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Member Since : 2011-12-30
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Most active in : Character Classes
posté April 16, 2014, 00:34:36 | #1
Added Perk Up's effects and hopefully fixed any problems listed in the list.

Anything I'm missing?


- Kat


Thread : General Discussion  Preview message : #716339  Replies : 17  Views : 596
posté April 13, 2014, 13:06:43 | #2
Mini bump for adding the list (though incomplete) to the opening post.


- Kat


Thread : General Discussion  Preview message : #715339  Replies : 17  Views : 596
posté December 17, 2013, 11:58:38 | #3
Alright on to the next one.

This time I'm going to talk about Krobax. Our little owl friend that controls the wind. Like Skale, he is a special case with some unique crowd controls skills to support your team. Krobax shall be compared mainly against an Air Sacrier (reasons you'll see below).

Also, updated the chart on Krobax as there were a couple things to add.



We're going to start with an Active Specialty as it defines most of Krobax's spells.

Krobax's Souitch vs. ---
Cost: ---
Range: 0
Area: Point
Conditions: 4 uses a turn

Souitch (if you're having trouble saying that, say "Switch" as that's what the spell is doing) is a unique specialty only to Krobax. Thus nothing to compare it to. It has no cost or damage. It also gains nothing as it levels. All it has is a "4 uses a turn" limit on it.

What this does is either places or removes the "Souitch" state from Krobax. The "Souitch" state alone does nothing. Instead it changes how Krobax's spells push, pull, or teleports.

The "Souitch" state lasts 1 turn. Therefore you always start your turn without it.


Krobax's Cyclone vs. Sacrier's Assault & Light Speed
Cost: 3 AP vs. 3 AP & 5 AP 1 MP 1 WP
Range: 1-4 non-modifiable vs. 1 to 1-4 with no LoS, modifiable by Lvl 121 & 3 Line, no LoS, modifiable
Area: Point vs. Point & Circle 2
Conditions: Assault requires you not being carried. Light Speed requires 25+ Angrr, not to be carries and limits to 1 use a turn. Also not mentioned, but the destination spaces 6 spaces away in a line must be open.
Lvl. 200 Dmg: -59 HP vs. -61 HP (or -80 HP if target is stabilized) & -140 HP
Cyclone non-Souitch Effects: Switches place with the target and turns the target toward Krobax. Not listed in the effects, but Cyclone does not seem to hurt a targeted Ally.
Cyclone Souitch Effects: 2 WP is added to the cost. Krobax teleports to target location. Target location must be an empty space.
Assault Effects: Switches place with the target and turns the target toward the Sacrier.
Light Speed Effects: Teleports toward destination space, 6 spaces away in a line.

Woo, that's a lot more text than normal for the comparisons in just the stat department. So many effects. I decided to compare Cyclone to two different Sacrier abilities because of the vastly different effect on the "Souitch" states.

First, a non-Souitch'd Cyclone vs. Assault. Costs are the same and once the Sacrier levels up, they have the same base range of 1-4. Damage is also very similar and the effects are close to identical. Where of course the Sacrier comes ahead is that starting at spell Lvl 121, Assault gains no LoS. It's range is also modifiable, unlike Cyclone. At low levels, Cyclone wins as it has it's full range right away, while Assault only has 1, but as the Sacrier increases the level of Assault, in becomes vastly better. The only benefit that Cyclone has is the unlisted effect of not damaging your Ally if you so chose to switch with them, unlike Assault, which hurts regardless of it being an Enemy or Ally. Sacrier wins this half of the spell, but it is decently close for a while and a very useful support for Krobax.

Second, a Souitch'd Cyclone vs. Light Speed. These are quite different. A Souitch'd Cyclone becomes Krobax's only WP costing spell and it costs a handful (2 WP added to it's 3 AP cost). This limits it to 3 uses a fight, but at least you don't need to save the WP for anything else. On the other side of cost, Light Speed costs a bit of everything. You need sufficient AP, MP and WP to use it, along with many special conditions before being allowed to cast it. A Souitch'd Cyclone is a teleport spell, and nothing more. It deals no damage and can be used for an escape or positioning. Light Speed, when conditions are met, deals a massive amount of damage to a large AoE of a Circle 2 and teleports the user a great distance of 6 spaces. While mainly used for damage, it can also be use for escapes or positioning. Also, like Assault, it has no LoS required for use, while a Cyclone needs LoS, Souitch'd or not. The Sacrier wins this again, but again, this is an immensely useful spell for Krobax. It combines two fun and greatly used spells of the Sacrier into one.


Krobax's Zephyrus vs. Sacrier's Rejectatoo & Sacrier's Fist
Cost: 2 AP vs. 3 AP & 2 AP 1 MP
Range: 1-7 modifiable, 1-2 Line, non-modifiable & 1-2 Line to 1-5 Line non-modifiable by Lvl. 85
Area: Point
Conditions: Sacrier's Fist is limited to 2 casts a target
Lvl. 200 Dmg: -42 HP vs. -73 HP (or -92 HP if the target is stabilized) & -72 HP
Zephyrus non-Souitch Effects: Attracts by 1 cell toward Krobax
Zephyrus Souitch Effects: Pushes back 1 cell away from Krobax
Rejectatoo Effects: Pushes back 1 cell away from the Sacrier
Sacrier's Fist Effects: Sacrier gets moves to the cell adjacent to the target (get's closer by 1-4 cells)

Yay, more text than normal still..... A-hem....

I'm going to start with the Souitch one this time.

First, a Souitch'd Zephyrus vs. Rejectatoo. Damage against a non stabilized target is -21 HP per AP vs. -24.33 HP per AP. Relatively close because the range on Rejectatoo is so restrictive. If you're lucky enough to have a stabilized target, the Sacrier gets a boost to -30.67 HP per AP, which is really nice. However, again on the range, the Rejectatoo is stuck at a 1-2 Line cast range, while Zephyrus has an amazing range of 1-7 and is not restricted to a Line. For damaging, the Sacrier does better, but for using that push to it's full potential, Krobax has that in spades. To top it off, Zephyrus has modifiable range, while Rejectatoo's range cannot be changed. I'm actually going to say Krobax wins this one for shear versatility.

Second, a non-Souitch'd Zephyrus vs. Reverse "Get Over Here"... cough... I mean, Sacrier's Fist. These spells are quite a bit different, but it was hard choosing something similar and this "kind of" fit. Both spells cause a target to move in the same direction. One just happens to be something other than the caster, while the other is the caster him/herself. The damage is the same as listed above in the Zephyrus vs. Rejectatoo comparison, so we'll leave it at that (other than that Sacrier's Fist does not get a bonus against Stabilized targets), they are relatively the same. Both also each benefit the caster. Krobax is not an in your face character, so he pushes the target away. To make it nice, with that range, he generally doesn't need to move to keep pushing and can keep doing it as long as he has AP. Very useful support. Keeping the enemy away causes them to waste MP just to get back. Sacriers on the other hand like to be in your face generally (yay for Angrr), so the reverse of Scorpion's "Get Over Here" is quite useful for sticking to your target. It is however limited to 2 uses a turn and requires it to hit Lvl. 85 to get it's full range. It is also non boostable. I actually after looking at all that, give the win to Krobax again. Still love that spell on Sacriers (one of my favorites of theirs).


Krobax's Sirocco vs. Sadida's Gust
Cost: 4 AP vs. 3 AP
Range: 1-4 Line, non-modifiable vs. 0-4, no LoS, non-modifiable
Area: Cross 1
Conditions: Gust is limited to 2 casts a turn
Lvl. 200 Dmg: -68 HP vs. -46 HP
Sirocco non-Souitch Effects: Pushes all targets back 2 cells away from Krobax. Cannot affect Krobax.
Sirocco Souitch Effects: Attracts all targets by 2 cells toward Krobax. Cannot affect Krobax.
Gust Effects: Pushes outward from the center 1 cell. Center cell is not pushed. Applies +39 Lvl's of "Intoxicated." Gust does not damage or apply "Intoxicated" to allies.
Intoxicated State: At max Lvl 100, -30 HP Air at start of turn, lasts 1 turn. -11 HP Air at the start of turn from 39 Lvl's of Intoxicated.

Sirocco is quite unique in that it literally is "crowd control." Sirocco can push or pull up to 4 targets at a time. To top it off, it has no conditions and it's push/pull is 4 cells. The only limitations on the spell is the line cast and that you cannot modify the range. A very nice spell.

Gust is more of a combination of crowd control and escape. Because it can push in any direction, it allows for great control along with not requiring LoS. It's a great escape spell as well for not only Allies, but yourself as well (something Krobax cannot do). Casting it on yourself pushes everything away, or you can just cast it to the side to push yourself or an ally in a desired direction. The limit is the only draw back on this spell, but it in no ways any less useful. The "Intoxicated" state increases the spells damage by an additional -11 HP, but it is delayed till the start of the targets next turn. Thus, the damage is similar to Sirocco.

With all those points, it's really hard to say which is better than the other. I'm actually saying a tie in this case. Both are incredibly useful.


Krobax's Burst of Wind vs. Iop's Gutting Gust
Cost: 1 MP
Range: 1-5 modifiable vs. 1 non-modifiable
Area: Point
Conditions: Burst of Wind is limited to 2 uses a turn
Lvl. 200 Dmg: -35 HP vs. -39 HP

Both cost the same and have the same area. Because of the limit on Burst of Wind, even though it has nice, modifiable range, it actually doesn't lose out that much on the damage. Both spells help the specific class as well, as Iop's are up close anyway, so the short range doesn't matter, and Krobax is (or should be) away from the target, so the range helps him. I'd have to say this is a tie. Very nice for a Sidekick for a MP only costing spell, with how we have no control over how they get stats and all.


Krobax's Turblo vs. ---
Cost: 3 AP
Range: 2-4 non-modifiable
Area: Cross 1
Conditions: Limited to 1 use a turn
Grants +1 MP 100% by Lvl. 100 and starting at Lvl. 101 to 200 a second chance to grant +1 MP 50-100% to Allies.

Not really something to compare this one to. It doesn't deal damage and instead is an AoE buff that grants allies +1-2 MP (depending on the level). It has non-modifiable range and cannot be used on Krobax himself. It is an "alright" support spell, but I feel you're better off using everything else normally that Krobax has to offer. Turblo finds itself in a very situational spot and I can only see it getting it's full benefit if you can group up your party for an AoE boost. Even though it is relatively unique and doesn't have something to compare it to, because of how situational the spell is, I don't really feel like saying that Krobax wins... It has its uses still.


Krobax's Crobak Blood vs. Shadow's Darkness Blood vs. Astrub Knight's Protector of Astrub

Crobak Blood: +50% Air Damage, +30% Air Damage per Ally
Darkness Blood: +50% Damage, +30% Damage per Ally
Protector of Astrub: +200% Damage, +60% Damage when the enemy is below Lvl 60

Like on Shadow's Darkness Blood's discussion in the previous post, I don't feel like going over this really again, but we shall quickly I suppose...

Astrub Knight Wins! There, it's been said. See Astrub Knight for a more detailed reason why he beats out both paid for Sidekicks.

On Krobax vs. Shadow, their Blood Passive's do exactly the same thing. Shadow's technically does a bit more as it helps any element, and he can switch up which element he's using. Krobax may be limited to Air, but that's all he can use... Shadow is also a damage dealer, with other boosts to damage and this to add on top. Krobax on the other hand is all about pushing/pulling/teleporting crowd control, yet this Blood Passive tries to make him a damage dealer, which he isn't exactly. Not that he can't be used as one, but that's not the reason you'd really purchase him. Shadow get's second place as his Blood Passive supports his type of build, while Krobax's seems out of place.

Krobax, you're in last for the least thought out Blood Passive. For shame.




That is all of Krobax (can't believe I'm still awake..... should have quit 3 hours ago and gone to sleep.....). He is an excellent crowd control support with many Sac'happy skills. That and he's an Owl. How can you not love that?




Kat shall sleep now.... (2 more Sidekicks to go.)
- Kat


This post has been edited by kurokat101 - December 19, 2013, 09:19:04.
Thread : General Discussion  Preview message : #653349  Replies : 42  Views : 4532
posté December 13, 2013, 08:07:21 | #4
Of course if I made any mistakes let me know.



One thing I liked when I looked at this was how nice the Astrub Knight actually is.
Of course you need to compare him to Shadow as they are both Chromatic Damage dealers.
Below are the more similar spells and specialties compared between the two.



Astrub Knight's Point vs. Shadow's Gruesome Sword
Cost: 2 AP
Range: 1
Area: Point
Lvl 200 Dmg: -52 HP vs. -56 HP

Very similar single target, close range skill with Shadow coming out on top, but by only a little.


Astrub Knight's Blade vs. Shadow's Shadowy Chain
Cost: 3 AP 1 MP
Range: 1
Area: Astrub Knight's area is a Point while Shadow's area hits at a Point and 2 more spaces to
the left and right 3 spaces away (seen below)

Lvl 200 Dmg: -94 HP vs. -104 HP
Conditions: Shadowy Chain is limited to 2 casts a turn

Shadow receives a fun area and a much higher base damage, but is limited to two casts, no mater your AP. The Astrub Knight may not have the two extra targets and a bit less damage, but with 9 or (much the much harder to achieve) 12 AP (as it would require a relic with AP in an unusual spot and a Satisfaction Ring as Sidekicks only have 7 AP base), the Astrub Knight can cast this damaging spell 3 or 4 times in a turn.

If not for how hard it will be to get the Astrub Knight to 12 AP for 4 casts of Blade, I say this goes to Shadow as it gives him a decent ranged AoE'ish spell.


Astrub Knight's passive Protector of Astrub vs. Shadow's passive Darkness Blood
Protector of Astrub (Lvl 200): +200% Damage, +60% Damage when the enemy is below Lvl 60
Darkness Blood (Lvl 200): +50% Damage, +30% Damage per Ally

Both the Astrub Knight and Shadow receive +200% damage from their respective passives. However, Shadow can only gain this full bonus in a full party of 6 (giving him 5 Allies for the bonus), while the Astrub Knight always gets his full bonus, no matter the party size. To top it off, Astrub Knight receives an additional +60% damage when fighting enemies below Lvl 60, giving him +260% damage in those instances. This bonus +60% damage to low level enemies also maxes out quickly (by Lvl 60) allowing you to use that bonus as soon as possible.

I would say this passive is clearly won by the Astrub Knight. Yay free Multimen.


Astrub Knight Skill vs. Shadow Skill
Both give +1 AP at Lvl 31.
Both give +1 MP at Lvl 51.
Both give +160% Damage
Both give +40% Resists

Astrub Knight gets +745 HP (starting at Lvl 52)

Shadow gets +10% Critical Hits (starting at Lvl 55, maxing at Lvl 81)
Shadow gets +98% Damage (starting at Lvl 83)
Shadow gets +24% Resists (starting at Lvl 86)

Shadow is all out damage with extra resists and some CH's. Astrub Knight gets looots of HP. I'd say this is more of a tie as it depends on the gear that you use to balance the rest out.



Now of course Shadow in the end is better with having AoE attacks and active Specialties as well, but I would say that the Astrub Knight is a fairly decent Sidekick.



- Kat


Thread : General Discussion  Preview message : #651563  Replies : 42  Views : 4532
posté November 17, 2013, 08:19:36 | #5
(This is said second account)

- Kat


Thread : Bug Archives  Preview message : #636211  Replies : 7  Views : 354
posté November 17, 2013, 08:11:20 | #6
(This is said second account)

- Kat


Thread : Changelogs  Preview message : #636207  Replies : 16  Views : 1165
posté October 26, 2013, 03:35:27 | #7

Quote (Arthropoda @ 26 October 2013 02:40) *
Interesting ideas.

I still think Voodoll should be merged with Doll Seed (see my idea in the other topic, I did some changes) though.

About the Earth Branch, I'd love, simply love to see it becoming the best branch in game that can reduce MP. In Dofus Sadidas can prevent enemies from moving with Soothing Bramble (that takes 6 mp) and reduce the MP of several targets in the area of effect of their version of wild grass (-2 MP). Currently the reduction of several points of movement is not very effective in pvm.

About Poisoned Wind, make it deal damage for MP lost too, it'd then be the perfect combination with the Earth Branch and Maddols
I believe if you want people to discuss a new Sadida Concept, you should instead create your own topic like Kiku here, instead of creating ideas in the old Sadida Revamp. As in there it gets jumbled with all the other ideas people posted mixing conversations that don't go together in there.

On that note, from what I read, I personally did not care for your doll/voodoll concept, but I'm not going to discuss that in Kiku's thread (nor in the old Sadida Revamp for reasons above).

On your not on Poisoned Wind, it is already listed that the target will take damage from most forms of MP loss. Your suggestion I do happen like as it would give an actual reason to use Madolls and it wouldn't be to powerful for the Sadida alone, as the only MP removal now in Kiku's revision if you didn't notice is only from the Bed of Thorns. None of the Earth spells directly remove MP anymore.


- Kat


Thread : Sadida  Preview message : #624523  Replies : 10  Views : 521
posté October 21, 2013, 05:08:22 | #8

Quote (IvanSouza @ 20 October 2013 17:59) *
Stomp is a good choice for earth spells.

On your Stasis spell selection i would drop Ray of stasis for Stasis Strike (or even Aynaloxide).

If you get the first 3 spells into stasis you kill every possibility of AoE, and also Ray of Stasis in Fogginator state you end up taking more damage than you do (even being a free cast) so its situational and uses 1MP. Of course i can understand the versatility of a 1 AP 1 MP spell, but still its way lower Damage/AP than Aynaloxide and lower than Stasis Strike if you hit more than 1 enemy.

I also understand the versatility of Stasis, but i would go for:

Heart of Steam: (Max) 16.6 per AP at lvl 100 , Highest Stasified Boost, only good spell usable at 1 range
Ray of Stasis: (xx) 16.5 per AP/MP, Low Cost, Easy to Combo With
Stasis Shot: (Max) 14.6 per AP .Only No LoS Stasis Spell. Really easy to hit in motherfogger
Stasis Strike: (Max) 14.5 per AP on 4 Squares .Only Ranged AoE Stasis Spell, 3-6 Range Boostable
Aynaloxide: (yy) 17.5 per AP (15 including the WP), Amazing AoE and damage, specially in Fogginator stasis.

Now I do like the idea of getting Stasis Strike in there for some AoE, let me break down my thoughts on spells.

Remember, this is for a 12ap build, else we're going to need to rearrange some things.

Heart of Steam: Nothing more need be said. Everyone agrees this should be maxed for the high Stasified Stacks and decent damage.
Ray of Stasis: Easy combo's with nice damage for the cost as well. Fogginator makes the spell essentially free (just a single MP per cast).
Stasis Shot: Motherfogger's bread and butter because of the No LoS. Low cost as well.
Stasis Strike: Only ranged AoE. Loses some damage because of that.
Aynaloxide: While it does have a decent base per AP (though as you pointed out, if you count the WP, it's really underwhelming), you will most likely not be casting it twice in one turn anymore. This would be because Critical Turbo no longer stacks and with wonders like Flame Fervor's Escape, Fogginator, Cybot, and if you want to use Stasis Flux on an ally, a WP there too. On top of that, Aynaloxide damages your Motherfogger's Charges along with all your microbots, lowering how long the rails last.

(These are the base damages of each spell at lvl. 140: 114, 45, 60, 79, 144)
12ap use:

-318 HP base damage, +64 Stasified ~ 2x Heart of Steam, 2x Ray of Stasis
-240 HP base damage, +32 Stasified ~ 4x Stasis Shot
-237 HP base damage, +24 Stasified ~ 3x Stasis Strike
-288 HP base damage, +24 Stasified ~ 2x Aynaloxide

Now this is without Fogginator. As you can see, the Heart of Steam and Ray of Stasis combo have not only the highest damage output, but get almost 2/3rds of the Stasified State set for you in one turn. The spam of Stasis Shots is nice and has No Los. Stasis Strike is fine with Motherfogger for angled shots as long as you're hitting more than one target.

Aynaloxide however I feel falls very shot. You use 2 of your 6 WP in one turn for semi-decent AoE. I can only find this useful if you're surrounded. It possibly would have been nicer if it stacked the Stasified State quicker, but as it is, to me it's just meh. I would suggest saving WP on your Fogger for:
Flame Fervor: Fogger's only Escape. Costs 4ap 1wp
Fogginator: Should only cost 1wp unless you use a second time in a row.
Cybot: Great utility now once it is maxed. Helps place microbots, adds charges, is a lengthy Fogger Escape.
Stasis Flux: Costs 1wp when used on an Ally. Stasis Fogger's will most likely not use this one.

Now for Fogginator 12ap combinations (using the lvl 140 spell base damage again):

-432 HP base damage, +84 Stasified ~ 3x Heart of Steam, 2x Ray of Stasis
-450 HP base damage, +72 Stasified ~ 6x Stasis Shot, 2x Ray of Stasis
-406 HP base damage, +56 Stasified ~ 4x Stasis Strike, 2x Ray of Stasis
-438 HP base damage, +48 Stasified ~ 2x Aynaloxide, 1x Stasis Shot, 2x Ray of Stasis

As you can see, Ray of Stasis is a wonderful Staple of the Fogginator as it can be added to any combo. This being because the costs changes from 1ap 1mp to a simple 1mp per shot.

Both the first two combo's do as much if not more than the Aynaloxide combo and do not require any additional WP to be used. Or else you're using 1wp for Fogginator, and then another 2wp for the double Aynaloxide. You also are unable to cast a 3rd Aynaloxide without the help of a Xelor or Feca to give you 3 more AP.



Now to further think on the subject, we could remove the Fire Spell levels (since we have one at 120) and allow for 4 really high Stasis Spells (I recommend at least leaving at least 1 Earth spell leveled so that you can make temp blockades with that spell and through Motherfogger).

Looking at all the combo's above, I would suggest against leveling Aynaloxide. The other 4 Stasis spells however look nice.



Thoughts?



- Kat


Thread : Foggernaut  Preview message : #622659  Replies : 29  Views : 3168
posté October 07, 2013, 06:12:52 | #9
Click here (redirect for top post on page 9)

Updated comparison chart for the Foggernaut as of 10/6/13 11pm Central Time.

If there are any mistakes, let me know.


Some things that answers from Devs that would be nice (text colored in Pink in the chart) are:

> Motherfogger: Stasis spells base damage (listed they are lowered, but not by how much).
> Fogginator: Listed that they are not going to do the Earth bonus by level, by putting a strikethrough through it and that they will be doing it by Water to Earth conversion, but just below it, it lists that they will be doing it by level without it being crossed out and no mention of the Water to Earth. Confirmation would be nice.
> Stasis Flow: Line of Sight or Not and whether it is Boostable or Not. It is not listed.
> Stasis Shield: The -7% of the max HP lost by Allies that the Fogger takes, it is not listed whether this is redirected damage (which we have all posted that we'd prefer) or if the Fogger is just a sympathetic robot taking extra damage for no reason (causing this ability to not really be desired at all).


It is now about 24 hours till the update (since that usually happens at night). Answers would be welcome.




- Kat



-----------------------------------------------------------------------------------------------------------------


*edit
One more thing.

On the "Stasified State", the +50% damage when built up was there for when the Stasis Spells had higher base damage. Since the base damage has been lowered by quite a bit, would it be possible to see a boost in it? Not by much of course, but look at it this way:

> Earth recieves +Range and amazing new Blockades that can redirect damage. With Fogginator, they can even get a +150% boost (enemies not needing even resists).
> Fire gets even more range than before, +2 more range from passives, and +1 range from Fogginator. They also get an alternating +200% damage -20% resists with a -100% damage +40% resists every other turn. That's a lot of damage and resists.

> Now Fogger, got base damages lowered. Still needs to be cast in a line and Stasified State still only gives +50% stasis damage and if you steal WP (which is nice, don't get me wrong), you lose the state and have to build it up again. Added however, when you fight a boss or UB that has even resists (not many in the game that have the same resist for all resists), then you double the boost to +100%.

Now yes, you can use the Motherfogger to cast spells at an angle, but that will cost more AP and limited movement without building rails, but even then still limited and the Stasis Spells as it has been stated will have lower base damages. Motherfogger will also only help boost stasis damage if the enemy has even resists. Fogginator only decreases the costs of spells by 1 AP. Not a terribly large amount and they even put a limit on it to 5 casts a turn of Stasis Spells AND you hurt yourself for each cast.

If anything I would like to see the Stasified State give +75% stasis damage instead of the +50% it does now with the nerfs to damage. This would give a +150% to even resist targets, which I believe to be reasonable.



- Kat


This post has been edited by kurokat101 - October 07, 2013, 09:14:07.
Thread : Devblogs  Preview message : #614377  Replies : 189  Views : 7057
posté October 04, 2013, 21:38:08 | #10
Here is the updated chart as of 10/14/2013 (after the revamp):




Hope people find it usefull.



- Kat


P.S.

Quote (Troyle @ 04 October 2013 17:44) *
Some modifications in this Devblog:

Fire and Oil will no longer generate Oil cells.

Stasis Shield will now hit for 7% of the ally max HP at max level, instead of 10%.

Earth spells have had their damages slightly increased.

Stasis Mastery:
The Stasis Branch will now receive its own Mastery. Each Stasis spell will contribute to the Mastery just like any other Element, but the total bonus will be divided by 2. The other half of the Mastery will be calculated by the overall Mastery in the other Elements.


Two things.

1. While the first 4 Earth Spells have had damage increases, the 5th spell Bombardment actually dropped in damage.

2. On Stasis Shield's last effect "Fogger takes 7% of max HP lost by Allies."
- Is this extra damage the Fogger will take throughout the fight cause it is sympathetic for a robot?
- Or is this redirected damage throughout the fight?
- Does it occur whenever an ally is hit and takes damage?
- Does it occur only when an ally dies?
- Since damage to allies is being dealt to the Fogger, will Heals transfer too?

If it is like my first example, while the HP boost is nice, it really is just augmenting the enemies damage by them only needing to hit your Allies and then the Fogger is taking extra damage (instead of redirected damage), essentially boosting their damage output. In that cast, I'm not sure many would want to level this.



- Kat


This post has been edited by kurokat101 - October 14, 2013, 16:28:41.
Thread : Devblogs  Preview message : #613757  Replies : 189  Views : 7057
posté October 04, 2013, 07:54:10 | #11
Kat here =^.^=

Aaaand here is that comparison (not that anyone asked):


Removed as a new one is posted below.
Click HERE to go directly to that post.


Hope some find it useful. It compares all the information listed on the Revamp as of 10/3 and compares it to what Fogger's used to have. I may go into what I think on the changes later.


- Kat



*edit
Oh, Sabi, I highlighted some of the Text on this in PINK to things that were not clear on the front page.


This post has been edited by kurokat101 - October 04, 2013, 21:39:57.
Thread : Devblogs  Preview message : #613447  Replies : 189  Views : 7057
posté July 30, 2013, 10:15:41 | #12
That being said, is there any guilds in Nox that have reached the Shiny New Kama Minting Machine?


- Kat


Thread : General Discussion  Preview message : #581775  Replies : 10  Views : 1110
posté July 21, 2013, 23:00:57 | #13
As not to create a new thread.

Would still love to buy a Tijeebon Mallet.



- Kat


Thread : Trade  Preview message : #577901  Replies : 1  Views : 170
posté July 21, 2013, 11:22:22 | #14
Also added in Microbot damages.


- Kat


Thread : Foggernaut  Preview message : #577681  Replies : 86  Views : 4995
posté June 27, 2013, 11:12:10 | #15
Updated. Yay, got another crazy hat =^.^=

Though not from a drop, purchased, but at least another hat.

15 more to go.


- Kat


Thread : Trade  Preview message : #566331  Replies : 1  Views : 125
posté April 13, 2013, 11:12:22 | #16
Oh, I actually have a question I thought up for Troyle.



Since you are allowing the Greedy dolls to have the Sadida's Masteries, and you've introduced the concept of Chromatic Damage and Heals on two of the Sadida's abilities:


=> What elemental damage will the Greedy doll's new spell Greeding do?

=> Will it be water damage like the current Liquid Ghoul spell?

=> Or will it deal Chromatic Damage so that Earth and Air Sadida's can take advantage of using a Greedy?

=> On a related note, will the Sacrificial doll's damage still be fire or deal Chromatic Damage as well? Since it takes the Sadida's masteries and no Sadida in their right mind purposly looks to build fire damage.

=> Also, how is the Sacrificial doll summoned? As it was not listed in either this Revamp post, nor is it listed in the PDF.




Okay, that was a bit more than a question, but answers to this would be most appreciated,
- Kat


Thread : Devblogs  Preview message : #521743  Replies : 159  Views : 8076
posté April 11, 2013, 23:33:20 | #17
There we go, finished writing up everything there is on the Sadida themselves. After adding a Doll comparison, everything will be complete..... I've spent waaaaaaaaay to much time on this......



- Kat


Thread : Sadida  Preview message : #520967  Replies : 26  Views : 1750
posté April 11, 2013, 06:33:09 | #18
I agree with you. Not the happiest with the Voodoll change and remember fondly back to the LOS blocking Totem of the beta (even if it was one of the cheapest things to be able to hide behind it and kill things safetly, probably the main reason they removed it). Well, my thoughts on the new Voodoll are listed above (along with most of my other thoughts), but will of course have to try out the new Voodoll to see how it really will work. They could always make changes before the revamp.

From what I read, it's my only real complaint about the revamp. Other than that I'm sooo exited to try all the new spells and dolls. Water Sadida's have always been my main and will most likely continue to be so, but Air and Earth keep looking more and more tempting.



- Kat


Thread : Sadida  Preview message : #520501  Replies : 26  Views : 1750
posté April 10, 2013, 08:24:23 | #19
Now on to the Specialties and of course, it's full of changes as well.


Active Specialties

Doll

Cost: - - - - - - - - - - Lvl 0: 5ap 1wp - - - - - - - 6ap 2wp 1mp
- - - - - - - - - - - - - - Lvl 1: 4ap 1wp - - - - - - - 6ap 1wp 1mp
- - - - - - - - - - - - - - Lvl 2: 4ap 1wp - - - - - - - 6ap 1wp
- - - - - - - - - - - - - - Lvl 3: 4ap 1wp - - - - - - - 6ap 1wp
- - - - - - - - - - - - - - Lvl 4: 4ap 1wp - - - - - - - 5ap 1wp
- - - - - - - - - - - - - - Lvl 5: 3ap 1wp - - - - - - - 5ap 1wp
- - - - - - - - - - - - - - Lvl 6: 3ap 1wp - - - - - - - 4ap 1wp
- - - - - - - - - - - - - - Lvl 7: 3ap 1wp - - - - - - - 3ap 1wp
- - - - - - - - - - - - - - Lvl 8: 3ap 1wp - - - - - - - 3ap 1wp
- - - - - - - - - - - - - - Lvl 9: 2ap 1wp - - - - - - - 2ap 1wp

Range (modifiable): Lvl 0: 1 - - - - - - - - - - - - 1
- - - - - - - - - - - - - - Lvl 1: 1 - - - - - - - - - - - - 1
- - - - - - - - - - - - - - Lvl 2: 1 - - - - - - - - - - - - 1
- - - - - - - - - - - - - - Lvl 3: 1 - - - - - - - - - - - - 1-2
- - - - - - - - - - - - - - Lvl 4: 1-2 - - - - - - - - - - - 1-2
- - - - - - - - - - - - - - Lvl 5: 1-2 - - - - - - - - - - - 1-3
- - - - - - - - - - - - - - Lvl 6: 1-2 - - - - - - - - - - - 1-3
- - - - - - - - - - - - - - Lvl 7: 1-3 - - - - - - - - - - - 1-3
- - - - - - - - - - - - - - Lvl 8: 1-3 - - - - - - - - - - - 1-4
- - - - - - - - - - - - - - Lvl 9: 1-3 - - - - - - - - - - - 1-4

=> Summons a Doll Seed (2 seeds per turn)


Dolly Sacrifice
Cost: - - - - - - - - - - Lvl 0: 4ap - - - - - - - - - - - 4ap
- - - - - - - - - - - - - - Lvl 1: 4ap - - - - - - - - - - - 3ap
- - - - - - - - - - - - - - Lvl 2: 4ap - - - - - - - - - - - 3ap
- - - - - - - - - - - - - - Lvl 3: 3ap - - - - - - - - - - - 3ap
- - - - - - - - - - - - - - Lvl 4: 3ap - - - - - - - - - - - 3ap
- - - - - - - - - - - - - - Lvl 5: 3ap - - - - - - - - - - - 2ap
- - - - - - - - - - - - - - Lvl 6: 3ap - - - - - - - - - - - 2ap
- - - - - - - - - - - - - - Lvl 7: 2ap - - - - - - - - - - - 2ap
- - - - - - - - - - - - - - Lvl 8: 2ap - - - - - - - - - - - 2ap
- - - - - - - - - - - - - - Lvl 9: 2ap - - - - - - - - - - - 1ap

Range (modifiable): Lvl 0: 1 - - - - - - - - - - - - 1
- - - - - - - - - - - - - - Lvl 1: 1-2 - - - - - - - - - - - 1
- - - - - - - - - - - - - - Lvl 2: 1-2 - - - - - - - - - - - 1-2
- - - - - - - - - - - - - - Lvl 3: 1-3 - - - - - - - - - - - 1-2
- - - - - - - - - - - - - - Lvl 4: 1-3 - - - - - - - - - - - 1-3
- - - - - - - - - - - - - - Lvl 5: 1-4 - - - - - - - - - - - 1-3
- - - - - - - - - - - - - - Lvl 6: 1-4 - - - - - - - - - - - 1-4
- - - - - - - - - - - - - - Lvl 7: 1-5 - - - - - - - - - - - 1-4
- - - - - - - - - - - - - - Lvl 8: 1-5 - - - - - - - - - - - 1-5
- - - - - - - - - - - - - - Lvl 9: 1-6 - - - - - - - - - - - 1-5 (no LOS)

=> Destroys Doll and returns 1wp - - - - - - - => On a Doll: Turns it into a seed
=> Sadida absorbs 3-30% of the Doll's - - - - - - - - - - - - - - Sadida Heals for 1 + ((0.005 to 0.135) *
- - - maximum HP - - - - - - - - - - - - - - - - - - - - - - - - - - - - - the level of the Sadida)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - One use per turn on a Doll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Does not trigger Explodoll Specialty
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Chromatic Heal: Uses the base from the formula
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - above boosted by which ever
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Mastery the Sadida has the
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - highest, plus % heals
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => On Voodoll: Destroys it
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => On a Seed: Destroys Seed and returns 4-1ap
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (AP amount is the cost of the spell)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Chromatic Heal:


Voodoll
Cost: - - - - - - - - - - Lvl 0: 4ap 1wp - - - - - - - 6ap 2wp
- - - - - - - - - - - - - - Lvl 1: 4ap 1wp - - - - - - - 6ap 2wp
- - - - - - - - - - - - - - Lvl 2: 4ap 1wp - - - - - - - 6ap 1wp
- - - - - - - - - - - - - - Lvl 3: 3ap 1wp - - - - - - - 6ap 1wp
- - - - - - - - - - - - - - Lvl 4: 3ap 1wp - - - - - - - 6ap 1wp
- - - - - - - - - - - - - - Lvl 5: 3ap 1wp - - - - - - - 6ap 1wp
- - - - - - - - - - - - - - Lvl 6: 3ap 1wp - - - - - - - 5ap 1wp
- - - - - - - - - - - - - - Lvl 7: 3ap 1wp - - - - - - - 5ap 1wp
- - - - - - - - - - - - - - Lvl 8: 2ap 1wp - - - - - - - 5ap 1wp
- - - - - - - - - - - - - - Lvl 9: 2ap 1wp - - - - - - - 4ap 1wp

Range (line, modifiable): Lvl 0: 2 - - - - - - - - - 2
- - - - - - - - - - - - - - - - - - Lvl 1: 2 - - - - - - - - - 2
- - - - - - - - - - - - - - - - - - Lvl 2: 2 - - - - - - - - - 2
- - - - - - - - - - - - - - - - - - Lvl 3: 2 - - - - - - - - - 2
- - - - - - - - - - - - - - - - - - Lvl 4: 2 - - - - - - - - - 2
- - - - - - - - - - - - - - - - - - Lvl 5: 2-3 - - - - - - - - 2-3
- - - - - - - - - - - - - - - - - - Lvl 6: 2-3 - - - - - - - - 2-3
- - - - - - - - - - - - - - - - - - Lvl 7: 2-3 - - - - - - - - 2-3
- - - - - - - - - - - - - - - - - - Lvl 8: 2-3 - - - - - - - - 2-3
- - - - - - - - - - - - - - - - - - Lvl 9: 2-4 - - - - - - - - 2-4

=> Summons a Voodoll and links it to - - - - - => Summons a Voodoll and links it to the target (1 per Sadida)
- - - the target (1 per Sadida) - - - - - - - - - - - - => Voodoll is an AI controlled doll programed to flee
=> Voodoll is a stationary panel and - - - - - - => Voodoll has 2mp, cannot lock or be locked
- - - can be blocked by stepping on it - - - - - - => Voodoll cannot be stood on
=> Voodoll does not block LOS - - - - - - - - - - => Voodoll blocks LOS
=> Damage dealt through the Voodoll - - - - - => Single target damage dealth through the Voodoll is
- - - is reduced by 20-0% - - - - - - - - - - - - - - - - - not reduced
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => AoE damage is reduced by 50% on the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Heals are reduced by 50% on the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Damage dealt by allies through the Voodoll are
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - dealt to the Voodoll and it's target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Damage dealt by enemies through the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - is only dealt to the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Voodoll has 11-20% of the targets HP


Tree
Cost: - - - - - - - - - - Lvl 0: 2ap - - - - - - - - - - - 5ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 1: 2ap - - - - - - - - - - - 4ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 2: 2ap - - - - - - - - - - - 4ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 3: 2ap - - - - - - - - - - - 3ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 4: 2ap - - - - - - - - - - - 3ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 5: 2ap - - - - - - - - - - - 2ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 6: 2ap - - - - - - - - - - - 2ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 7: 2ap - - - - - - - - - - - 1ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 8: 2ap - - - - - - - - - - - 1ap 1wp Xmp
- - - - - - - - - - - - - - Lvl 9: 1ap - - - - - - - - - - - 1wp Xmp

Range (non-modifiable): Self-cast - - - - - - - - Self-cast

=> Sadida turns into a tree (1 per fight) - - - => Sadida turns into a tree (no limit listed)
=> Sadida loses 20-0% of their max HP - - - => Sadida heals by (2.5 to 7) * (1 + (0.015 to 0.06) *
=> Sadida is stabilized - - - - - - - - - - - - - - - - - the level of the Sadida) per MP used
=> Sadida is invulnerable - - - - - - - - - - - - - => Chromatic Heal: Uses the base from the formula
=> Sadida's dolls will nettle for 1-10 levels - - - - - - - - - - - - - - - - above boosted by which ever
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Mastery the Sadida has the
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - highest, plus % heals
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Increases the resists of the Sadida by 0.5% per
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - level of the Sadida
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Sadida is stabalized


Sic'Em More
Cost: - - - - - - - - - - - - - - - - Lvl 0: 6ap - - - - - - 6ap
- - - - - - - - - - - - - - - - - - - - Lvl 1: 6ap - - - - - - 5ap
- - - - - - - - - - - - - - - - - - - - Lvl 2: 6ap - - - - - - 5ap
- - - - - - - - - - - - - - - - - - - - Lvl 3: 5ap - - - - - - 4ap
- - - - - - - - - - - - - - - - - - - - Lvl 4: 5ap - - - - - - 4ap
- - - - - - - - - - - - - - - - - - - - Lvl 5: 5ap - - - - - - 3ap
- - - - - - - - - - - - - - - - - - - - Lvl 6: 4ap - - - - - - 3ap
- - - - - - - - - - - - - - - - - - - - Lvl 7: 4ap - - - - - - 2ap
- - - - - - - - - - - - - - - - - - - - Lvl 8: 4ap - - - - - - 2ap
- - - - - - - - - - - - - - - - - - - - Lvl 9: 3ap - - - - - - 1ap

Range (no LOS,modifiable): Lvl 0: 1-2 - - - - - - 1
- - - - - - - - - - - - - - - - - - - - Lvl 1: 1-2 - - - - - - 1
- - - - - - - - - - - - - - - - - - - - Lvl 2: 1-2 - - - - - - 1-2
- - - - - - - - - - - - - - - - - - - - Lvl 3: 1-2 - - - - - - 1-2
- - - - - - - - - - - - - - - - - - - - Lvl 4: 1-3 - - - - - - 1-3
- - - - - - - - - - - - - - - - - - - - Lvl 5: 1-3 - - - - - - 1-3
- - - - - - - - - - - - - - - - - - - - Lvl 6: 1-3 - - - - - - 1-4
- - - - - - - - - - - - - - - - - - - - Lvl 7: 1-4 - - - - - - 1-4
- - - - - - - - - - - - - - - - - - - - Lvl 8: 1-4 - - - - - - 1-5
- - - - - - - - - - - - - - - - - - - - Lvl 9: 1-4 - - - - - - 1-5

=> Nettles targeted Doll by 1-10 levels of the Nettled state (1 use per target)



Nettled (this is not an ability, just a state)

Original Nettle (10 max level)

Lvl 1: +1ap, +1mp, +2% damage, +3 lock
Lvl 4: +2ap, +2mp, +8% damage, +10 lock (important nettle level, gives enough AP for an extra attack)
Lvl 10: +4ap, +4mp, +20% damage, +25 lock
=> Grants one weak attack to all Doll types

New Nettle (guessing 10 max level, not listed)
Lvl 1: +0mp - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (increase by 0.3 per level)
- - - - - +10% water mastery - - - - - - - - - - - - - - - - - - - (increase by 10% per level)
- - - - - +5% air mastery - - - - - - - - - - - - - - - - - - - - - - (increase by 5% per level)
- - - - - +5% to remove a AP/MP - - - - - - - - - - - - - - - - - (increase by 5% per level)
- - - - - +10% chance to stabilize at the start of its turn - (increase by 10% per level)

(Obtained from Green Guard)
Lvl 5: +2mp - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (if they round up from 1.5)
- - - - - +50% water mastery
- - - - - +25% air mastery
- - - - - +25%% to remove a AP/MP
- - - - - +50% chance to stabilize at the start of its turn

(Obtained through Sic'Em More)
Lvl 10: +3mp
- - - - - +100% water mastery
- - - - - +50% air mastery
- - - - - +50%% to remove a AP/MP
- - - - - +100% chance to stabilize at the start of its turn

=> No longer grants an extra attack



Alright, all Active Specialties are typed up. Now to compare them.


=> First of is our main spell for a doll summoner (like me), Doll. Now while the beginning of this spells cost is kind of gross, thankfully the last 3 levels have the the same cost as the current version of Doll. This only means that you want to max it sooner if you plan on using dolls. After that, the beginning nerf on the Doll specialty means nothing. Other than that, the Doll specialty gained a boost in range on over half the levels which is a big plus for being able to get your dolls where you need to on the field. In the end I'm happy with this change as it can only be viewed as a buff unless you don't plan on leveling the spell and in that case, you're probably not planning on using dolls.
=> Dolly Sacrifice received a total revamp. It used to be a slightly costly specialty for just for getting rid of a poorly placed Doll, or to recover your WP from a Doll that's about to die so that you have the WP to summon a new one (my favorite use). It did have a small heal, but that could heal you for only 126hp (if your Sadida had 1500hp max), but that really didn't help... So now with the changes. AP cost was slightly reduced along with a small reduction in range. This is okay as the range is still good and still modifiable. That coupled with the lowered AP cost allows for more ease in use. On top of this, at max level it no longer requires a line of sight. Now for a look at the heal a level 110 Sadida would heal for only 16hp (1+(0.135*110)) base. That coupled with say 400% in a any Mastery would heal for 80hp. You can also add heal % on top of that and at least the spell is cheap to spam multiple heals. Anywho, added to Dolly Sacrifice was that it no longer destroys the Doll, but instead just turns it back into the Seed (along with that heal). You would then have to cast Dolly Sacrifice again to get rid of the Seed, but at least you are refunded the AP for casting Dolly Sacrivice on a Seed. One big new benefit is that this can be used to destroy your Voodoll. Doing so will not refund you anything, but allows you to summon a new Voodoll since you can only have one out at a time. One final note on Dolly Sacrifice, before anyone complains that the WP refund that was originally on the specialty, it may be off of this specialty, but it found a better home on a passive one with an upgrade (will be covered later). All in all, I have mixed feelings about the changes in this. I like most of it. The part I have a problem with is that I now want to invest more than the 3 levels I already have (like that no LOS from maxing it, but that's sooo many points...).
=> Ah, Voodoll. The spell that affects not only every Sadida, but the parties we play with. This spell while very powerful, sadly forced a Sadida to be a one trick pony when partying with others. Often it was, throw down a Voodoll and keep out of the way so that you don't die so that your party members could attack it. Now Voodoll has been completely changed. Now it is an actual doll, instead of just being a tile that could be walked on and blocked. It can be pushed around (say by an Air Masq) and can be destroyed. With max specialties (both Voodoll and Savoir-Faire), the Voodoll will have 40% of the targets HP. All damage you and your allies deal to it work the same as before, except that like all dolls now, AoE effects are reduced by 50%. So hitting the Voodoll and the target for a double hit will yield the same damage as hitting just the Voodoll with a single target spell. The Voodoll also only recieves 50% of heals from other players and enemies. So effective healing through a Voodoll will be reliant on the Sadida's Water Tree with the spell like Mudoll which gets a boost in heal through a Voodoll instead of reduced healing. The Voodoll also has 2mp and will have an AI that tries to flee (yet to see how that works of course). Since it is a doll now, it will block LOS. All of that I could be okay with and make it work, however damage dealt by enemies that hit the Voodoll will only damage the Voodoll and not the target... That is probably the biggest nerf that the Sadida's have received and I really hope they change that. With it as it is, it would take 3 Voodoll's to kill a target (say a boss), however if the enemies happen to hit the doll (if by accident by AoE or the mobs are actually programmed to attack the Voodoll to get rid of it) then you would need many more summoned. Granted all this, the Voodoll will still be useful, just not in the same way as it was used before. It will still extend the range of any party members attacks and can be used in conjunction with all the new specialties the new Elemental Spells have. I guess one bonus from enemies not being able to hurt the target linked to the Voodoll would be that if you link it to a party member, the enemy cannot take advantage of that (though now that I mention that, it would be wondrous if the whole "enemies cannot damaged the linked target" thing only applied when linked to a party member, and that they'd still be able to hurt enemies linked to the doll. If they did that, I could easily live with the new Voodoll. Well, one can only hope...
=> Tree has had its use changed. Before it could only be used once per fight and now it can be used as long as you have the WP. It use to hurt you (unless maxed), but made you invincible for that 1 turn. Now it can heal you for a decent amount and instead of making you invincible, increases your resistance for 1 turn. The resistance is simple enough to calculate, but at max lvl 110, it could heal for 266hp base (with 5mp) or even 532hp base (with those crazy people with 10mp). Let's couple those base heals with the Chromatic Heal mechanic and give our Sadida a 400% mastery. The 5mp heal would then heal for 1330hp and the crazy 10mp people will heal for 2660hp. Much better healing than I thought it was going to be. Now I have no idea what to think of this spell. Never really cared for it before as it seemed to be only used in PvP (and I don't really do PvP). The biggest nerf to Tree is that it no longer nettles your dolls. The only think I can think of this change is that you can now if near weak mobs, use this new Tree to heal up, then kill the mob with non WP using moves. Not sure what else to say, so I'll leave it at that.
=> Sic'Em More is the the first ability where it is pretty much entirely buffs. It's cost is lowered and had it's range increased. Other than that it's relatively the same. Well, except that Nettle was changed, so that affects this spell, but that will be talked about next.
=> Oh look, its next already. On the the big Nettle state changes. Before Nettle only really helped Greedies. Yes it did give other dolls a big more MP, but giving all dolls an attack gave some odd AI behavior, like the weak Madolls going in to attack when they're supposed to be playing keep away. Now the Nettle state has bonus's for all dolls, from +MP, + masteries for damage, +AP/MP reduction and it can even stabilize your doll so that you don't waste the dolls turn by getting it locked. Sadly there is no more AP bonus for multiple attacks (which again only affect the greedy), but with the buffs to Dolls (losing some base damage for the amazing Sadida Masteries) combined with the bonus to masteries from the Nettle, it'll still be nice to have. Tree may not give Nettle anymore, but Sic'Em More has been buffed and Green Guard still works the same as it did before (covered in the next section). I'm okay with this change. Will miss seeing a greedy attack 3 times, but still okay with this.


For those who already read this, it was pointed out that I missed the new Chromatic Heal mechanic on both Dolly Sacrifice and Tree. That has been added in and the heals are much nicer than the bases that I had posted before (bases still there, but with how much it would heal you if you had 400% in a mastery).


Alright, that is all the Active Specialties. On to the Passive Specialties next.


But sleep first,
- Kat




Quote (kurokat101 @ 10 April 2013 08:24) *
Okay. now for the final part of the comparisons.


Passive Specialties

Explodoll
Lvl 01: Damages for 1% of the Doll's Max HP - - - - - Deals 1 + (0.0045 * level of the Sadida)
Lvl 02: Damages for 3% of the Doll's Max HP - - - - - Deals 1 + (0.0090 * level of the Sadida)
Lvl 03: Damages for 4% of the Doll's Max HP - - - - - Deals 1 + (0.0135 * level of the Sadida)
Lvl 04: Damages for 5% of the Doll's Max HP - - - - - Deals 1 + (0.0180 * level of the Sadida)
Lvl 05: Damages for 7% of the Doll's Max HP - - - - - Deals 1 + (0.0225 * level of the Sadida)

(increases at an alternating rate of 1% and - - - - - - - - (the variable increases by 0.0045 each level)
2% each level)

Lvl 10: Damages for 15% of the Doll's Max HP - - - - Deals 1 + (0.0450 * level of the Sadida)
Lvl 20: Damages for 30% of the Doll's Max HP - - - - Deals 1 + (0.0900 * level of the Sadida)

=> When a Doll dies, it will explode in an area - - - - => When a Doll Dies, it will explode in an area
- - - around it (square 1) - - - - - - - - - - - - - - - - - - - - - - around it (square 1)
=> Explosion damages Enemy and Ally alike - - - - - => Enemy: Explosion deals Chromatic Damage
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - using the base listed above
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Ally: Explosion deals Chromatic Heals
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - using the base listed above



Doll Link
Lvl 01: Transfers 1% fo the damage taken by - - - - - 0.5% of damage redirected
- - - - - the Sadida to their Dolls
Lvl 02: Transfers 2% fo the damage taken by - - - - - 1.0% of damage redirected
- - - - - the Sadida to their Dolls
Lvl 03: Transfers 3% fo the damage taken by - - - - - 1.5% of damage redirected
- - - - - the Sadida to their Dolls
Lvl 04: Transfers 4% fo the damage taken by - - - - - 2.0% of damage redirected
- - - - - the Sadida to their Dolls
Lvl 05: Transfers 5% fo the damage taken by - - - - - 2.5% of damage redirected
- - - - - the Sadida to their Dolls

(the variable increases by 1% each level) - - - - - - - - - - (the variable increases by 0.5% each level)

Lvl 10: Transfers 10% fo the damage taken by - - - - - 5.0% of damage redirected
- - - - - the Sadida to their Dolls
Lvl 20: Transfers 20% fo the damage taken by - - - - - 10.0% of damage redirected
- - - - - the Sadida to their Dolls

=> Each doll receives the full amount of - - - - - - - - - - => Redirects damage to the Voodoll
- - - of seperate transfered damage - - - - - - - - - - - - - => If the Sadida does not have a Voodoll
- - - (This means 1 doll, 20% less damage on - - - - - - - - - in play, the damages received by the
- - - the Sadida. 2 dolls, 40% less damage on - - - - - - - - Sadida are reduced by the redirected
- - - the Sadida. 5 dolls and the Sadida will - - - - - - - - - - amount
- - - take no damage.)



Savoir-Faire
Lvl 01: +0 Leadership - - - - - - - - - - - - - - - - - - - - - - +0 Leadership
- - - - - +1% Redirected Damage - - - - - - - - - - - - - - - +5% HP to the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +5% to regain a WP upon death of a Doll
Lvl 05: +1 Leadership - - - - - - - - - - - - - - - - - - - - - - +0 Leadership
- - - - - +5% Redirected Damage - - - - - - - - - - - - - - - +25% HP to the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +25% to regain a WP upon death of a Doll
Lvl 10: +2 Leadership - - - - - - - - - - - - - - - - - - - - - - +1 Leadership
- - - - - +10% Redirected Damage - - - - - - - - - - - - - - +50% HP to the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +50% to regain a WP upon death of a Doll
Lvl 15: +3 Leadership - - - - - - - - - - - - - - - - - - - - - - +1 Leadership
- - - - - +15% Redirected Damage - - - - - - - - - - - - - - +75% HP to the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +75% to regain a WP upon death of a Doll
Lvl 20: +4 Leadership - - - - - - - - - - - - - - - - - - - - - - +2 Leadership
- - - - - +20% Redirected Damage - - - - - - - - - - - - - - +100% HP to the Voodoll
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +100% to regain a WP upon death of a Doll

(Redirected Damage increases at a rate of 1% - - - - - - - (Voodoll HP and chance to regain WP is
per level, Leadership is increased by 1 every - - - - - - - - - increased by 5% per level, Leadership is
5 level) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - by 1 every 10 levels)

=> The Redirected Damage is an increase of - - - - - - => Voodoll HP increase increases the
- - - damage dealt when attacking through the - - - - - - - amount of HP linked to the target
- - - Voodoll - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Death of a Doll grants a chance to return
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - WP to the Sadida



Green Guard
Lvl 01: 2% chance to Nettle the Dolls (level 1) - - - - - 2% chance to Nettle the Dolls (level 1)
Lvl 02: 4% chance to Nettle the Dolls (level 1) - - - - - 4% chance to Nettle the Dolls (level 1)
Lvl 03: 6% chance to Nettle the Dolls (level 1) - - - - - 6% chance to Nettle the Dolls (level 2)
Lvl 04: 8% chance to Nettle the Dolls (level 1) - - - - - 8% chance to Nettle the Dolls (level 2)
Lvl 05: 10% chance to Nettle the Dolls (level 2) - - - - 10% chance to Nettle the Dolls (level 3)

(Nettle level increases by 1 every 5 levels) - - - - - - - (Nettle level increases by 1 every 2 levels)

Lvl 10: 20% chance to Nettle the Dolls (level 3) - - - - 20% chance to Nettle the Dolls (level 5)
Lvl 15: 30% chance to Nettle the Dolls (level 4) - - - - 30% chance to Nettle the Dolls (level 8)
Lvl 20: 40% chance to Nettle the Dolls (level 5) - - - - 40% chance to Nettle the Dolls (level 10)

(reason for level 15 being displayed above is because in the original version of Green Guard, this
allowed you to hit the level 4 Nettle sweet spot for an extra attack)


=> When the Sadida takes damage, there is a chance that all of their dolls will enter the Nettle state



Still Life - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Lone Sadida (temporary name)
Lvl 01: 5% chance of reincarnation as an - - - - - - - - - +1.5% Elementary Damage at the beginning
- - - - - Ultra-Powerful - - - - - - - - - - - - - - - - - - - - - - - - of the turn
Lvl 02: 10% chance of reincarnation as an - - - - - - - - - +3% Elementary Damage at the beginning
- - - - - Ultra-Powerful - - - - - - - - - - - - - - - - - - - - - - - - of the turn
Lvl 03: 15% chance of reincarnation as an - - - - - - - - - +4.5% Elementary Damage at the beginning
- - - - - Ultra-Powerful - - - - - - - - - - - - - - - - - - - - - - - - of the turn
Lvl 04: 20% chance of reincarnation as an - - - - - - - - - +6% Elementary Damage at the beginning
- - - - - Ultra-Powerful - - - - - - - - - - - - - - - - - - - - - - - - of the turn
Lvl 05: 25% chance of reincarnation as an - - - - - - - - - +7.5% Elementary Damage at the beginning
- - - - - Ultra-Powerful - - - - - - - - - - - - - - - - - - - - - - - - of the turn

(the variable increases by 5% each level) - - - - - - - - - - - (the variable increases by 1.5% each level)

Lvl 10: 50% chance of reincarnation as an - - - - - - - - - +15% Elementary Damage at the beginning
- - - - - Ultra-Powerful - - - - - - - - - - - - - - - - - - - - - - - - of the turn
Lvl 20: 100% chance of reincarnation as an - - - - - - - - +30% Elementary Damage at the beginning
- - - - - Ultra-Powerful - - - - - - - - - - - - - - - - - - - - - - - - of the turn

=> When the Sadida dies, the Sadida has a - - - - - - - - => At the start of the Sadida's turn, if they
- - - chance to reincarnate as an Ultra-Powerful - - - - - - - - do not control any Seeds or Dolls besides
=> Ultra-Powerful: Has 30% of the Sadida's HP - - - - - - - - the Voodoll, the Sadida will gain bonus
- - - - - - - - - - - - - - Has 6ap and 4mp - - - - - - - - - - - - - - - damage (max 150%)
- - - - - - - - - - - - - - May only use the other doll's - - - - - => Each turn that passes, the damage
- - - - - - - - - - - - - - spells - - - - - - - - - - - - - - - - - - - - - - - - bonus stacks until it hits the cap
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => If the Sadida places a Seed, the bonus
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - is lost



There, finally got that all typed up, on the last stretch now....


=> I'm so exited for the new Explodoll. Honestly, the only use for it before was to put one point in it to kill Srams. Other than that, it was more of a hazard than help. That and the damage on it was really poor as it was based on the low health of our Dolls. Now with the new version of Explodoll, it will be dealing Chromatic Damage based off of a formula using the Sadida's level. The Chromatic Damage means that it will be using not only the highest mastery for its damage calculation, but the explosion will deal damage in that element as well. This will allow for water, air, and earth (well fire too, but no Sadida in their right mind would build fire) explosions of damage. On top of all this fun, the biggest changed, and an insane buff making this passive viable is that it will no longer hurt allies. Yay! It will now do a Chromatic Heal for the same amount it would damage an enemy. Something that works with this is that if an ally needs some health and it's their turn, they can walk up to a doll, kill it, and heal themselves (and the Sadida won't have to worry about the WP as long as they leveled the new Savoir-Faire Passive). Let's see an example now. A maxed level Sadida of 110 will give the Explodoll a base of 10.9hp. With a mastery at 400%, that would cause 55hp in damage to enemies and heals to allies in the area. With all that being said, this is a big buff from a Explodoll explosion causing at most 126hp damage from a Block or the more likely case of 77hp damage from a Greedy (these numbers assuming you're a Sadida with 1500 max HP) to enemy and ally. I like this change.
=> Doll Link was another Passive Specialty that rarely saw use (not to say it wasn't use, I know many who love this spell and use it) as most Sadida's already didn't like how little HP their Dolls had. Why kill them faster? Yes, if you got 5 Dolls out with Doll Link maxed, you could survive one heavy hit, but in the process you'd lose 5 Dolls. Those 5 Dolls that took 2.5 turns to get out at the quickest. Those same 5 Dolls that now deprived you of 5wp just to survive one hit. Lots of set up for very little return. Was a nice concept though. With the new version of Doll Link, we may see some more use of the spell as it will reduce all damage the Sadida receives by 10%. At all times. As an added bonus, if you have a Voodoll out, it will redirect that damage you should have taken to the Voodoll. Okay, that's only half a bonus as if you linked the Voodoll to an enemy, it helps, but if you link the Voodoll to an ally, they're taking some of the damage for you. So the first half is great. The second half you could say is both good and bad. Ideally you're linking the Voodoll to your tank if you're linking it to an ally at all. So they're supposed to be taking the damage for the team anyway and if they let one slip by to hit you, they can still tank a bit for you. Afterwards you can use your water heals to patch them up. Overall, I see this as a buff and can see that many Sadida's will use Doll Link now.
=> Ah, Savoir-Faire, the Passive Specialty that every Sadida currently has and will continue to have as it helps both Doll Summoners and Voodoll users. By having this maxed, instead of increasing the damage done through a Voodoll, they doubled the health of the Voodoll giving it a 40% of the targets max HP when maxed. This will mainly be seen as a nerf because, well, it is. We lose our 20% damage bonus through the Voodoll. Second part is on the Doll side. The only benefit for Doll users before was that at max rank we got +4 leadership. This was so much that we generally didn't need more than +1 leadership to hit the max (I say max as this is your WP limit for dolls). Now we get 2 less for +2 leadership. This will cause Doll Summoners to look for more equipment with the leadership stat. While this seems like a nerf, they gave us a wondrous buff. With Savoir-Faire maxed, whenever a Doll dies, we are guaranteed to get our WP back. WE CAN ACTUALLY SURVIVE LONG BATTLES NOW! You don't know how happy this last part made me. Too often in higher level areas, enemies kill your doll faster than you can sac it to get your WP back and once a Doll Summoner is out of WP, their kind of screwed. So as far as Doll Summoners go, we got a huge buff here. Yes we need to look for +3 leadership from equipment now if we want to summon a full team of 6, but that's not very hard. There are hats, cloaks, breast plates, weapons and necklaces that give leadership. There is even one mid level set (the Alpha Predator set) that gives +3 leadership in one go so you don't have to mix and match. Happy with this change.
=> Now on to Green Guard. I have always loved this Passive. You get hit, and your Dolls get pissed for you. They didn't change the 40% chance to proc Green Guard. That's fine. What they did do was allow use to get a level 10 instead of level 5 max Nettle. This is another wonderful buff. Yes, Nettled was changed. That was discussed before, but for the better in the end I believe I mentioned. With a level 10 Nettle, our dolls will be getting same boosts that Sic'Em More provides including the 100% chance to stabilize themselves. That will be so helpful with how the AI is at times and gets itself locked all to often. If you cannot tell, I'm happy with this change.
=> The point wasting Passive is no more. Good bye Still Life. Sadly I shall not miss you. Still Life, by leveling in increased nothing of the Ultra-Powerful doll's abilities, just the chance that you would become it. Even if you became the Ultra-Powerful, you could only use the other Doll's abilities and you only had 30% of the Sadida's max HP (lets say 450hp from a 1500hp Sadida). This did nothing helpful except maybe prolong your death if you had teammates to finish off the enemies. Let us now welcome our new friend, the Lone Sadida. This wonderful new Passive Specialty is a wonderful buff for non-Doll users. As long as you do not have a Doll/Seed on the field, you gain a +30% elemental damage at the start of every turn. That's only 5 turns to get an extra 150% damage bonus (which is the cap). You're even allowed to use the Voodoll still and not lose the bonus. With the coming of the Lone Sadida, we can make our Sadida's more variant between the Doll and non-Doll users. Very nice change.


There we go, that is all the changes to the Sadida's themselves.

I will now have to cover the Dolls, but that should be much quicker.

Looking back at everything that has been changed. I'd have to say I'm happy with almost everything I see. The only problem being the change to Voodoll, but I guess with everything else, I will learn to deal with it.

Yay for the Sadida's no longer being the one trick pony that is plopping down a Voodoll, then trying not to die so your allies can use it (which was not me as I am and have been since the beta, a Water Doll Summoning Sadida, no mater how weak they were, and not as helpful to large parties).

Sadida's are, have been, and will continue to be my favorite class.



Till the next time,
- Kat


This post has been edited by kurokat101 - April 11, 2013, 23:31:22.
Thread : Sadida  Preview message : #519639  Replies : 26  Views : 1750