Cyane

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Posts posted by Cyane


  1. I guess it was already reported, but just in case.

    Every time i invite a new pt member it appears this annoying message for all pt members to change to "Finders keepers"

    pd: now that i put it in random including spoil i doesnt do that anymore.. weird.. i think it happens when having pt in random or dunno


  2. 15 hours ago, Sensei said:

    I had a tough time coming up with something for archers, they surely deserve something extra. Maybe Counter Critical's trigger affecting their auto-hit crits?

    Have a nice day.

    Yeah, or maybe adding more skill power to lethal shot would be an easier solution

    good suggestions overall


  3. On 4/25/2020 at 11:41 PM, San0 said:

    a lot of changes will happen to all the fears so just sit tight ladies, dont need to murder eachother.

    i think that big changes on gameplay like these, before they happen, would be good idea to from now on, to only have them first and only in test server for some time, so all ppl have time to test and give a feedback. You know, to prevent massive qq topics, and having to revert things back that cost for ppl a lot of investment on rollbacks, builds and so on (for example summoner and elder changes) and time from you as well

    free up

    • Like 1

  4. PVE:

    For frontal tanking, in place: paladin (sacrifice = auto heal non stop, some say heal drain too +more hp). Best for mele rb

    For any angle tanking, specially when running: tk (aegis+guard stance + heal cubic <heal while running>, +more speed). Best for aoe.

    PVP: both are trash compared to da/sk until 78+ when debuffs start to fail much often due to puri and chant, and in lv 80 pala/tk get 1 pt buff that any competitive cp wants to have


  5. 11 minutes ago, MoDoy said:

    the a grade weapons reported here is bug for sure, no doubt about it, about this low/high tier of weapons, as i said, i dont remember it well, maybe it was bugged like this in past but got fixed, or never was bugged, idk, i just remember some discussion about it was going on in this forum (if i remember correctly it was something like this topic but was about fists? like comparing pata and antro nail or something) ;)

    yes, i remember too, it was fixed

    • Thanks 1

  6. False.

    P. atk doesnt have anything to do with if weapon is "same grade or not" nor if its "top" or mid nor low tier. Same weapon p.atk = same p. atk in status, thats the rule for d, c and b grade weapons.

    Its not the first time there is a wrong bonus after +4 for weapons (case of b grade before zaken)

    gj budesca

    pd pd: this is true even when comparing apples to oranges (weapons of different type<fist/bow>, grade<d/b>, tier<mid/top> and enchant<+8vs+0)

     

    • Like 1

  7. 15 minutes ago, MoDoy said:

    and honestly, idk, maybe you guys will disagree with this, but i would really think about reworking puri song in some way, maybe reduce % of debuff resistance to like 60% but make it reuse like 2.5 minutes (so duration == reuse), because right now its - fight for 2.5 minutes until puri is off and then bishop can **** himself, because i am not quite sure how is he supposed to deal with this fiesta, that way some debuffs will be still landing on people (dont forget IC debuff for example decreases debuff resistance even more, so even with puri on, you will be landing debuffs), but it wont be swarm of debuffs all at once which you cannot do anything about, even if you have full epics on people

    image.png.9049238802f0a5604ddbe4803d236db3.png

    another posibility is to not change puri but add or change some skil to counter it. For exmple, by the same way rizos suggested to add -stun resist debuff on provoke on wl, i dont see a reason to not give something similar to overlords but applied to general debuffs to counter puri.. in other words: adding to ol an aoe seal debuff effect in some skill to decrease general debuff resistance on enemies around. It makes sense with ol's classic debuff role


  8. i miss (omg suddenly i can write :D) boats, wolves, heine,  goddard and its hunting zones, MoS.. and for skills: old totem/rage mechanics cause they all were trade-ofs, they all had a purpose (not one totem being just sa superior version of the older one), old evasion mechanics, debuff landing was more complex (based on parameters and stats, tho that i understand its hard to calculate and balance right) and newer debuff mechanic that altough i didnt play god i readed that they implemented something to protect ppl from cc lock against same kind of debuff

    about mental on oly i dont agree cause switch / trick efectivness is greatly affected by it.. but if it was up to me to make 1 custom change, implementing the same mechanic that sleep and roots have on fear, would make fear a skill you have to time right giving sometimes to enemy a little bit of time to react instead of brainless spamming..even if you play da horrible. if you lock him with 1 fear, its pretty much over if you just hold that button on and hit.. in the other hand if fear was like sleep, you could only get perma cc if the user is really good at timing it in the right moment.. i dont say the same for stun f.e cause there are already many ways to protect against it and also cause its not unbreakable

    • Like 1

  9. Characters currently have 100% chances of landing any debuff (no matter skill lvl and target resistances) if target is 10 lvls lower or more than the caster.

    Test server:

    But according to official classic:

    Aw 55 resisting sleep from wc 78 lv. after guard expires

    Many stuns resisted by an sk 58 lv. against pr 71

    1 Sword of symphony resist and 2 arrest resist (sws 71 vs sk 58)

    Experiment from official

    https://eu.4gameforum.com/threads/615413/

    "Moreover, [IMG] «Silence» skill land rate was tested for lvl 1 character and it was exactly 88%."

    "as it can be seen from the results, 10 levels difference doesn’t influence much the [IMG] «Silence» and [IMG] «Curse Fear» skills land rate."

    You can confirm that curse fear and silence land rate never changed, remained constant. It didnt matter if target had same lvl, or if it had 5 nor 15 nor 73 lvls of difference: Even a lv 1 should have the same base resistance of a target of the same lvl of caster.

    In our server, lvl difference gradually reduces target resistance until it becomes 0% with 10+ lvls of diff, and from that moment it cant be increased by any buff nor item (n * 0 = 0). except guard and mystic inmunity obv.

    I suggest for land rate of debuffs to not increase but to remain constant, as official, when the target is lower lvl than caster. Fixing this issue ll improve chances of lower lvl characters when they have proper debuff resistances due to items or buffs in oly and outside, like puri song or other buffs that a high lvl ally can provide to them for instance.

    pd: Do not confuse with the fact that skills work less against target of more level, that works as intended. This is the other way around: high lv vs Low lv.

    Ty

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