Blasting-Vele...'s profile
Narcissistic Larva
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Member Since : 2011-04-25
34 Posts (0.06 per day)
Most active in : Character Classes
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 May 26, 2013, 12:44:13 |
#1
I think he is talking about appearance, not current stats. Well, it'd be nice if it will be some sort of toggle able buff, like osa's dragon form, but giving some boost to damage at the cost of mobility and survivability.
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 May 20, 2013, 17:42:37 |
#2
Glad to see foggarnaut changes. The whole list of their nerfs is fully deserved.
On a side note, can we have a full list of new pet stats, or may I assume that every non-listed pet got +50 health to their current stats?
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 May 18, 2013, 17:27:50 |
#3
Quote (-Shakespeare- @ 17 May 2013 22:57)  Yes it was confirmed a few days ago. We are next on the list after the enis. Be very afraid. So, there already are topics for xelor and eni revamp. Shall we start our discussion too? And who knows, we may even inspire Grou in something.
I'm playing fire/stasis foggernaut myself, so my thoughts will be mostly from that point of view. I'll start with element branch spells.
Stasis branch. I think it's pretty good and balanced at the moment, though it's a bit sad UBs have stasis resists. Also, it'll make more sense if normal dungeon bosses will be immune to wp steal/removement effects, rather to whole stasified debuff.
Earth branch. Well, I didn't play it alot, but it looks good and solid, with exception of bombardment, which doesn't really go along with foggernaut's stability and reliability.
Fire branch. And here is the branch I play a lot. Still there are only two spells that I use at all: steampalm, as primary damage spell, and flame fervor, for it's mobility. Flambe is only good to get rid of frozen debuff, flame thrower is too costly for it's effect and don't really go in any good combo with other spells (no, flame fervor + flame thrower as backstab is of no good till you kill an enemy with it, because it leaves you in very bad position for next turn) and blazing fire does not offer enough damage for it's wp cost and very tight niche. I would like to see flame thrower's cost lowered to 5 ap (even if damage is lowered too) and flambe and blazing fire revamped into something more lively.
Now let's go to Specialities. I love how rail system works, this including microbot, groove, motherfogger and half of armor plating specialities. Don't really think any of them need major tinkering. I also like another half of armor plating and painless steel, nothing overpowered and it fits very well with foggernaut theme. I enjoy how fixed fire and oil works. It may look a bit overpowered in solo gameplay, but it balances well with how it can ruin your teamplay without special treatment. I don't really like critical turbo, but it's still a solid choice and not bad balanced. Cybot. What can I say about it? It's not satisfying. I can't really explain what's wrong with him, but he must be at least 20% cooler. Now to the sad part. Salvage is bad, really bad. Even if it would be buffed to 10% or it's cost lowered in half, still it would not be a solid choice. If healing is not strong enough it would be a waste to lose turn of dealing damage, if healing will be good enough it will turn foggernauts into tanking eniripsas, which they are not. I would like to see this spell removed completely for the sake of something new. And here comes fogginator. It's generally a good spell idea with very bad execution. +120% general dmg, +2 ap, +3 mp and +3 range is not enough for instant death without KO. For those effects it should only force foggernaut to turn off (skip) 1-2 turns and not die at all. Though it would be really boring. So in the sake of balancing the effects for instant death it should be something like +100% total damage and +25% crit chance. And don't forget about dying in explosion part. It would be really nice if there will be some aoe explosion on death. I'd prefer it with stasis damage depending on how low on health was foggernaut before explosion, with some steep curve. In my opinion that is the justification for leveling a spell you would use only one time in 10% of fights.
As for new ideas I would like to see a special spell that will allow an ally to use my rail system for one turn, for the cost of wp (and maybe some mp and/or ap).
That was my current thoughts. I would also like to hear your ideas and opinions on next foggernaut revamp.
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 March 30, 2013, 22:21:47 |
#4
Oh, thanks for the info! But still, I'll hope this bug will get on their fix list one day.
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 March 30, 2013, 22:16:51 |
#5
Dark Hurl without any loot.
Just did few runs in Dark Hurl Docks with friends. All runs were completely normal, except the last one. We got 2 enutrofs, pouched up a boss and some other mobs, saw some stuff from pouches, stacked pp up and finished the boss. And that was our loot table -  Yes, we did check our bags for at least items that we pouched. Nothing.
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 February 24, 2013, 13:01:49 |
#6
Signed.
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 July 04, 2012, 17:09:40 |
#7
In short your angrr is aprox percent of your lost health. If you are at half of your health you will have around 50 angrr. Also, by default your max angrr is 70, and only after you maxed out angrr as passive, it will give you a chance to raise your angrr up to 100.
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 July 04, 2012, 16:56:40 |
#8
First of all, wiki can be edited by everyone. Let's see:
1. Angrrr reaches a cap of 70 at level 0.
2. Angrrr is based off %HP, reaching its cap at 25% HP.
3. 1 point of Angrrr is effectively 10% of max HP.
Three points above can't be true at the same time. Still both of them are on wiki. If you have even lvl 1 sacrier you can easily test out which of them is bullshit.
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 July 04, 2012, 12:49:37 |
#9
Aero, 1 point of angrr is for 1% of health, not 10. Or it would be max 10 angrr.
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 July 02, 2012, 21:08:22 |
#10
Well, TB is not perfect special for fire sacrier. It's really great only if you use earth spells a lot. About my recommendation, try to cover weakness of your char - mobility. All you spells are close combat and best of them use mp. So, if you are not close to your enemy you lose your turn as you deal no damage. To close the gap between you and your foes there are movement special spells - attraction and transposition. Attraction is good only at max lvl, but it really shines then. For 2 mp only you can bring a foe from afar just to your knuckle. Transposition always cost ap, so it will work well when it's reduced to 3. It's great for crowded battles but has little to no use in one on one. Also, transposition range is boostable, and it can be cast without line of sight at max lvl.
Btw, it's max of 9 lvls for active specials and it will take you 18 lvls to max one of them.
This post has been edited by Blasting-Veles - July 02, 2012, 21:10:30.
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 July 02, 2012, 14:43:55 |
#11
In short - totally worth it in PvP and short fights and situational but still good in long fights. And it won't be of any use for fire after they'll revamp it. No info about date, though.
A bit longer story: at max lvl SA will give you 1 lvl of coagulation per 5 points of angrr. Each level of coagulation shields you for 1% of your max in combat health. And you get one point of angrr per every percent of your lost health. I.e. you have 500/1000 health so you have 50 angrr, and if you will use SA you will get 10 lvls of coagulation which will shield you for 100 health points till your next turn. I also should mention that coagulation shield works like extra health, it won't reduce dmg from every attack by 100, but it will prevent loss of next 100 health. It can happen in one attack, or it can fully negate few attacks of sum of 100 dmg.
So, how it shines in short fights. Let's assume you have max out of combat health of 1000 and you grind mobs with your current health at 1. When you start fight you will get BP bonus, and your health will be at 301/1300. You current health will be at 23%, so you will have 77 angrr. You need 3 turns to kill your foes, but 301 hp is not enough to survive so long, because of mobs dmg and your fire spells self dmg. Every turn you suffer total 250 dmg from your own spells and enemies' hits. You think this fight is impossible to win? That's where SA will shine it's best. So every turn before casting your offensive spells you cast SA. At 77 angrr you will get 15 lvls of coagulation, which will give you 15% of your in combat max health as a shield - 195 hp shield. This shield also absorbs backfire dmg of your fire spells, so with it you will lose only 55 health per turn, instead of 250. And you will be able to survive those 3 turns to kill your enemies with ease.
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 June 28, 2012, 16:48:01 |
#12
Thanks, Troyle. Without you, there would be half as much players on remington.
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 June 28, 2012, 16:01:03 |
#13
Hello, Rubi.
I'll try to clarify for you how health and blood pact works. First of all, there are no swords or other items with %hp, all equipment give you static health. Same as you can spend points on. So, your base health is pretty static, let's see how BP will impact it. Let's assume you have 600 base health and 400 health from gear, so your out of combat health will be 1000. And you have BP maxed out. So if you will start fight alone, your health, current and max, will increase by 30% of max. Ex - you attacked mob with 500 health out of 1000. So in a fight you will actually have have 800 current health with max of 1300. Don't forget, coagulation works from your max health, so it will be 30% more effective with BP in solo fights.
In a full group fight, your BP will give you 60% health bonus, 6% for every one of five of your friends + 30% base bonus. So, if you have 1000 out of combat health you will have 1600 now. Let's now discuss thing you are most worried of, deaths. First of all, death is bad. So it won't be normal and fine situation if someone dies, and it won't happen too often. Still, let's calculate your grief for a dead friend. So you have 1600 max hp in fight and one of your friends dies. You will lose 12% of 1600 hp which is 192. So even if half of your party (3) dies, you will lose less health then gain through blood pact. Also, you lose only current health, max stays the same and can be healed, and you lose health not when your friend goes KO, but when he actually dies after 3 turns of KO. During this time he can be revived by eniripsa and you won't lose any health. And one more thing, blood pact damage can be blocked by block stat, but not absorbed by coagulation, not sure if it's bug or intended.
Hope this helped.
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 June 09, 2012, 15:30:24 |
#14
I've bought my mag few days ago, everything was completely fine back then. But when I opened it today, some sheets was mixed up. I.e. on sheet 4 there is page 5 followed by page 6, but on next sheet there is page 8 followed by page 7. Sheets 8, 9, 10, 11 and many other are broken as well.
Will it be fixed or is it some known error with any solution?
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 May 03, 2012, 04:22:44 |
#15
Nice math we are having.
Right down here ->
Click here
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 April 30, 2012, 16:46:31 |
#16
"Note that Kamas cannot be stored in the Guild Chest."
The available permissions include, amongst others, “Recruit/remove a member”, “Change a member’s rank”, “Remove an item from the chest”, “Remove Kamas from the chest”
So, which one is wrong?
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 April 22, 2012, 15:46:54 |
#17
Reflect mechanic applies after counting all damage reducers and absorbers. So if sacriers' coagulation stops 190 out of 200 incoming damage, there will be only 2 hp reflect. Same goes for fecas under peace armor and eniripsas with absorption. Although healing eniripsa is the most overpowered with those rings.
One more point. PvP atm is as much balanced as a tiger fighting a chicken, so this rings don't really make any difference in both PvP and PvE.
And don't forget many great sets include ring slots. And no, makabrakfire is not most OP ring, makabraktion is, ring with ap.
This post has been edited by Blasting-Veles - April 22, 2012, 15:52:46.
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 April 19, 2012, 17:09:57 |
#18
Yes, when you and and your enemy have equal lock and dodge ( doesn't matter 0, 50, 100, 9001 ) you both have 50% chance to dodge/lock. Every 1 different point increases/decreases lock/dodge by 0,5% with a cap of 5%. In example if you have 9001 lock and your enemy has -50 dodge, he has 5% to dodge from you.
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 April 14, 2012, 16:09:28 |
#19
You can hit invisible srams with it
Anyway, the only meaningful use of this spell - to stack coagulation if you can't reach anyone in melee.
And don't forget about bonus damage and resists from spells.
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