semcorda's profile
Eccentric Moogrr
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Member Since : 2011-07-30
206 Posts (0.3 per day)
Most active in : Character Classes
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 Today - 03:53:52 |
#1
Few things I consider as the most basic:
1. How to get the teleport of scriptures and use it for instant almanax zaap access;
2. How to get the dragoturkey near each nation ship;
3. "No, there are no NPCs that will buy your drops";
4. The order of wis sets (adventurer, prespic, infernal, also silimelle rings etc.) and how to get them;
5. "Reconnect" does not reconnect, give up and relog;
6. Most commonly used abbreviations (LoS, AoE, DPT, UB etc.);
7. Existence of map coordinates (devs made it as hard to notice as possible);
8. Respec - how to get it, how to do it.
That's all I can think of for now.
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 Today - 03:18:17 |
#2
Same thing happened to me. I contacted support - to no effect of course. Not even automated-wedontgiveashit-response was sent. If I wasn't lol, I would lol. I contacted Trolye. Apparently he contacted the laz... ehm, the support, because I got "we are on the case" response. Two weeks later. Nothing. Again, contact Trolye, he contacts our hard working support. Mail - good news, we retrieved your HB content! Happiness occurs! But wait, my char still has empty hb. Ok, update has had been coming soon, I thought that they need it to repair hb. After all, that is what they needed to screw it. Week or so later, after update - enter hb and... NOTHING!! Seems they decided to have some beer like proffesionals who did good job, but forget the "good job" and "proffesionals" part. AGAIN, contact Trolye. Response - they attemped to fix my hb, but didn't manage to do so. Facepalm. It seems that they think of me as an idiot as much as I think of them as amateurs.
I really can't wait to 25.06, I wonder what they will say this time...
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 June 13, 2013, 22:32:23 |
#3
Today I had sparring match with sac. I was extremly lucky with crits, but I won only because of dial auto teleport. Each time I got pulled from dial, I was able to place new dial and attack with backstab. New dial will be 1wp3ap. Cheapest positioning/teleport spell will be 3 ap. With this, sac (and any class that can remove xel from dial and get him into lock zone at the same time), will be able to literally steal 6 ap from xelor with relatively cheap spell (3ap in most cases) + smart positioning. Even with new devotion, none xelor will be able to keep up in pvp fight while having constant -6ap.
Not a problem against classes that don't tend to lock opponents or/and can't push/pull, but vs all others it is extreme inbalance IMO.
This post has been edited by semcorda - June 13, 2013, 22:33:19.
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 June 13, 2013, 02:11:05 |
#4
Correct me if I'm wrong, but are such scenarios, that assume constant +5ap (3xrollback+2xdevo), valid? Instead of constant tick with desynch and balancing the penalty with devotion and rollback, I thought about preparation for one strong turn. (all post-revamp ofc, situation dependant actions are in Italic font).
1st turn (tick) - starting 10ap
dial>aging>hand>(rollback/devo)>hand
2nd turn (tock) - starting 10ap
slowdown(ally)>slowdown(enemy)>(r/d)>2x hand>(r/d)>3x timekeeper
3rd turn (tick) - starting 13ap
slowdown>aging>2xhand>(r/d)>hand
or
1st turn (tick) - starting 10ap
dial>aging>hand>(rollback/devo)>3xtimekeeper>(r/d)>slowdown(ally)>slowdown(enemy)>desynchronization
2nd turn (tick) - starting 10ap
aging>hand>(r/d)>hand>(r/d)>3x timekeeper
3rd turn (tock) - starting 13ap
1x slowdown>hand>hand>(r/d)>hand>(r/d)>2x timekeeper
4th turn (tick) - starting 12 ap
aging>hand>hand>(r/d)>hand
It is based this on the fact, that with use of devotion, it is possible to create 12 possible triggers per turn for rollback, which is quite a lot, even for only 20% chances. Both options will lead to turn with aging+3hand combo with full buff from t.cryst. Second option will postpone single target nuke for one turn of 3x aoe-hand. Both are sick.
It turns out that nerfing rollback that was giving us the possibility for +5ap, can give us almost guaranteed +5ap in some turns. With this, combined with a dial that can be charged up to stay in fight theoretically indefinitely, I already can almost hear whining of other classes.
If this is correct, I hope that the shitty 1st turn will be enough "nerfer" so anakama won't nerf hybrid xel.
This post has been edited by semcorda - June 13, 2013, 02:15:56.
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 June 03, 2013, 18:46:23 |
#5
Quote (Brokonaut @ 02 June 2013 23:28) 
Depends on how you were built before. Prior to this revamp, investing Aging to level 100 was a foolish decision because of how much spell XP you spent for such little yield in contrast to level 80 Aging. Level 80 Aging provides -5 per 10 initiative reduced on a non-crit while level 100 Aging is -6 per 10.
Indeed, where Hand and Xelor's Punishment lost base damage, it's made up by 100% additional mastery from Temporal Crystallization that didn't exist before. Xelor can break 500% easily in two elements now. I'd say I'm about to get way stronger after one revamp.
Rollback should more consistently return AP at the cost of being capped out at three. You need to be intelligent with your Timekeeper now to set up maximum damage on subsequent turns. Though this does in fact mean that break 20 AP to attack four times is nigh impossible now. But heck, I'd argue that it was way too overpowered before. On an optimal turn right now I can take off 4'000 HP without breaking a sweat (Aging + x4 Hand @ 50 CH). And all I need is a little luck from Temporal Armor and a turn of stored AP.
The air positioning has its uses. 6 AP is expensive for map manipulation but it's a feature Xelor didn't have before. The overall changes to air are good. Underhand always pushing (and not harming allies), Tempus Fugit always doing consistent Tock damage, and Xelor's Punishment gaining the option to attack outside of the dial (again something that didn't exist before).
If Desynchronization can be cast at the end of the turn you can stay in Tick every single turn without penalty. Hand/Aging Xelor are currently forced to think of an alternative gameplan for Tock turns, and now they don't have to worry about it.
True, I guess I didn't consider t.cryst (I wrote the post you have answered to, from another acc). But still, no matter which lvl is and will be you aging, it still gets crippled. And if I undrestand pdf correctly, it does not increase dmg on crit. I have max aging now - yea, it is not too smart math-wise, but I have this compulsion which does not allow me to look at one of basic spells at lvl lower than 100, it is just stronger than me
I agree on rollback also, I think nerf was justified but new roll will have its uses.
Air positioning I still consider a crap. And I'm not saying about tempus and underhand (these are useful even now).I mean all this wormhole thingy.DD who tries to act like crippled version of support class can't be a good idea. Additionally, descriptions of some features seem really retarded, to the point it suggest translation issues (creating teleport wormhole which dissappears at the end of turn? it would have its uses, but come on...). As I said, I really hope I'm wrong in my prediction about this, because having GOOD positioning support skills would be cool.
On desynch, seems like one of us does not understand description - for me it looks like the penalty activates on the turn after the desynch was used. So your proposition would lead to the constant -3ap. You (and some others posters) seems to understand it that penalty activates on the turn the desych was used. In this case desych-row tactics is obviously great. I'm not native english speaker, maybe I got description wrong.
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 May 22, 2013, 16:29:26 |
#6
So you like being treated with no respect like some mindless, money-generating lowlife?
OK, whatever makes you happy...
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 May 21, 2013, 17:29:17 |
#7
WTF?
Is it supposed to be funny?
Week ago I received info from support that they managed to retreive my HB contents. My bag didn't get fixed. I thought that maybe it requires to be done during update. Update was today. I didn't get ANY SINGLE ITEM back. Ankama, you are either extreme incompetent or extreme assholes. Or both.
If anybody writes me some shit and add "thank you for you patience" again, I will consider it as a personal insult.
This post has been edited by semcorda - May 21, 2013, 17:31:21.
Reason for edit : typo
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 May 19, 2013, 20:44:04 |
#8
Quote (KiwiTang @ 19 May 2013 19:52)  Another thing I would love clarity on is the insane-looking mechanics in some of the air branch spells. How the heck are they gonna work,and how will they be beneficial? What is the idea behind them? They kinda look thrown in there for the heck of it. By now we all should be aware how much devs like creating the most bug-prone mechanics. It seems to be their hobby. This would explain air revamp  . This is exciting! How many hotfixes there will be this time? I bet at least 4 hf and 1 rollback
Also, they keep adding support-oriented spells that almost nobody uses to strenghten their delusions that in this game anything except dpt matters. Because, you know - "tactical mmorpg"...
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 April 29, 2013, 12:23:33 |
#9
Seems like they are reading the suggestions after all. I proposed spell that allows to choose the receiver of sandglass APs almost a year ago  .
On other changes:
fire - ALL fire spells become AoE on tock? Seems interesting. I just hope that ini loss nerf on tick won't be severe. After t.burn got such treatement, it became completely useless for hybrid builds. And ankama claims to support multi-el builds...
water - I must admit, current ap% steal calculation is strange. I'm fire/aging xel, but when fighting whispered cracklers I use sandglass often for resist decreasing. It is around 30 lvl, but still I manage to steal a lot of aps (as for a non-water xel). On the other side, water xels are useless for stronger enemies and UBs, becasuse these have stupid resistances to EVERYTHING (seriously, tactical mmorpg with bosses immune to debuffs? ridiculous), and addtionaly, UBs get buffed when attacked - no and no for any AP steal attempt;
air - punish should NOT be more flexible. It is ridiculously strong, probably strongest AoE (small aoe, but still) spell in game. The whole point is that it is hard to use. Don't turn air xel into iop-like retard, spamming one strongest spell wherever he wants;
dial - destruction at the end of turn - great, but it requires a way to destroy dial earlier (maybe dial spell cast on the dial?), because dial repositioning is often required. It may, however, make air xelors too strong, because they wouldn't have to guess turn earlier if stepping off dial is needed. About the cost - it is hard to tell for me. 2wp seems ok, but I always play with fire eni in team, so I have plenty of wp in most cases, and I may have lost objectivity on this issue. Maybe 1wp return could become guaranteed? AP+WP cost seems a bit pointless, not introducing any new quality, only pain in the ass at first turn of battle;
mummification, t.images - these are ridiculously useless skills. In their case, any change is good;
devotion - well, here ankama shows typical for all game developers mental disorder - immense need for repairing something that is not broken. If you really need to mess with it, do it as you described with mp>ap convert, but leave self targeted AoE feature. With this, xelor would be forced to choose wisely where he uses it, to avoid getting stuck in crappy position.
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 April 19, 2013, 07:17:59 |
#10
Seriously, ankama? Two players got their haven bags reset to 0, and no answer? Not even "go to hell, we won't do anything" ? Trolye? Anybody?
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 April 18, 2013, 18:08:16 |
#11
Dissapearing kamas
After today "patch", all my kamas dissapeared. I had over 200kk, now it is 0. Relog didn't help. Yesterday I had no problem, clearly today's patch of a patch caused this. For sure acc wasn't hacked, because no items are missing.
Character name: Cykcyk
Ankama display name: semcorda
Date and time: 18.04.2013
Map: -
Bug description: all kama lost
Reproducibility: seemingly, ankama's "repairs"
Edit:
everything is gone, just as VanBock, just checked, only items in iventory left
This post has been edited by semcorda - April 18, 2013, 23:10:50.
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 April 16, 2013, 21:29:52 |
#12
Idk if somebody said it already, but voodoll runs into fields with negative effects for player. And stays there... I've almost died at whisperers against easy mob because of this. Bet it is the same at lunar dungeon. Seems like voodoll is as dumb as anka... ekhem, it is dumb, lets end it here. Funny thing is that devs promissed to fix AI at last update.
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 April 13, 2013, 19:50:05 |
#13
Ok, since nobody gives a damn for bugged passive skill of one of the classes, and bumping is forbidden on the forums, as last resort I will try using formal bug template. At least admins or whoever won't tell me that form is not apropriate.
Character name: any eni with massacuring mark active
Ankama display name: -
Date and time: random, no pattern noticed
Map: shuudoku island
Bug description:
1. When marked monster (x) dies, and the massacr mark kills another marked monster (y) standing near, the x gets healed by y's mark, despite x is supposed to be already dead when y's massacr mark triggers. Effect - x survives it's own death and needs to be killed again.When sadida is in battle - if x is standing next to totem put on it, when it dies, it heals itself through totem.
2. On whisperers or whispered cracklers massacr mark randomly doesn't trigger at all. If it gets bugged, it lasts whole fight.
Reproducibility: for issue 1 - create situation described above, for issue 2 - stand in marked monster lockzone when it dies. Once a few fights aoe heal/dmg from massacuring mark does not trigger.
This post has been edited by semcorda - April 13, 2013, 19:52:58.
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 April 07, 2013, 19:25:06 |
#14
fire eni massacr. mark issues
I often play in team with fire eni. Eni's passive "massacuring mark" (must-have for fire eni) is heavily bugged in two ways:
1. When marked monster (x) dies, and the massacr mark kills another marked monster (y) standing near, the x gets healed by y's mark, despite x is supposed to be already dead when y's massacr mark triggers. Effect - x survives it's own death and needs to be killed again. It gets funnnier when sadida is in battle - if x is standing next to totem put on it, when it dies, it heals itself through totem.
2. On whisperers or whispered cracklers massacr mark sometimes doesn't trigger at all. Haven't noticed any pattern when it happens. However, if it gets bugged, it lasts whole fight. Quite annoying, when you think that marked big whisp crackler death triggers mass. mark for 500 non-elemental dmg or heal aoe.
I must say thay devs are quite creative when it comes to bugs. Game gets shitty, but at least funny.... or not.
My advice - do ANY tests on your own, don't push crap like this all on players.
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 March 16, 2013, 09:55:16 |
#15
Przepisy z cloverami (zeszłoroczne, ale powinny działać):
(baker) 4 four leaf clover + 1 wheat flour = clover cookie
(chef) 2 bucket o'water + 2 four leaf clover + 2 wheat grain = clover root beer
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 March 12, 2013, 17:30:01 |
#16
Quote (Kee-Keema @ 11 March 2013 21:22)  Comparing it to other spells only makes sense within the xelor class. Since the xelor gets rollback and a damage boost from the dial it would be absurd for hand's damage to be higher. You have to look at the whole class and not isolate one spell. Hand has to be seen within the scope of what a xelor can do with it. Aging splits focus from your fire branch and weakens the xelor's fire capacity overall as well as runs the chance of rolling back and wasting another hand. I rarely lose in pvp or pve with my xelor and aging has never been in my arsenal.
Despite I am a fan of aging, I must agree. On current lvl cap, maxed aging weakens fire spells (and overall fire dmg) significantly. Sure, on tick it makes up for it easily through added air dmg, but only 1 fire spell reasonably exploits aging, and only every other turn. This makes awesome spells like t.dust or hydrand underpowered but without aging support to make up for it on tick, and all fire branch weak on tock. Fire/aging build will be very dmg-efficient (better than pure fire) but on much higher levels than 110, when spell exp distribution won't cause such problems. However, as I said I'm aging fan, and two dmg numbers appearing after each Hand use is just fun for me. I just need to prevail with my fire/aging xel a few cap rises more (hope it will happen in this decade  . Right now only situations when fire/aging build makes sense are fights with high fire/low air res mobs (monks, toxic arachnees, ghouls).
BTW, I think on lvl 200 the strongest build will probably be air/hand/sandglass with hand and sandglass maxed as spells for aging deployment outside the dial, and x.punish as main nuke on dial.
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 March 04, 2013, 18:07:14 |
#17
Quote (BbeforeA @ 02 March 2013 14:59)  Weird. I've never had trouble with dial in PVM. Neither did I. Sometimes if placing spots at the start are unlucky and I get pushed off dial, there might be some trouble with dial, but it is rare. Maybe if someone plays as water it may be a bit slower to defeat large mobs, so dials run out of charges.
Btw, one guildmate has interesting build - basically he is pure air, standard t.punish-centered, but he also has high aging, and sandglass at lvl 70. he says that on tock he can deal near 1k dmg with aging, using sandglass as "carrier" for it. He has full BC which gives a few water lvls, so it fits quite well.
Going back to topic - sems that most people thinks dial needs revamp. So do I. But I need only 2 things:
1. Charges with their own hp (how much is a matter of discussion), so to deplete them, you actually need to dmg dial, not just spam the cheapest spell you have.
2 Any way to avoid losing dial after getting pushet off it. Let it be self-cast stabilization option for some spell, addition to some passive, dial breaking delayed to the end of next turn, whatever. Even though it is relatively easy in pvm to avoid getting pushed, still the 2wp loss is too much for something as trival as push.
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 March 01, 2013, 18:04:55 |
#18
My opinion about suggestions:
Timekeeper - cool, but what about fire or air branch?
Dial - it would kill the dial for me
Mummyfication - cool, but how about hp drop to stop at 1 hp and add dmg drop to 0? ally survives, but is useless, so no OPness problem,
Rollback - hell no!
Devotion - very cool, but again, branches other than water have not much use of it
T.Armor - cool, I assume that +dmg for AP stealing stays?
T.Images - i would change cost to users current max AP (no WP cost), and increase wakfu gain%. It would be pure defensive skill - no op because xelor cant use aps to do anything else if he wants to get wp
T.Waves - generally seems same as it is now
MoT - very cool, but again, no use for non-water, just add bonus to ini removal or smth
T.Theft - seems cool, but ini gain is useless afaik (somebody tested class bonus being sooner/later with ini gain/loss?). As long as ini manipulation during fight is pointless except aging dmg, suggested skill is pointless too.
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 February 14, 2013, 19:47:18 |
#19
Quote (LurksInCorners @ 10 February 2013 11:12)  Hello, and again, welcome to the life of a support Xelor.
Although Almur did a good job at answering all of your questions, there's one thing he forgot to clarify:
Concerning Temporal Waves' chance to remove an additional AP, this chance can be increased by Willpower. Willpower is a key stat to a support Xelor, as it not only adds chance to remove AP, but also adds chance to applying other states as well such as Temporal Waves and Time Theft. However, I am not certain that it will affect other passives like Rollback, as it is not something that can be applied by targeting others. what you say makes sense, since temp waves and timetheft are statuses separate from "demotivated" caused by standard theft, so they should be supported by willpower separately. Strange, but I've been playing xel for a long time, but never realized it before. But is it confirmed? I mean, ankama isn't well known for their commmon sense.
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