm not sure though coz i come from diff server, just joined like 3 months ago
#130
Posted 25 March 2012 - 12:23 AM
Ankle Snare
Pre-Patch:
Consumes 1 Trap item to set a trap that will immobililze an enemy for a set duration. The effective duration of the trap is reduced by the enemy's AGI. Although trapped enemies cannot move, they can still attack and use skills.
Post Patch:
Consumes 1 Trap item to set a trap that will immobililze an enemy for a set duration. The effective duration of the trap is reduced by the enemy's AGI. Although trapped enemies cannot move, they can still attack and use skills.
Desired Change:
I would like to see the ability to use "mobility" type skills disabled when caught in a trap. For example, one would be unable to cast Backslide, Snap, or Shadow Leap while under the effects of the trap.
---------------------------------
[Scholar]
Fiberlock
Pre-Patch:
Shoot a spider web to immobililze a target for 8 seconds (or 4 seconds if cast on a player). In addition, the target's flee rate is reduced by 50.
Post Patch:
Shoot a spider web to immobililze a target for 8 seconds (or 4 seconds if cast on a player). In addition, the target's flee rate is reduced by 50.
Desired Change:
I would like to see the ability to use "mobility" type skills disabled when caught in Fiberlock. For example, one would be unable to cast Backslide, Snap, or Shadow Leap while under the effects of Fiberlock.
-----------------------------
[Maestro, Wanderer]
Despair Song
Pre-Patch:
Generate a sound wave on the ground that will immobilize all enemies within a 3x3 area.
Post Patch:
Generate a sound wave on the ground that will immobilize all enemies within a 3x3 area.
Desired Change:
I would like to see the ability to use "mobility" type skills disabled when caught in Despair Song. For example, one would be unable to cast Backslide, Snap, or Shadow Leap while under the effects of Despair Song.
--------------------------------
I could go on, but I think you can see what I'm getting at. All of the skills that are supposed to "immobilize" a character are currently easily bypassed, which I don't feel is appropriate. Frankly, I think buffing these and the other immobilizing skills would go a long ways to balance the WoE aspect of this game and would give more classes a larger role than they currently have in WoE.
#131
Posted 02 June 2012 - 08:36 PM
the effects of silence & status should be nerfed, either to do by chance instead of being guaranteed, and should have a large cooldown due to it's current effectiveness.
also,
Painkiller, from Sera Homunculus-S,
the effects are broken on where it reduces the damage taken dramatically where you're able to tank the most damaging of MVP's without issues. again, change the effectiveness and/or large cooldown due to it's current effectiveness.
#132
Posted 05 June 2012 - 05:30 PM
Throw Huuma
pre patch- lock on single target split damage to others in 3x3 area around target
post patch- ground target even damage to all in aoe ... so slow at casting and such a small aoe its useless
Mirror Image
pre/post patch- blocks 5 hits of physical damage.
desired effect- stacks with cicada skin shed... tired of having to cast ninja aura, mirror image, ninja aura, then getting hit by a skill that cicada should have blocked and having to recast mirror image again to get full force of killing stroke!
Flip Tatami
pre/post patch- blocks long range attacks has 3 sec aftercast effect doesnt stack with css or mi
desired effect- blocks long range attacks has 3 sec cooldown other skills still castable during cooldown...
#133
Posted 11 June 2012 - 12:50 AM
Magnum Break:
Pre-patch: ASPD-based skill delay
Post-patch: 2 second global delay
It's a weak first job AoE. Why was it hit with such a massive nerf? I really can't think of any reason why it happened.
It should just go back to the delay it previous had, 2 seconds global renders it nearly unusable.
[Sura]
Lightning Ride:
Pre-patch: No cast time
Post-patch: [Skill Level] = Variable Cast Time (so Lv5, 5 seconds, etc)
It wasn't very strong and suffered a lot of issues before the patch too (only being usable 3 times before Zen).
Don't know why it was nerfed at all, let alone rendered unusable. I know a lot of people complain(ed) about this one.
#134
Posted 22 June 2012 - 05:53 AM
Shadow Spell:
Pre-patch:
Shadow Spell level # procs level # of the copied skill:
1 -> 1
2 -> 1
3 -> 2
4 -> 2
5 -> 3
6 -> 3
7 -> 4
8 -> 4
9 -> 5
10 -> 5
Post patch:
Shadow Spell level # procs level # of the copied skill:
1 -> 1
2 -> 2
3 -> 3
4 -> 4
5 -> 5
6 -> 6
7 -> 7
8 -> 8
9 -> 9
10 -> 10
Why you would like to see this changed/changed back:
Simple, level 5 don't deal enough damage. Shadow Spell Chasers are having a HARD time leveling.
More details are written in my proposal.
#135
Posted 13 November 2012 - 06:12 PM
Twohand Quicken
Desired Change:
Added Flee +3 and Perfect Dodge +1 for each level.
So in level 10 = +30 Flee and +10 Dodge
[Blacksmith, Whitesmith, Mechanic]
Adrenaline Rush
Desired Change:
Added Flee +3 and Hit +1 for each level.
In level 10 = +30 Flee and +10 Hit
Reference:
Spear Quicken Skill
Edit:
Correction, thanks to Baturiano
Edited by DarkenCloud, 13 November 2012 - 06:38 PM.
#136
Posted 13 November 2012 - 06:17 PM
[Knight, Lord Knight, Rune Knight]
Twohand Quicken
Desired Change:
Added Flee +3 and Perfect Dodge +1 for each level.
So in level 10 = +30 Flee and +10 Dodge
[Blacksmith, Whitesmith, Mechanic]
Adrenaline Rush
Desired Change:
Added Flee +3 and Hit +1 for each level.
In level 10 = +30 Flee and+10 Dodge-> +10 Hit?
References:
Spear Quicken Skill
#137
Posted 13 November 2012 - 06:20 PM
#138
Posted 06 February 2013 - 10:06 AM
#139
Posted 29 October 2013 - 08:45 PM
[Guild]
Urgent Call
This Skill its onley enabled during WoE
Enable skill in dif maps
i think that would be fun for make guild events and stuff to get guildys together outside woe
#140
Posted 30 October 2013 - 08:19 AM
#141
Posted 06 January 2014 - 04:42 PM
[TaeKwon Kid]
Sprint
Pre-patch: Did give 100 extra damage to unarmed strikes while affected by the Spurt buff
Post-patch: Does not give 100 extra damage to unarmed strikes while affected by the Spurt buff
Let me explain. In the text and vaguely from memory, I know that when I cast my level 10 Sprint and cancel it right away, I get the Spurt buff. This DOES work. However, on the text of the spell, it says you get 10 extra damage on unarmed strikes per level of this skill. At level 10, that is 100. I have seen this work before, in the past. I do not know why is it not working now. I also notice that I DO get the +10 STR bonus from the Spurt buff, which is also in the text.
Request: Please add back in the damage on unarmed strikes per level of Sprint above level 7.
Edit: It says enhances damage for unarmed hits on a separate sentence. It likely added to my damage without me noticing.
Edited by 7061140101105306523, 06 January 2014 - 09:31 PM.
#142
Posted 25 April 2016 - 12:01 PM
[Maestro]
Increase the power of arrow Vulcan by +/- -100% (main damage, without lute or ukulele )and allow play songs while we help killing monsters. Lower the cost of AV..
Thats enough to make us a OP classes and recover our old power.
[AB]
Increase the magic def when judgement set is +9 or higher. Increase the power of adoramus by 20-30% when 130 int.
Enough for me *.*
#143
Posted 26 April 2016 - 02:45 AM
#145
Posted 15 April 2017 - 09:32 AM
[Assassin]
Right-hand and left-hand masteries are not applying to swords.
When you equip swords, the damage penalty on dual wielding is not reduced by the skills, even though the description does not exclude any kind of weapon.
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