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RE: =DF= New Stat Changes

 
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5/8/2018 0:34:11   
Zeldax
Member

The wording on the Design Notes is kinda confusing.
quote:

Increases Stat Damage done by all damage types by (STR/500)%, multiplicative.

From Verly's example, (100/500)% would become 0.2%, multiplicatively. I think it should say "Increases Stat Damage done by all damage types by 1+(STR/500), multiplicatively."

The wording on the other stats could be improved too.

< Message edited by Zeldax -- 5/8/2018 0:37:05 >
AQ DF MQ AQW Epic  Post #: 101
5/8/2018 1:26:06   
Shiny_Underpants
Member

^Verly's wording is correct, as 'by' generally describes something multiplicative (and the comma is used correctly). You'd be correct if his use of 'by' were instead 'to', which is additive.

However the percentage formula is listed incorrectly. Shouldnt STR add a bonus 20% damage, not 0.2%? Since percentage multiplies by 100, it should be STR/500, multiplicative or (STR/5)%, multiplicative.
DF MQ  Post #: 102
5/8/2018 21:59:53   
Axpower
Member

Anyone know the effect of 200 DEX on DmK V1's blast skill? is it +200 damage for 5 rounds for a total of 1000???
DF  Post #: 103
5/8/2018 22:55:48   
Baron Dante
Member

^No, it'd be +20.
The increase in DoT damage is not tied to the initial damage of the DoT itself. This means that weak DoT skills will actually benefit from this more, in a sense. (I mean, it's still +20. But a skill that deals like 20% weapon damage will, percentile-wise, get a huge boost to the DoT. Whereas if your DoT is already dealing hundreds per turn, that extra 20 is not that much)
AQ DF MQ AQW Epic  Post #: 104
5/8/2018 23:10:12   
Axpower
Member

@Baron Dante

20? Wouldn't it be 200/5=40?

I was confused because the skill applies 5 separate DoTs (in DmK V1), and didn't know if it would be +40 for each DoT (40x5=200) or not.

EDIT: Oh, I see DEX is now stat/10. So 20 damage per hit x5 so still 500 more in total?

< Message edited by Axpower -- 5/8/2018 23:12:07 >
DF  Post #: 105
5/8/2018 23:24:12   
Baron Dante
Member

Oh, right, I forgot it has 5 separate DoTs. Yeah it's +20 to each of them, which is actually kinda nice.
AQ DF MQ AQW Epic  Post #: 106
5/8/2018 23:28:36   
Zeldax
Member

@Shiny_Underpants
Yeah, thatís what I meant.
AQ DF MQ AQW Epic  Post #: 107
5/11/2018 7:20:37   
BluuHorseOfficial
Member

So, out of curiosity, are there any new changes to the stats as they are that are being worked on? Or is the current effect distribution final? I was curious because of something (kinda not that important) Iím doing, but nevertheless, Iíll still farm up gold in case.
DF  Post #: 108
5/19/2018 4:45:29   
LordRuler
Member
 

Hey guys, I'm a returning player, from a long time ago. I have basically everything bar the Calendar armours (or can get it), just leveling with DmKV1 at the moment, which feels very strong. Any idea what my stats should look like at Level 85 with DmkV1, something like 200STR/100WIS/100LUK/20END? I can only find info on some suggested builds for the current DmK...

Thanks in advance for your help!

p.s. as an aside, does Balteal's Aventail affect Master Soulweaver? About to start the grind for it.
Post #: 109
5/19/2018 8:00:05   
Greyor_42
Member

@LordRuler

First thing's first, welcome back.

As for stat spreads, that actually seems relatively decent, based on my minimal knowledge of DmK V1, and the reason that there isn't much for it is mainly because of how broken the class is, so people tend to default to V2 unless they're farming waves and have V1(that, and builds meant for V2 probably translate fairly well to V1 anyways, so why bother posting the same stat spread twice?).

As for Baltael's Aventail, while it's intended to also work with MSW, there are a couple issues that currently prevent it from properly being implemented to do so, those being making skills look good(especially the synch skill, since it would probably involve book 3 Aegis), and balancing(MSW is already a really really powerful class, and Verly has a bit of a hurdle in that he can't squeeze much more out of the class using an artifact without accidentally upgrading it into a Tier 4 class).
DF  Post #: 110
5/19/2018 9:16:12   
BluuHorseOfficial
Member

@LordRuler, Hey! Welcome Back! Nice to meet you!

So, with DmK, you want to maximize damage for farming. For DmKV2, I would recommend 200 STR and 200 INT for Blood Rite. But considering how busted Life Carve is on DmKV1, which does damage based on your opponentís health instead of anything related to you, Iíd recommend going for whatever you want or maybe make a stat build for another class altogether and use it with DmK? But if you plan on Blood Rite, 200 STR and 200 INT is great. If you plan on using the Shadow-A/B/C/D/E move, use 200 INT in place of STR or INT (preferably INT). Hope this helps!
DF  Post #: 111
5/19/2018 9:45:15   
Shiny_Underpants
Member

Also note that WIS increases healing effects. I'm not sure if it applies to Life Carve, however.
DF MQ  Post #: 112
5/19/2018 20:16:21   
LordRuler
Member
 

Thanks, @Greyor_42, @BluuHorseOfficial.

So, because the DmKV1 is so powerful, the stats are mostly a secondary concern? I like the idea of building as a different class and just switching to DmKV1 when I need/want to. I might play with V2 or SoulWeaver for a bit then, but for I'm just grinding to 85 before I start finding a class or playstyle I really like, so DmKV1 has been perfect.

@Greyor_42, big difference between DmKV1/2 is that V2 uses waaaay more mana but has much better base damages, so you typically don't build into a "main" stat (STR/INT/DEX) and instead go WIS/END/luk, but that was before the stat changes, so I'm not sure whether that will be different now. With the changes I think you'll start building into at least one main stat.

Post #: 113
5/19/2018 20:16:22   
Warcaster
Member

Hey guys!

When I first started playing, I pumped all my points in INT for the extra damage, but was kinda disappointed by the 1:10 ratio. I felt like +20 damage was negligible when I was dealing triple digits each turn. Thus, I switched to a pure tank build (max END/WIS) and kept it that way until now. My logic was "sure, +20 damage might make a difference in 50 rounds or so, but I won't be able to even survive until there without pumping my END, nor be able to use skills if I don't have WIS."

However, now that the stats got updated, I've been wondering if it's worth switching over to an offensive build. If I understand it correctly, with 200 STR and INT, I'll deal +28 damage, which can be further increased by items up to a possible +37.5 with 250s. Plus the crit and to-hit bonus from INT.

I admit the numbers still don't look overwhelming at first glance, but they certainly look better than before. Almost everybody here seems to use offensive builds, so they can't exactly be as underwhelming as they appear to me, right?

Bottom line: given the new stats, are offensive builds offensive enough to justify the loss of 1000 HP and MP?
Post #: 114
5/19/2018 20:48:40   
Plendamonda2
Member

@Warcaster

Yeah, I was on the same boat as you. Previously had all my stats in WIS/End/Cha/Luk - it varied but rarely did the base stats seem worth it.
With the update I feel like the offensive stats are worth it now, they all give nice bonuses.
IMO it kinda depends on how you want to play - but there aren't actually a lot of fights in DF where you need the extra health.
But that extra damage is actually nice for making the game go a bit faster. And the extra effects make it seem worthwhile.
Plus, after a few turns, maybe that extra damage kills the monster before it attacks and that saves you 100 HP right there.

However, I dunno that I'd max two of the offensive stats just for the side effects.
INT for example is a mere +.2x damage (only when you crit) and 20 BtH - which isn't worth 200 stat points IMO.
Personally I'd just max one of the STR/INT/DEX stats and spread the rest however you like.

STR is perhaps an exception because the immobility resist and damage boost is always nice.
DEX maybe if you like a class with a lot of DoT's
I don't feel like I miss enough to justify the Bonus from INT
- it's worth considering for all the 100% Crit skills perhaps.

Basically, yeah they are actually viable now, it depends on what you want the most.

< Message edited by Plendamonda2 -- 5/19/2018 20:55:19 >
DF AQW Epic  Post #: 115
5/20/2018 19:42:52   
Sakurai the Cursed
Member

The logic of, "+20 damage was negligible when I was dealing triple digits each turn" is flawed, because it's not +20 damage dealt for 200 of a base stat, it's +20 base damage which is then multiplied by skill modifiers just like weapon damage. Depending on your level and weapon, a single maxed stat can be a 20-50% increase to your total damage, not counting the additional effects added with this stat overhaul. Using the most extreme example I can think of, Ascendant's Ky'tap when fully buffed will deal 1,295% damage; at level 85 with the best weapon damage of 100 average (so the worst situation for stat damage, comparatively), that's 1,295 damage before crits or resistances. Having 200 Int for +20 damage increases that by 259 damage to 1,554 total. Using real values including crits and the new stat effects, my average damage with Ky'tap without stats would be ~1,865 damage on average, while with 200 Int and 200 Luk it's ~2,564.

< Message edited by Sakurai the Cursed -- 5/20/2018 19:43:40 >
AQ DF MQ AQW Epic  Post #: 116
5/21/2018 6:05:27   
Warcaster
Member

@Plendamonda2

My warrior characters are definitely getting only STR, and maybe END or something for a secondary. My main is a mage, though, and while I don't think many classes have INT-locked skills, it kinds fits her to have maxed out INT. I will probably decide after trying it out. Thank you.

@Sakurai the Cursed

Wow, I had no idea! If stats work like this, it definitely seems like a worthy investment. Thank you!
Post #: 117
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