stoicPunch's profile
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Member Since : 2011-11-06
156 Posts (0.28 per day)
Most active in : Character Classes
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 Today - 00:02:10 |
#1
Earth sadi, other than LS, three, voodoll and doll link, can take:
- knowlege of dolls: it adds +100% to voodll's HP, making it havng a total of 40% target's HP.
- Doll: situationally dolls can be useful (blocks / maddols vs some enemies, inflatable water mastery is based on you're higher mastery)
- Dolly sacrifice: you could need to dismantle a totem to summon another and it's a small heal for 1 ap.
it's 7 abilities out of 6 you can max, surely it is not very flexible but even the other branches have the same problem because tree can't be used effectively in a doll based build, explodoll is total crap and green guard is very meh. Adding abilities for pure no summoner will create problems on the other side.
About totem and doll link, you'll find them more usefull later.
However it's not only earth who needs to be changed but the entire class... But this has been told too many times yet
This post has been edited by stoicPunch - May 24, 2013, 00:04:04.
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 Yesterday - 23:28:52 |
#2
Quote (lnxAntom @ 23 May 2013 23:10)  Thank you very very much for your great explanations. Just one thing is still in my mind
About the 2nd question, I actually wanted to ask that which way ( a or b ) is faster to reach my spell lvl goal. Because, I do not know if any spell xp goes to lvl 100 spell or not after a fight. In other words, does lvl 100 spell still consume spell xp after a fight or is the total spell exp gained distributed among non-lvl 100 spells ? I'm sorry, but i really don't know. I use the milkar set which gives +2 earth spell levels, so I keep the only spell I want at level 100 at level 98. I can say that this spell continues leveling even if it is at level 100, but maybe this happen just because it's at level 100 only thanks to the equip bonus while it's still at level 98.
But again, my advice is not to bother about it. If you want to reach level 120 you'll really need challenges and a lot. once at cap level it will be very faster to just make a respec of farmergency than gaining all the spell XP lost back.
Just my advice though, hope someone else has the answer.
This post has been edited by stoicPunch - May 23, 2013, 23:29:20.
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 Yesterday - 22:55:33 |
#3
From personal experience I can say that damage wise spell lv > damage bonus from spells.
If u want to have the best damage output possible from you're shaker, having it at level 100 is the best you can have, levelling other spells won't compensate for a lower base damage.
Having more spells levelled gives the only advantage of being able to use more spells effectively making the PG more versatile. It can be usefull damage wise only for builds that use more than 1 spell in the main damaging combo.
Answering directly to your questions:
1 - with you're current spell levels you have +124% earth damage and +62% earth defense from spell levels.
with reorganized spells you'd have +133/ earth damage and +66% earth res.
Your shaker does 69 base dmgs now and with your current bonus it does 358 damages on a 0% resist enemy. At level 95 with 65 base damages it would do 343 damages on a 0% resist enemy (considering the +9% damage boots from the new distribution).
2 - The best way to reorganize your spell levels is to respec once you reached the cap level. It's possible that you'll get some exp from challenges in order to reach level 120, this xp doesn't go to you're spells and you have to spend some time after having reached the cap to regan this XP. At this point you should be able to reallocate you're spell levels with a particuolar system but I think the best solution is to respec because, if you respec you're spells, you'll immediately get the max amount of spell XP to allocate as you wish.
However don't worry about where the experience go while you're levelling, it's not needed to get you're desired distribution and it's very painful imo.
I don't know if you're goal is reachable, it depends from how much spell XP you can have in the end, but remember that gears with +x lvls to spells are very helpfull.
I took all the numbers from the spell level calcoulator of wakfu element, u can use it too, it's a very usefull tool for planning you're spell distribution.
This post has been edited by stoicPunch - May 23, 2013, 22:57:20.
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 May 19, 2013, 17:38:19 |
#4
Quote (Neneko88 @ 19 May 2013 17:06)  This what other people wouldn't post XD that's really why the community is how it is o.o black crow set is nice but most people can find other things to use. Posting the video doesn't make it so the few can't sell things anymore. It just means more people might be willing to make the server better.
I replied to many people with the hagen glass strategy, it all really doesn't matter. People need to stop acting like sharing strategies is something so incredible.
Thank you for the vid and if I find out about any other I'll tell people again. The thing that stops a lot of players from sharing tactics isn't just the greediness but also the Ankama's tendency to ruin these tactics once they spread.
Some examples:
- one of the first ways to kill exca was blocking its way with bacons and berrel, a video came out and suddently in the next patch ubs where able to destroy mechanisms with 0ap 0 mp cost
- transpo no LoS removal, we all know why.
- they removed the rised pannels in the mag mog arena when in wakfu4iops came out a video showing how to use them.
- The first gobbalrog was beaten with a party of only enis with full fire res set and 2X maxed makafire rings, Suddently Ubs became immune to reflect damage.
Sometimes such changes are more legit, as the last one, sometimes more debatable but it's a fact that sharing strategies to others can easily screw you.
This post has been edited by stoicPunch - May 19, 2013, 17:44:09.
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 May 04, 2013, 13:31:56 |
#5
Earth panda:
pros
- good positioner (sometimes even better than sac after traspo nerf) and good mobility
- 20% chance to dodge every attack(can apply more than once per turn) + self healing + a spell that increases res = great tank with the right res from equip
- not too much WP dependant
- very hight damage, with AoE and debuffs
cons
-not so easy to learn as the other mentioned, (but still not too hard)
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 April 23, 2013, 12:34:53 |
#6
It should not. You need the class only to put the rune in higher level items, the potential stats are decided only by the quality (legendary, sparkling, ecc..)
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 April 19, 2013, 12:27:59 |
#7
Quote (Kikuihimonji @ 19 April 2013 11:41)  I just did some testing and with ~300% dmg base and with 6MP my Tree spell (maxed) heal me for ~150 HP without Lone Sadida. And with lone sadida maxed (going up to ~450% dmg bonus) Tree spell heal me for ~200 HP (with 6MP used). I don't know how you came to conclusion with so overpowered numbers there on your paper, but Tree spell is definetly too weak in-game. Heal bonus doesn't seem to work at all for the Tree spell (bug?).
And my Inflatable doll heal me for similar amount that when i have no lone Sadida, same for my Mudoll spell. The only good thing is resist bonus but when you face something with 300%+ resist, then it won't help much.
Maybe with 10MP build and full points put in CHANCE or STR or AGI... yeah maybe then Tree would somehow be effective, but comparing with dmg output of other classes who could do similar thing with their points - Sadida lack of balance. Mine was an analysis not a feedback, i still haven't tested it yet, however the results you've got confirm part of my calculations EXCEPT for the healing not been considered.
I took the numbers from the PDF wich says that the base heal is 1+(sadi lv*0.060) for 1 MP, wich would took to 7 on a lvl 100 char.
It's not 7 HP at 100 spell's level but at sadi's level 100.
If you used the sadi I can see in you're profile, wich is level 97, you should heal for 1+(97*0.060) for 1 MP or 1+5,88 for 1 MP. Probably the 5,88 is rounded low even if it is close to 6, so you're base heal should be 1+5= 6 for 1 MP.
Having used 6 MP, your final base heal should have been 6X6=35, which with a +350% bonus is 35x4,5=157,5, kinda what you've got. With a bonus of 450% it's 35X5,5=192,5, again very close to what you've got.
The wrong thing in my calculation was that I added another 150% from the healing bonus of lone sadi wich clearly doesn't apply.
Sorry if I took numbers without a proper testing, but I can do it right now and I thought it was obvious for the healing damage to apply on an healing ability. I also fear this is intended, maybe chromatic heal means that it's consider EXCLUSIVELY the bonus provided by you're highest mastery and not any healing bonus even if it's an healing spec.
The other thing I could have done wrong is thinking that 5,88 is rounded to 5, but It can easely be tested by a level 100 sadi wich should have a precise 1+6 for 1 mp. However i really think that's the case because it would explain all you're results and because I suppose you used healing equips to test for the healing bonus, wich would take every doubts.
If you used a level 100+ sadi I really dunno How this calculation works XD
Whit the fact that healing bonus isn't applied I agree that the healing granted by tree is a bit too low compared to other classes.
Thanks for the feedback and sorry for the early conclusion i've taken.
This post has been edited by stoicPunch - April 19, 2013, 12:32:39.
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 April 19, 2013, 11:08:24 |
#8
Analysis of the new tree
At first I was disappointed about the spell because at level 100 it would heal for just 30 base heal with 5 MP, But I was still thinking as it was usable like once per turn as before having in mind to implement it in a summoner build.
Since it's cromathic heal the tree take advantage both from damage bonus and healing bonus, so at the maximum stack of lone sadida it will heal for +300%. The average bonus from masteries of an high level character is around 400%, so at max lone stack it will have a bonus around +700%, healing for 30X8=240 at level 100. considering that u can use it up to 6 time, you can receive 240*6= 1440 HP healed in a single fight with +50% res all for 6 turns.
Yes, sadida can use WP for other things, but a still life user will need WP just for summoning totem, wich isn't even so useful in most cases, and however with 2 voodolls you can remove 80% of target's HP.
So u can use 4 tree and 2 voodolls in a fight where voodoll is useful and up to 6 tree when you don't need to summon the voodoll.
While adding a good bonus it doesn't take too much out from the combo's damage output if you're earth, and you could just sacrifice some healing using 1 or 2 mp for the combo.
It also allow to be super tanky combined with bramble shield.
The tree isn't weak at all, it just doesn't synergy well with a summoner build wich need WP to summon dolls and can't benefit from the lone sadi's bonus.
Imho there's too much incentives to go no summon in this revamp.
This post has been edited by stoicPunch - April 19, 2013, 11:08:34.
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 April 19, 2013, 11:03:38 |
#9
edit: removed 'cause little OT
This post has been edited by stoicPunch - April 19, 2013, 11:05:39.
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 April 19, 2013, 01:34:36 |
#10
Even if feca comes from cafe because they randomly choose character's name based on what they eat, I think it fits well the feca's role of supporter/buffer.
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 April 18, 2013, 21:55:29 |
#11
Quote (Kikuihimonji @ 18 April 2013 20:52) 
Quote (Visfarix @ 18 April 2013 18:50)  The "chromatic" mechanic is really confusing because it doesn't tell you the actual scaling, it just says "chromatic". However it does scale with skill level and your character level, but to actually see by how much you'll have to check the sadida revamp document.
Click here Wow thats very low amount. At level 100 it will make doll explode for 9 dmg... no wonder people call it bugged as leveling explodoll from level 1 to 20 makes difference of 5 dmg....
I think the same goes for dolly sacrifice and Tree spell, wich is why the heal from these spells is so low. They should make explodoll deal 30 chromatic dmg and 30 chromatic heal to make it worth something. Same for dolly sacrifice. As for Tree it should heal for 20x MP used in chromatic system, and it should give 2x more resist then it does now to make us want to loose WP for it. agree, the tree should heal for like 20 or at least 10xMP... The actual 7 is way too low. 2x more resist is a bit too much imo, it would mean +100% res at level 100 wich is just too much (in the hypothetical scenario where they fix the heal).
I think that dolly sacrifice is the only one that works, at level 100 it heals for (100*0.135)=13,5 base damage wich for 1 AP is kinda ok and however the healing is just a secondary effect of the spell, the main advantage is that with it you can save 1AP for resummoning a doll because the seed costs 2 ap.
This post has been edited by stoicPunch - April 18, 2013, 21:56:36.
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 April 18, 2013, 19:29:10 |
#12
Quote (roxic2 @ 18 April 2013 12:59)  anyone noticed the magnetic claw bug?? at lvl 9 if you use it to an enemy your ap will be deducted by 2 ap which is not supposed to be coz its supposed to be costless at lvl 9 It is intended to cost 2 on enemies and 0 in all the other situations, it is written on the description of the spell too.
However on enemies the spell doesn't cost 2AP but take out 2 of you're ap after you hit the enemy spending 0 AP. So u can basically cast it on an enemies for free if u have no AP left.
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 April 18, 2013, 19:17:42 |
#13
as the document say the base damage should scale and at level 20 it should be 1+(0.090*lvl of the sadi).
Chromatic means that this base damage is influenced by you're highest mastery. P.E. if u have +220% earth, +100% water and +90%air the damage will be multiplied by you're earth bonus.
I tested today in the respec room that it scales, at levl 48 with level 10 explodol the explosion healed me for 7 hp while at level 20 for 12. Of corse the litle difference came from my low lvl and masteries.
However let's put some numbers: at level 100 the base damage should be 1+(0.090*100), which are 10 base damage. if you have +400% bonus in a mastery an exploding doll will heal/hit for 50HP.
I don't know if the damage is reduced by resistence because the mob u can test on the respec place has no res but i think it will be influenced being an elemental damage.
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 April 18, 2013, 11:47:09 |
#14
Quote (Kikuihimonji @ 18 April 2013 11:12)  @Karakedi
I think that limitation to the range of Dolly sacrifice and the fact that you can't activate the seed far away from you is intended change to counter sadida. Sacrier can kill sadida with swaping place far away from the dolls (such as voodoll or inflatables) and then sadida have problem to change dolls to different one's or even sacrifice them to make new one closer. That i think was intended because theoretically sadida could keep re-summoning new dolls and i belive dev's wanted to give sadida some weak points. But i still have to say that changing doll's type just for 1 ap instead of 4AP like before is good change (before we had to sacrifice doll for 2 ap and place new seed for 2 ap to do so). We can still remove doll completly from cell for 1 ap too, because when you use dolly sacrifice on seed, you gain back 1 ap. The only real problem is timer, but with this change we can sacrifice dolls with no LoS (we couldn't do that before) so it's all good change. I dont' understand why you complain when it's better then it was.
As for fighting whisperer monsters - ever thought of using air spells on them? If you use poisoned wind and k'mir then you will move by 1 cell you will do as following:
Poisoned wind cast = whisperer crackler receive air type of dmg 1 time
K'mir cast = air type of dmg 2nd time
Move by 1 cell = air type of dmg 3rd time
Another cell moved with crackler under k'mir link = 4th air dmg received by him
And if you have base 4MP you can move by another cell wich will make it receive 5th air dmg
start of crackelr turn: it receive 1 type of air dmg from poisoning state from k'mir and 2nd air dmg from tetoxicate state wich means it get 7th air type dmg
Cackler cast spell = 8th air dmg received by him
And if that crackler also move = 9th air type of dmg.
You see, you can reduce cracklers resist this way pretty fast. It's also handy to get rid of enemy's feca armors. You can also summon ultrapowerful dolls and make them cast poisoned wind 3 times every turn, wich also help with these whisperer cratures. Also Sudden Chill is very handy as it reduce all resistance now while boosing only air resist for cracklers. It's bugged i know, but still it has some use. We just need to wait for bug fix.
As for balancing sadida - thinking that sadida should deal as much dmg with 4 dolls as xelor does normally without anything, is wrong. Sadida need to waste 2 turns for that and need to maintan dolls health or resummon them every so often, wich make sadida waste ap often. Sacrier get stronger as the battle progress and it doesn't need to waste ap for that. As for sadida who uses dolls - it should also get stronger as battle progress with small change that when dolls die it need to resummon them to gain back dmg bonus. In other words dolls' should give higher benefit for sadida then they does now. In fact, they should last longer (dev's, please boost hp and resist for dolls!) so that we can actually attack togather with dolls, instead of making us either use dolls or attack. I don't like how people say we can use lone sadida and then we will indeed get stronger every turn, just like sacrier, but why we can't grow in power with doll's help then? That's unfair in my opinion. We can do that... on paper. But on paper you forgot to note the resistance of enemy and resistance of dolls, wich is a big mistake.
I can't imagine using these dolls on 200lvl when they stop progressing after lvl 100. I really agree with the fact that dolls should give more bonuses to the sadi.
As u gain bonuses for every turn spent without dolls u should also have bonuses for the NUMBER of dolls you have in play, as with the old doll link.
Having more dolls on the field could be considered as a bonus itself, but himo it is not so consistent now considering the short hp of dolls and what little damage/utility they have.
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 April 17, 2013, 10:07:42 |
#15
Quote (Shaleigh1 @ 17 April 2013 09:40) 
Quote (sircamelot @ 17 April 2013 08:58) 
Quote (Shaleigh1 @ 17 April 2013 08:10)  Now you ask us to be patient? No thank you, this is a product we are buying and paying for every month No, you pay for access. Can you freely log into the servers? Yes? Congratulations, you got what you paid for.
[...]
If you are a programmer yourself you should know how much better other gaming companies deal with this. I mentioned one Indie game before that is currently breaking all kinds of record with how many players it got since open Beta release. That is being produced by 15 devs in an indie company. They deploy patches and hotfixes as it is necessary about once a week together with content patches once a week or at least once a month. You know how long their downtimes are? There are none! Because they think ahead and plan properly... The server goes down for exactly 1 minute, then you download a patch and then it works. No more hotfixes for the hotfix or some shit. And if they need to apply another hotfix, guess what? Takes again 1 minute of downtime. Why can't Wakfu do the same?
[...] Path of exile?
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 April 17, 2013, 03:01:46 |
#16
Even if i Think that the complains from those who worked a lot to have a runed set are very understandable, I think that the new system is rather interesting... IF NOT for a single aspect: the "rune hammer".
IMHO the drop rate of the hammer is the key to decide if this system is bad or good.
I'll elaborate a bit.
For what some of my guild mates saw using legendary runes, the increased chance to have an hight bonus with them is pretty consistent, the problem with legendary is that, even if they add hight bonuses, you have the same chance of the lower level runes to get the kind of bonus you want.
Let's say i'm a pure fire DD, i want intelligence runes and I can go well even with fire+other element damage runes; a legendary rune can give me hight bonuses but i'd have, according to the smithmagick revamp devblog, a 25% chance to receive a damage bonus in my main element wich is kinda low for the efforts that craftng a legendary rune requires.
Basing on this considerations i see two main ways to proceed:
a) focusing on the quantity: make as much runes as possible of the desired level in order to get asap a full set runed with the kind of rune wanted. This should make having a full runed set relatively easy, but the total bonus u get will be lower than the maximum bonus u could have. In the previous example, with 10 rune i'd have a +50ish int while I could have +100
b) focusing on the quality: upgrade powder untile i'll have a legendary rune and then keeping it if it's good or removing it with the hammer. This will allow to get the max or close to max bonus u could have but will be a lot more time consuming.
U could also try to follow the "a" path at first, in order to have a quick upgrade of you're gears, and then path "b", to slowly continue to improve.
maybe one way will result more convenient than the other, maybe we just was lucky and indeed the more chance to roll an hight value of legendary is not so higher than a sparking, but it's still to early to make this kind of considerations.
The only thing i think is clear is that, whatever the way u choose to rune your gears, you'll need A TONS of hammers (let's get serious, who the hell would destroy a white crow amulet to clear another?). The hammer is 600 ogrines in the french boutique (_ Click here), wich imho is A LOT.
It's still to early to take conclusions because we coudn't test the drop rate yet, but imho 600 ogrines is a suspicious price... I mean why should i pay so much if the item wasn't so so difficult to drop? But if it was difficult to drop it will make this game definitely ptw.
I know that this is a really long post but i wanted to make as clear as possible how haveing a lot of hammers is crucial for runing items now and how this system could ruin entirely this game.
If anyone share my point of view I ask to bring as much feedback as possible on the hammer drop rate in order to understand if this game is still worth a sub.
Ty for your attention.
Mamba
This post has been edited by stoicPunch - April 17, 2013, 03:09:03.
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 April 16, 2013, 17:40:48 |
#17
my 2 cents on how to make fire rogue more reliable after the "debug":
1- make the firewall damage equal to the medium damage value of al the bombs that make it.
P.E. if u make a firewall with 3 blinding(lv 100) the base damage will be 45 for every step on the firewall; if u use 2 blinding(lv 100) and 1 mega(lv 100) the base damage would be (45+45+97)/3 =62 rounded.
2- OR keep the current damage on the farewall but reduce the cost of detonation on bombbot to 1 ap as it was before, allowing rogues to easely make chains when fire wall isn't useful. It would be kinda as the bomb on a bomb but with less damages.
Limit the fire rogue gamplay to the firewall is going to make it too situational as a class.
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 April 16, 2013, 16:22:43 |
#18
Guys the reason why the feca revamp has been delayed until "maybe one day" is because the guy who was working on just left ankama without finishing the job. So Ankama need to put someone else working on the feca and this is why it will require more time.
I'm saying this because i think that the feca revamp will probably be a lot different from what said in this post, and for this reason, i think it's worthless to spend so much time on speculations based on this topic.
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 April 16, 2013, 12:15:19 |
#19
Quote (stoicPunch @ 16 April 2013 11:54) 
Quote (Troyle @ 16 April 2013 11:42) 
Quote (xibanga @ 16 April 2013 11:35)  Well, new patch is up and myself and a few more ppl that i have talked. we're not given the quest or scroll to reset the skills.
Did you already have a Respec quest active before the maintenance? I had the quest active and i got no respec, i think this should be fixed soon, a lot of people from my guild had the same problem too. I was mistaken, I didn't remembered well when i took the respec quest and i assumed, after having saw troyle's reply, I had it before the patch because I got no respec, now i tried to take the quest and I was able to do it...
This means that i didn't have the quest. On top of that a lot of people who are pretty sure not to have taken the quest didn't had a respec today.
Conclusion: the issue isn't linked with the respec quest, at least not so straightly.
Hope this help
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 April 16, 2013, 11:54:20 |
#20
Quote (Troyle @ 16 April 2013 11:42) 
Quote (xibanga @ 16 April 2013 11:35)  Well, new patch is up and myself and a few more ppl that i have talked. we're not given the quest or scroll to reset the skills.
Did you already have a Respec quest active before the maintenance? I had the quest active and i got no respec, i think this should be fixed soon, a lot of people from my guild had the same problem too.
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