Niddhoggy's profile
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Member Since : 2008-05-13
335 Posts (0.4 per day)
Most active in : General Discussion
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 May 14, 2013, 15:44:37 |
#1
@XehanordHeartless
That's good to know. I actually stopped playing Dofus one year ago when Wakfu was released.
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 May 14, 2013, 15:42:52 |
#2
Something tells me that Fortifying is going to cost WP with that unnatural remedies buff.
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 May 14, 2013, 14:52:57 |
#3
I agree with some of the changes, specially the idea of revamping the fire branch and making the air branch more flexible with states.
However, some of the thoughts I put in suspension, since I do not know yet for what, for example, heal drain is being replaced.
About the Transcedence modification, it is surely going to be very useful being possible to shield allies. However, wouldn't it be a Feca role? Transcendence could simply make targets not block line of sight and make it possible to walk through enemies or obstacle if you have enough MP, like a ghost. I'd love to see that. It could also, instead of making the target invulnerable, reduce the real resistance of the target.
I agree that Transcedence should be changed, but I do not agree that Absorption should be taken away. Maybe it could simply create an aura around the Eni that heals allies and the Eniripsa, (chromatic) in the beginning of their turns inside the aura.
I will wait for a pdf before going too far.
And please, Eniripsas do not deserve a huge nerf, they deserve a complete revamp on air and fire branches to make them as popular as the water one.
- Pangea
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 May 14, 2013, 14:27:58 |
#4
@Kikuihimonji
Yeah, that would be a problem and I see no way of trying to get around it. I mean, it would be possible if we had weapon moves for every weapon, but that'd require a lot of work  . If they're up for it I'd completely agree as it would bring a lot of diversity among all possible builds.
@Others
I agree that pure weapon swings are a bit of boring, take Dofus as an example. That's why I introduced the idea of changing that and making weapon moves more versatile. That's completely fair considering that right now we barely use our weapons, we only get them to get AP or MP bonuses, and that's a bit of stupid you know.
Plus, what I have noticed is that the base weapons damage keep rising after level 100, which leaves me with the thought that after level 140~150 weapons will start doing way more damage than our spells. Which leaves us with a new Dofus in our hands, I really don't want that to happen  .
We really need something in this game after level 100 content, even in Dofus we got level 6 spells. Here we gain so little spell experience that it's really difficult to notice any changes.
If you have anything in mind please share your thoughts.
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 May 14, 2013, 02:10:26 |
#5
Weapon Moves [Suggestion]
Hello everyone.
I'm here again with some thoughts and ideas that could improve our gameplay. Currently we lack any kind of weapon usability and past level 100 abilities, they are rarely used by most classes, and I'd like to see it being changed. I know that in Dofus the weapons are way too needed, however my idea wouldn't make the game just like Dofus. My ideas are more oriented to make the past level 100 gameplay better and more enjoyable. In order to do that a few things would have to be done first:
- Higher diversity of Weapons.
- Addition of Guns (Rogues).
- Addition of Multipurpose Devices (Foggernaut).
Firstly, obviously we would need to have a better range of weapons since what I'm going to do is to restrict each class to use 2 types of weapons only.
The damage of all weapons remain the same, however, they can be changed by if a special weapon move is used.
Weapon Moves
- After reaching level 100 everyone learns 12 new abilities related to their class weapons. 6 for each weapon.
- After 100 everyone gets 6 skill points per level.
- All weapon skills require the same type of skill point as our active and passive abilities.
- All of them have 9 levels and consume the same point ratio as active abilities.
- Each move can only be done if the specified weapon type is equipped.
- There are 2 abilities per elementary branch per weapon type.
Class and Weapons
- Feca: 1 Handed Staff and 2 Handed Staff
- Osamodas: Hammer and Wand
- Enutrof: Shovel and Hammer
- Sram: Dagger and Bow
- Xelor: Hand and Hammer
- Ecaflip: Cards and 1 Handed Swords
- Eniripsa: Wand and 1 Handed Staff
- Iop: 1 Handed Sword and 2 Handed Sword
- Cra: Bow and Dagger
- Sadida: 1 Handed Staff and 2 Handed Staff
- Sacrier: 2 Handed Sword and Axe
- Pandawa: Axe and 2 Handed Staff
- Rogue: 2 handed Sword and Gun
- Masqueraider: Axe and Daggers
- Foggernaut: Devices and Hammers
Examples of Abilities and How they Work
- Abilities convert a % of the Weapon's damage into a different elementary damage.
(Enutrof) Shovel Blow:
- Requires a Shovel.
- Deals 60(110)% of Weapons Damage as Earth Damage.
- Pushes back 1 square.
- Close Combat.
- Single Target.
(Sram) Sneaking Shot:
- Requires a Bow.
- If Invisible: 110(220)% of Weapons Damage as Air Damage.
- Reveals the Sram.
- Single Target.
(Sadida) Bramble Scramble:
- Requires a 2 Handed Staff.
- Creates a Thorny Glyph in a Cone of Size 3 in front of the Sadida.
- Deals 25(70)% of Weapons Damage as Earth Damage.
(Rogue) Magnetar:
- Requires a Gun
- Consumes MP in order to increase the Gun's base damage. +2(11)% Damage per MP.
- Deals 100% of Weapon's Damage as Fire.
(Guns are ''ranged daggers'', they have slightly lower base damage than daggers and cost 3 AP. Their range is middle, from 2 to 4).
(Sram) Poisoned Edge:
- Requires a Dagger
- Deals 60(110)% of Weapons Damage as Water Damage.
- 100% chance of inflicting Poisoned (-20% Resist, -6% HP)
- 1 Cast per turn.
That is it. Simple idea that could give a better motivation to our gaming life after level 100.
Thanks for reading
Please give your feedback.
This post has been edited by Niddhoggy - May 14, 2013, 02:13:48.
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 May 10, 2013, 00:38:47 |
#6
I'd love to see plants being added.
I suppose we could nerf that Aggressive Bramble a little. I gave to it a lot of power mainly because it cannot move and only attacks in linear. Maybe the pull effect could be reduced to 3 squares
Thanks for the feedback!
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 May 08, 2013, 02:46:27 |
#7
Well, If I had an idea to revamp Sadidas, I'd love to see them working like that:
Vaporize
2AP, 1-4 Range, Modifiable
-2(24) HP
-3(36) HP (crit)
(doll) controlled, returns 1 AP
(seed) summons Greedy, returns 2 AP
Tear
4 AP, 1 MP, 1-3 Range, Modifiable, No LoS
-5(64) HP
-7(96) HP (crit)
-2(25) HP (totem's target) - Enemy
-3(37) HP (totem's target) - Enemy (crit)
+2(25) HP (totem's target) - Ally
+2(37) HP (totem's target) - Ally (crit)
(seed) summons Inflatable, returns 2 AP and 1 MP
Mudoll
3 AP, 0-4 Range, Modifiable
-2(33) HP - Enemy
-3(49) HP - Enemy (crit)
+2(33) HP - Ally
+3(49) HP Ally (crit)
If aimed at Voodoll: +4(47) HP
If aimed at Voodoll: +6(70) HP
(seed) summons a Healing Branch, returns 0 AP
Rust
5 AP, 2-4 Range, Modifiable
-3(44) HP - Enemy
-5(66) HP - Enemy
(doll) +10/100 Rust
(ally) +5(25)% Resist (all)
Drain
5 AP, 2-4 Range, Modifiable, No LoS
-3(50) HP - Central Target
-5(75) HP - Central Target (crit)
+3(50) HP - Surrounding Allies
+5(75) HP - Surrounding Allies (crit)
Woodland Stench
3 AP, 1 MP, 1-4 Range, Modifiable
-4(46) HP
-6(69) HP (crit)
Intoxicated +1(15)
Intoxicated +2(22) (crit)
(seed) summons a Lethargic, Returns 1 AP and 1 MP.
Poisoned Wind
2 AP, 1-3 Range, Modifiable
-1(10) HP
-1(15) HP (crit)
Tetatoxin +1(13)
Tetatoxin +1(20) (crit)
(seed) summons a Poison Flower, Returns 0 AP
Sudden Chill
4 AP, 2-2 Range, Modifiable, No LoS
-4(45) HP
-6(67) HP
Sudden Chill +1(20)
Sudden Chill +1(30) (crit)
(seed) summons a Mimik, Returns 2 AP
K'mir
3 AP, 1-2 Range, Fixed, Linear
-2(28) HP
-3(43) HP (crit)
Pulls 1 square
Stabilizes and Links the target to Sadida for current turn.
Doesn't damage allies
Intoxicated +1(15)
Intoxicated +1(22) (crit)
1 per turn
Gust
3 AP, 0-3 Range, Modifiable, No LoS
-2(24) HP
-3(36) HP (crit)
Pushes 1 square
Doesn't damage allies
Intoxicated +1(15)
Intoxicated +1(22) (crit)
Bramble Armors reflect 50% of damage reduced.
After armor is broken, target enters in Bramblophobia state, immune to Armor-To-Be, for 1 turn.
Bramble
4 AP, 2-4 Range, Modifiable
-4(47) HP
-5(70) HP (crit)
-1 max MP (100%)
-1 max MP (150%) (crit)
-1 max MP (100%) (crit)
(ally) Armor-To-Be +2(30)
(ally) Armor-To-Be +3(45) (crit)
(seed) summons The Madoll, Returns 2 AP
(totem) -20 Hypermovement
(totem) -30 Hypermovement (crit)
Fertilizer
5 AP, 1-3 Range, Modifiable, Linear
-5(56) HP
-7(84) HP (crit)
Steals 1 MP (100%)
Steals 1 MP (150%) (crit)
(ally) Armor-To-Be +3(40)
(ally) Armor-To-Be +5(60) (crit)
(seed) summons an Aggressive Bramble, Returns 2 AP
Wild Grass
3 AP, 1 MP, 1-3 Range, Modifiable
-4(48) HP
-6(72) HP (crit)
(totem) -5(58) HP
(totem) -7(84) HP (crit)
(ally) Amor-To-Be +2(32)
(ally) Armor-To-Be +3(48) (crit)
(seed) summons The Block, Returns 1 AP, 1 MP
Earthquake
3 MP, 1-5 Range, Modifiable, No LoS
-4(55) HP (circle)
-6(82) HP (crit) (circle)
-1 MP (100%)
-1 MP (150%) (crit)
Seismic State (+10% to Earthquake per damage taken)
Skips current turn
Spawns an Earthquake in the selected area during the start of next turn.
Manifold Bramble
6 AP, 4-5 Range
-5(71) HP (circle)
-7(106) HP (crit) (circle)
No enemy in AoE: Thorny Glyph: -1 MP (100%), -2(40) HP per square crossed. +2 AP (sadi)
No enemy in AoE: Thorny Glyph: -1 MP (150%), -3(60) HP per square crossed. +2 AP (sadi)
Dolls and Living Plants
The dolls that I'm not posting here have not been updated.
- Lethargic: spell costs 1 AP now, 1 per target per turn. Can drain AP from up to 2 different targets. Has 2 AP.
- Madoll: spell costs 1 MP now, 1 per target per turn. Can drain MP from up to 2 different targets. Has 2 AP.
- Block: gains 1.5 lock per Sadida level now.
- Ultra-Powerful: name changed to Mimik
0 MP, 2 AP, 20% of Sadida's health. Gains 1% resistance per Sadida's level. Same water mastery.
Natural Care: heals 2(20) HP, +1 AP (ally), +2 AP (dolls) (circle). Costs 2 AP and has 0 range.
0 MP, 3 AP, 25% of Sadida's health. Gains 1% resistance per Sadida's level. Same air mastery.
Bloom: Intoxicated +3(30), Tetatoxin +2(20), Sudden Chill +2(20) (circle). Costs 2 AP and has 0 range.
0 MP, 7 AP, 30% of Sadida's health. Gains 1% resitance per Sadida's level. Same earth mastery.
Carnage: pulls 6 squares, deals 4(40) earth damage, -2 max MP (100%). 4 AP, 1-7 range. Linear, 2 per turn, 1 per target.
Dolly Sacrifice
4(1) AP, 1(5) Range, No LoS
Kills Voodoll, Dolls and Plants: Heals 3(16) HP (chromatic), +1 WP.
Voodoll
4(2) AP, 1 WP. 2(4) Range, Modifiable.
Has 20% of Sadida's HP. 0.5% Resistance per Sadida's level.
Redirects 100% of the damage to the target.
Controlled.
Has a spell named Nettling Tongue: changes linked target, 1-7 range. No LoS
The totem doesn't lose HP when it's damaged like now, it works as the previous totem. It, however, loses HP when hit by enemies, which means that it can be easily killed. When damaged by allies, the resistance of the target is what is taken into consideration and when damaged by enemies what counts is the doll's resistance.
Sic'Em More
Gives +1 AP to plants.
Max of 2 per turn.
The other characteristics have not been changed.
Explodoll
+2(20) Healing (chromatic)
-2(20) HP (chromatic)
Doll Link
Transfers 0(10)% of damage to voodoll.
+0(5)% resistance per doll in the battlefield.
Knowledge of Dolls
+0(3) Leadership
+0(100)% chance of gaining 1 WP when a doll dies.
Green Guard
Gives +1 AP to plants when triggered.
The other characteristics have not been changed.
0(40)% chance of triggering.
Cannot be triggered by friendly fire.
Lone Sadida
Works with Voodoll and Plants
- Pangea
This post has been edited by Niddhoggy - May 08, 2013, 02:56:53.
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 May 07, 2013, 12:18:07 |
#8
I have to say that I disagree with almost everything.
The current Sadi does not need another revamp, they only need better maddolls and lethargics as well as lower doll summoning cost.
Your suggestion makes it really dependent on doll, Sadidas are not supposed to work like that. Dolls, the name says everything. Dolls are not a Boohemoth, not a Chief Crow, they are weak and little creatures that are supposed to help the Sadida in the battlefield, the Sadida isn't supposed to spend all his AP points to support his dolls in a fight, but on the contrary, the dolls have to help the Sadida. That's the whole point of it and always been, I just think that you haven't noticed yet. That's why they have low HP cost, low MP and limited attacks. If you want powerful summons, get an osamodas. If you want dolls to be stronger change them into something else like Zombies or some sort of shaman related skill.
I'm perfectly happy with my Lone Sadida build right now and I'm not switching to doll until they change maddoll and lethargic, because I'd like to use different dolls and not just what everyone does: greedy, greedy and greedy. All I wanted was some little changes and an Earthquake revamp, Earthquake is meant for damage and not for doll nettling IMO.
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 May 06, 2013, 21:18:13 |
#9
That place reminds me of Tynril Lab from Dofus Era
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 May 06, 2013, 03:19:11 |
#10
Suggestion to Improve the Guild System
I don't think that it is only me that feels forced to wear a guild insignia just because of it's bonuses, while all other insignia gives nothing special besides appearance. My suggestion brings a more rewarding ranking system as well as the possibility of wearing other insignia without losing the guild bonus.
The idea is simple, the guild managers are able to select specific bonuses related to the ranks they have created. The quantity and intensity of bonuses that a single rank can get depends on the level of a guild.
Guild Chest:
- Gains a special personal window, in order to be able to share items between chars. If the person is kicked out from the guild all items are sent to inventory. The window has 10 slots.
Basic rules:
- First 'Bonus Slot' is acquired at level 10.
- Second 'Bonus Slot' is acquired at level 20.
- It's not possible to stack bonuses, like 2x water damage.
Bonuses (based on guild level).
- Water Damage: +1% per level.
- Fire Damage: +1% per level.
- Earth Damage: +1% per level.
- Air Damage: +1% per level.
- General Damage: +0.5% per level.
- Critical Hit Damage: +1% per level.
- Critical Hits: +1% every 10 levels.
- HP: +2 HP per level.
- Air Resistance: +1% per level.
- Earth Resistance: +1% per level.
- Fire Resistance: +1% per level.
- Water Resistance: +1% per level.
- General Resistance +0.5% per level.
- Prospecting: +1 per level.
- Initiative: +1 per level.
- Dodge: +1 per level.
- Lock: +1 per level.
- Profession Speed: +1% per level.
- +% Ore Harvest: +1% per level.
- Profession Experience Bonus: +0.5% per level.
- Wisdom: +1 per level.
Example of ranks that can be created at level 20:
Treasurer: +20 Prospecting, +20% Ore Harvest.
Pyromancer: +20% Fire Damage, +20% Resitance.
Knight: +40 HP, +10% Resistance.
Barkcritter: +2% CH, +20% CH damage.
Leech: +20 Wisdom, +10% Resistance.
Rank names would appear after the title when you pass the cursor over someone's name.
That's it. Thanks for reading.
- Pangea
This post has been edited by Niddhoggy - May 06, 2013, 03:22:02.
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 May 03, 2013, 22:55:24 |
#11
@Kukuihimonji
The 20 damage on Explodoll I said is Chromatic. Which means that it's influenced by your highest mastery.
I believe that you have a different point on Sadidas than me. For me dolls are just a way to get some versatility or to boost your damage, they are in no way supposed to be your main source of damage - That's how I see Sadidas. Dolls are weak creatures with low HP, they're not an Osamoda's summon.
We could increase the effectiveness of my Lone Sadida's idea, but I'm afraid that summon Sadidas would eventually get way too popular because of that, that's why I put this limitation.
Now about Tree, I think it's nice. I mean, I use it all the time and these 50% resistances are very helpful. The healing might be a little low, but what can we expect? I think that immunity would be a little too much if you ask me. The thorny glyph idea comes from the perspective that as a tree you can control your roots, and make surrounding enemies lose MP. Besides that, Tree is fine. The stabilized state is one of it's best points, since you can't be moved by anything.
Now about Dolls. I suppose that AP cost would be better, 1 AP at max level. Savoir Faire would have to be changed though.
As for Voodoll, it's exactly because of that, Kikui. It dies too fast right now for a spell that costs a lot of AP to be used. I once had an idea of making it possible to control the Voodoll and give to it a spell that changes it's linked target. That would be very useful since it'd be possible to switch between support and damage, the only problem of that is that it's current % HP restriction would make that idea nonviable. What do you think of taking it away and making Voodolll have a % of Sadida's HP (enemies can kill them now, but not allies).
I used to be able to reach level 100 Bramble Shell with 10 AP and 2 crits at least, it's really possible to do it right now in Moowolf Set. The main issue is that it doesn't reflect much damage. It's not like Coagulation, as Sacrier you get Coagulation by attacking someone, right? As a Sadi you lose a whole turn to shield up, which means you are not doing any damage to an enemy if you don't have dolls out.
What do you think about my Earthquake's idea?
For the Water Branch, I don't see much problem, besides Tear's AP cost, it's too high. It'd be much better if it cost 4 AP and 1 MP.
As for the Thorny Glyph of Manifold Brambe, it should do damage as well.
I haven't touched the air branch yet, but from what I can see, Kihmir should cost just AP and maybe lower, like 3 AP, considering the fact that it doesn't lasts for the next turn like before.
- Pangea
PS: I'm looking forward to see your thoughts!!!
This post has been edited by Niddhoggy - May 03, 2013, 22:55:55.
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 May 03, 2013, 18:07:01 |
#12
Nid's Sadida Thoughts and Suggestions
I completely updated the topic. Check the changes down.
Hi I'd like to leave some personal thoughts abut the latest Sadi changes. I haven't came with anything before as I wanted to test them deeply with my Sadi, so I could build a better feedback.
The current Sadida is indeed a lot better than the one we had before patch, I however still see some issues related to AP cost and effects of certain spells. I don't know if that was a fear of making the class slightly overpowered, but it's clear that if some stuff were changed the class wouldn't become overpowered at all, at least not like the current Osamodas.
Doll Seed
The first issue is the AP cost, why does Doll Seed have to cost 3 AP to be summoned? I mean, isn't the cost of the activation already enough? I really think that if the cost of Doll Seed were 1 WP at level 9, and just 1 WP, a lot of issues could be fixed.
Another thing is that, Maddoll and Lethargic are barely used since they can only attack a single target at time. These dolls should be able to reduce the AP or MP from up to 3 targets in a turn.
The Block should gain at least 1.5 Lock per Sadida's level. The current version barely locks anything in PvE.
Inflatable should be able to heal up to 2 targets per turn, limited to 1/target though.
Edit: to prevent some trouble with Greedies, since they can be summoned for 1 AP, the Controlled effect shouldn't have to be applied right after summoning a doll.
Voodoll
Same as Doll Seed. Why AP cost? Isn't the WP cost already worth it? This spell would become less useless if the AP cost were taken away and the doll should return WP back to Sadida when it dies, if Savoir Faire is levelled (that's not happening right now).
Tree
This is a personal thought. The current spell looks good, I just wanted to add a new effect:
- Creates a Thorny Glyph around the Sadida with 100% of making the target lose 1 MP when walking.
Explodoll
The healing/damage effect is too low. It should have a base of 20 at level 20.
Doll Link
This spell evolves too slowly, it's frustrating. A second effect should be added not only to make it better, but also to give it a better purpose to be leveled.
- Reflects 0(10)% damage to the Vodooll (enemy).
- Absorbs 0(10)% of the damage to the Vodooll (ally).
- +0(15)% Damage per doll present in the battlefield. (max 45%)
- +0(15)% Healing per doll present in the battlefield. (max 45%)
Lone Sadida
I am a player that likes to avoid using dolls in the battlefield. However, sometimes I find that my build really lacks the versatility that dolls provide. I don't think it's wise at all to force Sadida Players to avoid summoning dolls. This spell should be changed in the opposite direction and give Sadis a buff when a doll is attacked by an enemy. It' work in the opposite way of Green Guard.
When a doll is attacked:
-0(40)% chance of triggering: Doll Guard (lv 1/20)
+0(50)% Damage
+0(50)% Healing
Earthquake
For Sadida's sake Grou! That spell looks cool but it's barely useful at all, forget about it! Completely change the way it works, I have a better idea, anything would be better idea anyways...
3 MP, 1-7 Range. 1 Cast per turn.
Effects:
(caster): skips current turn, enters in Seismic State (+15% damage per HP loss to Earthquake).
(area of effect of size 3): spawns an earthquake in the beginning of the next Sadida's turn.
Earthquake's Damage: 6(55), -1 MP (100%).
No one knows where it is going to spawn, only the Sadida. This spell gives a whole turn for enemies to move away and try to not end up inside the area of effect.
EDIT - New Stuff
Bramble Shield: what appears to be a bug (if it is) should be made not a bug. I mean, as long as the Bramble Shield is effective, it should be fair to only be able to cast it once every other turn on someone. But in order to do that, the effects of the bramble shield have to be enhanced. Right now they suck at damage reflection.
They have to reflect 70~80% of the damage reduced.
Ultra-Powerful and Greedies
Blocking is not the role of those dolls. They should not be able to lock anyone, Ultra-Powerfuls should avoid close combat at all costs. Greedies should still run for close combat, however they should not be able to lock, since that's the role of the Block.
The Block
The HP of that doll should be increased to 50~60% of Sadida's HP. It should gain 1.5 Lock per Sadida level (150 at 100). Considering it has only 1 MP and after the enemy runs away it becomes an useless doll in the battlefield.
I'll add more stuff when I have more time! Thanks, please give your feedback.
Well, If I had an idea to revamp Sadidas, I'd love to see them working like that:
Vaporize
2AP, 1-4 Range, Modifiable
-2(24) HP
-3(36) HP (crit)
(doll) controlled, returns 1 AP
(seed) summons Greedy, returns 2 AP
Tear
4 AP, 1 MP, 1-3 Range, Modifiable, No LoS
-5(64) HP
-7(96) HP (crit)
-2(25) HP (totem's target) - Enemy
-3(37) HP (totem's target) - Enemy (crit)
+2(25) HP (totem's target) - Ally
+2(37) HP (totem's target) - Ally (crit)
(seed) summons Inflatable, returns 2 AP and 1 MP
Mudoll
3 AP, 0-4 Range, Modifiable
-2(33) HP - Enemy
-3(49) HP - Enemy (crit)
+2(33) HP - Ally
+3(49) HP Ally (crit)
If aimed at Voodoll: +4(47) HP
If aimed at Voodoll: +6(70) HP
(seed) summons a Healing Branch, returns 0 AP
Rust
5 AP, 2-4 Range, Modifiable
-3(44) HP - Enemy
-5(66) HP - Enemy
(doll) +10/100 Rust
(ally) +5(25)% Resist (all)
Drain
5 AP, 2-4 Range, Modifiable, No LoS
-3(50) HP - Central Target
-5(75) HP - Central Target (crit)
+3(50) HP - Surrounding Allies
+5(75) HP - Surrounding Allies (crit)
Woodland Stench
3 AP, 1 MP, 1-4 Range, Modifiable
-4(46) HP
-6(69) HP (crit)
Intoxicated +1(15)
Intoxicated +2(22) (crit)
(seed) summons a Lethargic, Returns 1 AP and 1 MP.
Poisoned Wind
2 AP, 1-3 Range, Modifiable
-1(10) HP
-1(15) HP (crit)
Tetatoxin +1(13)
Tetatoxin +1(20) (crit)
(seed) summons a Poison Flower, Returns 0 AP
Sudden Chill
4 AP, 2-2 Range, Modifiable, No LoS
-4(45) HP
-6(67) HP
Sudden Chill +1(20)
Sudden Chill +1(30) (crit)
(seed) summons a Mimik, Returns 2 AP
K'mir
3 AP, 1-2 Range, Fixed, Linear
-2(28) HP
-3(43) HP (crit)
Pulls 1 square
Stabilizes and Links the target to Sadida for current turn.
Doesn't damage allies
Intoxicated +1(15)
Intoxicated +1(22) (crit)
1 per turn
Gust
3 AP, 0-3 Range, Modifiable, No LoS
-2(24) HP
-3(36) HP (crit)
Pushes 1 square
Doesn't damage allies
Intoxicated +1(15)
Intoxicated +1(22) (crit)
Bramble Armors reflect 50% of damage reduced.
After armor is broken, target enters in Bramblophobia state, immune to Armor-To-Be, for 1 turn.
Bramble
4 AP, 2-4 Range, Modifiable
-4(47) HP
-5(70) HP (crit)
-1 max MP (100%)
-1 max MP (150%) (crit)
-1 max MP (100%) (crit)
(ally) Armor-To-Be +2(30)
(ally) Armor-To-Be +3(45) (crit)
(seed) summons The Madoll, Returns 2 AP
(totem) -20 Hypermovement
(totem) -30 Hypermovement (crit)
Fertilizer
5 AP, 1-3 Range, Modifiable, Linear
-5(56) HP
-7(84) HP (crit)
Steals 1 MP (100%)
Steals 1 MP (150%) (crit)
(ally) Armor-To-Be +3(40)
(ally) Armor-To-Be +5(60) (crit)
(seed) summons an Aggressive Bramble, Returns 2 AP
Wild Grass
3 AP, 1 MP, 1-3 Range, Modifiable
-4(48) HP
-6(72) HP (crit)
(totem) -5(58) HP
(totem) -7(84) HP (crit)
(ally) Amor-To-Be +2(32)
(ally) Armor-To-Be +3(48) (crit)
(seed) summons The Block, Returns 1 AP, 1 MP
Earthquake
3 MP, 1-5 Range, Modifiable, No LoS
-4(55) HP (circle)
-6(82) HP (crit) (circle)
-1 MP (100%)
-1 MP (150%) (crit)
Seismic State (+10% to Earthquake per damage taken)
Skips current turn
Spawns an Earthquake in the selected area during the start of next turn.
Manifold Bramble
6 AP, 4-5 Range
-5(71) HP (circle)
-7(106) HP (crit) (circle)
No enemy in AoE: Thorny Glyph: -1 MP (100%), -2(40) HP per square crossed. +2 AP (sadi)
No enemy in AoE: Thorny Glyph: -1 MP (150%), -3(60) HP per square crossed. +2 AP (sadi)
Dolls and Living Plants
The dolls that I'm not posting here have not been updated.
- Lethargic: spell costs 1 AP now, 1 per target per turn. Can drain AP from up to 2 different targets. Has 2 AP.
- Madoll: spell costs 1 MP now, 1 per target per turn. Can drain MP from up to 2 different targets. Has 2 AP.
- Block: gains 1.5 lock per Sadida level now.
- Ultra-Powerful: name changed to Mimik
0 MP, 2 AP, 20% of Sadida's health. Gains 1% resistance per Sadida's level. Same water mastery.
Natural Care: heals 2(20) HP, +1 AP (ally), +2 AP (dolls) (circle). Costs 2 AP and has 0 range.
0 MP, 3 AP, 25% of Sadida's health. Gains 1% resistance per Sadida's level. Same air mastery.
Bloom: Intoxicated +3(30), Tetatoxin +2(20), Sudden Chill +2(20) (circle). Costs 2 AP and has 0 range.
0 MP, 7 AP, 30% of Sadida's health. Gains 1% resitance per Sadida's level. Same earth mastery.
Carnage: pulls 6 squares, deals 4(40) earth damage, -2 max MP (100%). 4 AP, 1-7 range. Linear, 2 per turn, 1 per target.
Dolly Sacrifice
4(1) AP, 1(5) Range, No LoS
Kills Voodoll, Dolls and Plants: Heals 3(16) HP (chromatic), +1 WP.
Voodoll
4(2) AP, 1 WP. 2(4) Range, Modifiable.
Has 20% of Sadida's HP. 0.5% Resistance per Sadida's level.
Redirects 100% of the damage to the target.
Controlled.
Has a spell named Nettling Tongue: changes linked target, 1-7 range. No LoS
The totem doesn't lose HP when it's damaged like now, it works as the previous totem. It, however, loses HP when hit by enemies, which means that it can be easily killed. When damaged by allies, the resistance of the target is what is taken into consideration and when damaged by enemies what counts is the doll's resistance.
Sic'Em More
Gives +1 AP to plants.
Max of 2 per turn.
The other characteristics have not been changed.
Explodoll
+2(20) Healing (chromatic)
-2(20) HP (chromatic)
Doll Link
Transfers 0(10)% of damage to voodoll.
+0(5)% resistance per doll in the battlefield.
Knowledge of Dolls
+0(3) Leadership
+0(100)% chance of gaining 1 WP when a doll dies.
Green Guard
Gives +1 AP to plants when triggered.
The other characteristics have not been changed.
0(40)% chance of triggering.
Cannot be triggered by friendly fire.
Lone Sadida
Works with Voodoll and Plants
- Pangea
This post has been edited by Niddhoggy - May 08, 2013, 03:01:29.
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 April 26, 2013, 18:03:20 |
#13
I really like the idea of joining together the city areas and creating a capital. It's really convenient as the access is going to be easier plus it will make nations that are currently ignored or refused due to their geography (Sufokia and Brakmar) and increase the number of people that would belong to them. It will be a great update.
Another very interesting idea of mine is to join all four nations into a continent, I know that it may be against the idea of fragmentation that Wakfu has, but for nations I think that it could be forgotten a little.
I mean, with this idea of creating kind of a link (new landscapes and areas) that would link all the four nations, it would bring a lot of new possibilities, including possibilities that would improve the political aspect of the game. For example, let's say that it would be possible to capture other nation's areas in order to expand one nation's size (with a limit of course). Or maybe to build fortress around the nation areas in order to prevent illegal people form crossing (thus, making it impossible to zaap to an enemy nation), and so on. I really think that the current game lacks this aspect, and it should be improved.
There could be neutral zones with a blackmarket thing in order to give players a possibility of trading items with enemies, that place could even be controlled by outlaws! Why not? Hahaha.
The suggested ecosystem changes are also very interesting, specially being able to introduce a new species to a place. However, I don't think this right should be hold by everyone, but by the government, in order to bring a better importance of having a good government, for example.
Another thing that is really weird is the current weather system. Other day I went to brakmar and realized that in a city surrounded by lava we had negative temperature, the temperature really have to be modified and be specific to every nation, each one of them with it's own seasons too. That way, we could take into consideration the weather and the flora before implementing a new species to a local.
That's it for today, I don't have time right now to write more. When I come back I'm posting more stuff.
Thanks,
Niddhoggy.
This post has been edited by Niddhoggy - April 26, 2013, 18:05:56.
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 April 21, 2013, 23:44:26 |
#14
Buying Admiral Hurl Set and Imperial Whirly Wedding Ring
PM Pangea.
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 April 21, 2013, 23:43:19 |
#15
Damn, wrong place!
Sorry.
This post has been edited by Niddhoggy - April 21, 2013, 23:43:44.
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 April 20, 2013, 17:35:45 |
#16
@Neuroid
The healing could also have a 100% chance and maybe heal adjacent allies, all based in chance water mastery.
This post has been edited by Niddhoggy - April 20, 2013, 17:36:09.
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