=DF= Pumpkin Lord Armor Discussion Thread (Full Version)

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Melissa4Bella -> =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 6:48:24)

Hiya DragonFablers!
You wanted more various threads of discussion about Classes and we listened! This week and every week following, we will be introducing a thread for every class in DragonFable.

This thread: All things PumpkinLord Armor and Evolved PumpkinLord Armor.
Now for the rules of this thread:

  • All =AE= Comprehensive Forum Rules apply.
  • The "All Classes" thread will remain pinned to the top of the forum until all the current class threads are released.
  • There will be a Class Directory stickied to the top of the forum once a few class threads are active for quick locating.
  • On suggestions: The DragonFable staff offer specialized suggestion threads from time to time and you may post your suggestions when those events occur.
  • Please keep discussions to the Pumpkin Lord armors.
  • Most important: Have fun!




  • Chaosweaver Amon -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 10:50:13)

    I like this class, a lot actually. If so many of its skills weren't element restricted, I feel it would be much better. It's got some impressive damage on it, and with the candy heals, it can be a decent survival class as well. I'd give this class a 7/10.




    99th Dracopyre -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 11:55:45)


    With all honesty, this is my favorite armor based on animations.
    The attack animations are just so smooth and fluid, and they blend-in great with each other.
    (This class and Death Knight GREATLY contributed to why I wanted a Dragon Amulet)

    I wouldn't change anything, unless it's bigger and better attack animations, though (with the same theme). ^^

    ~Draco




    Zyrain -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 12:12:31)

    I just recently unlocked and fully-trained both armors, so I decided to play with it a bit whilst Trick and Treating, in the hopes of actually getting a Trick haha.

    I think it's a really nice armor(s). The candy heals are just incredible. I do have to agree with Chaosweaver Amon though, with the element-restricted skills being its only weak point.




    afb728 -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 17:33:48)

    I like playing around with it, but I don't think I could ever use it seriously. For one thing, does the candy heal work outside of Mogloween? And in agreement with others, elementally-locked skills are no fun.




    walker of the rift -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 18:00:52)

    I realised when using it this year how boring and weak it is now.




    pohatu -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 18:14:01)

    I'll start by saying that I absolutely love the art for these classes. I think they're pure genius - creepy and highly thematic.

    The animations are fluid, and most of them look like they carry impact.

    Skillwise, this is what I think is good:
    Final - Good Crit attack.
    Root - Excellently animated + DoT is bonus.
    Multi - Solid multi-attack, despite elemental lock. Spike speed looks awkward, but not an issue.
    Thick Shell - A fair defensive option.
    Scythe - Good added damage, animation, and fair chance to stun.
    Thorns - Awesome extra multi-attack, despite elemental lock.
    Pumpkin Bomb - Good, despite elemental lock.
    Eternal Night - Good Crit attack.

    The bad:
    Pumpkin Scale - Not only is it an insignificant skill, but it doesn't even seem to apply defense.
    Health/Mana Candy - Becomes redundant outside Mogloween and (this seems to only be my opinion) for higher level players.
    Shield - Stats not up to date.
    Vine Whip - Quick + looks awesome. Redundant.
    Spikes - Excellently animated. Not so happy about elemental lock. 'Spikes' effect doesn't seem to apply nerf. Should NEVER be dependent on successful stun.






    ergotth -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 21:52:02)

    I think Tomix should go nuts with this class, compared to the new class we are having recently, Pumpkinlord is falling behind faster than a pumpkin rots, and tomix is, IMO the BEST class designer in AE games, animation and design-wise. perhaps Pumpkinlord could gain a touch of arcane runes and bigger explosions.

    But with the upcoming shadow hunter armor/class, which I presume is the mogloween class this year, we can think abot that for next year =)

    Although, I find excruciatingly hard to make a nice set with an armor basically made of roots and gourds. I think Pumpkinlord could become more metallic, maybe something similar to Necromancer (levitation included), but instead of skulls, pumpkins and other halloween elements




    Enflame -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/21/2013 22:14:37)

    The Pumpkinlord was a pretty strong class back in the older days. You could deal some nasty damage almost every time you start a battle. I think it may need a little revamp, both in some skills and style.




    SonicTbear -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/23/2013 16:45:12)

    It needs a buff. BIG TIME. It currently sucks. With Book 3, there are stronger monsters with more health and longer quests. I used to like it. But I'm not going to get my butt handed to me anymore. I'm sorry, but I'm hanging you up until all pre 9.0 classes get a buff. If they can't buff it too much, then they should probably buff the health candy skill at least...




    Kazuki_Kitsuki -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/25/2013 11:44:20)

    Everyone has said everything I wanted to say, from element locked skills to in general weakness. I'll step up and say that it could use a new form/appearance. The candy heal could also work without candy, but it has far less power. And as we found with Paladin, chance skills are an annoyance.




    Drago Skull -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/25/2013 12:59:38)

    did no one notice that the attack button for pumpkin lord armor is bugged a little cause the attack animation and when the monster is damaged don't link up you attack then just stand there while the monster gets hurt kinda weird




    Ash -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 18:48:55)

    Alright, both armor revamps are live with this release. After the issues with DeathKnight there's been a change. You have TWO weeks, from today, to suggest any changes and give feedback on the classes. (24Oct14) After that point only bug reports will be taken. Every Revamp from now on will follow this structure. That gives everyone plenty of time to test it, figure out what they think of the armor, and give feedback. If there's anything posted after that point it will not be considered for main live release.




    Drop_Bear -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 19:31:17)

    After Tinkering with the evolved version for a little all i can say is that the first impression is amazing, the two nukes do great damage, it has both a mana and hp heal, two multi's, two stuns, the shield is good and a way to lower nature resist. All in all very well done.




    The ErosionSeeker -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 19:35:25)

    Can you change the Test Blade element to Nature? Darkness element messes with the monsters that I was trying to do percentages on...

    Refresh to get the new blade element. ~Ash




    crabpeople -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 19:35:32)

    I don't have this class unlocked. The only thing I can tell you is that blade of destiny special doesn't work on evolved PKL.




    Azan -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 19:49:43)

    *whistles* From first testing, a very, very, very good revamp.

    That ability to return 100% of damage taken... *eyes Manacrest* I MUST try that on her.




    The ErosionSeeker -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 20:31:26)

    With 200 INT:

    Attack: 43 (125%)
    Whip: 48 Nature locked (140%)
    Multi: 13 Nature locked (40%)
    HP heal: 15%
    Stun: 52 (150%)
    Final: 99 crit (145% or 290%)
    Pumpkin bomb: 42 + 5*5 DOT Fire locked (125% + 25, 5 is half of weapon damage, so ?% a turn for 5 turns for ?% total...?)
    Nightblade: 47 (140%)
    Thorn: 48 Nature locked (140%)
    Scythe: 17*3 Nature locked (150%)
    MP heal: 15%
    Root Sap: 45 (130%)
    Night: 33*3 (290%)



    Attack: 47 (140%)
    Whip: 52 Nature locked (150%)
    Multi: 15 Nature locked (45%)
    HP heal: 15%
    Stun: 43 (125%)
    Final: 120 crit Nature locked (175% or 350%)
    Pumpkin bomb: 47 + 7*5 DOT Fire locked (assuming DOT is 140% of the PKL one) (140% + 40% for 5 turns for 340% total)
    Nightblade: 57 (170%)
    Thorn: 53 Nature locked (155%)
    Scythe: 20*3 Nature locked (175%)
    MP heal: 15%
    Root Sap: 48 (140%)
    Night: 56*3 (490%)


    First thoughts:
    Multi 1 is overly weak, 3 attacks barely equate to a regular attack
    PKL Scythe seems to stun a lot more than the -100 BTH, while EPKL Scythe seems to always trigger the -100 BTH
    If Bomb is actually 340%, that's pretty crazy considering most DOTs are a belated 250% or so at max

    The Scythe -100 seems like the stronger effect, so it actually feels like you get the short end of the stick when you get the 1 turn stun, seeing as -100 for 2 turns is like skipping 2 turns instead of just 1.

    Also, if it hasn't been mentioned before, using Retaliate and having an enemy at low enough hp to kill themselves on contact freezes/sticks the game.




    Drop_Bear -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 20:39:59)

    @Erosian Seeker, are you sure one of the multis is only doing 40% dmg? because when i use either on evolved or non evolved i do around a normal attack damage to all mobs.




    The ErosionSeeker -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 20:54:38)

    When fighting against 1 enemy, Multi 1 deals under regular attack damage.
    Against 2 or 3 enemies, it deals teeny-tiny amounts.

    I'm guessing it's an even more buggy version of the old Necro multi code, which decreased in damage as it hit against more enemies.
    Unequipping everything to leave 200 base INT resulted in 43 / 47 damage base attacks, and 13 / 15 multi 1s.




    Ash -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 20:58:58)

    It's not using anything related to the Necro coding. I'll take a look. I'll also post the stats here in a bit when I'm done because you're off damage wise on some due to rounding.




    Drop_Bear -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 20:59:28)

    I found with the testing blade i did half the damage against a single with the first multi compared to the second, then with a level 70 weapon I did 120 compared with 170 which is more like 70%. I also have not had it do differing damage against multiple and single targets.

    Edit: Thanks Ash




    Ash -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 21:40:18)

    Original PumpkinLord

    Attack
    130% damage

    1. Thorny Shield
    +125 Melee/Pierce/Magic


    2. Vine Smack
    155% damage


    3. Health Candy
    If you have > 10 pieces of candy
    heals 25% health
    else
    heals 15% health.


    4. Fling Thorns
    Multi
    Nature Locked
    140% damage to all


    5. Cover of Thorns
    "Reflects" 25% of all damage taken back at foe for 4 turns.


    6. Creeping Roots
    130% damage
    2-4 (random) turn stun


    7. Piercing Thorn
    150% damage / 100% chance to crit


    8. Pumpkin Bomb
    Fire Locked
    125% damage
    Inflicts a Fire locked DoT, 200% damage over 4 turns


    9. Night Blade
    140% damage
    +100 BtH on attack
    +30 Bonus for 4 turns


    10. Mana Candy
    If you have > 10 pieces of candy
    heals 25% Mana
    else
    heals 15% Mana.


    11. Thorn Storm
    Multi
    Nature Locked
    145% damage to all


    12. Crippling Scythe
    150% damage
    50% chance for -100 Bonus for 2 turns
    else
    50% chance for a 1 turn stun


    13. Sapping Roots
    135% damage
    Nature locked

    If foe is affected by Creeping Roots
    -30 Boost/-40 Nature to Foe and +30 Boost/+20 All to you for 3 turns
    else
    -20 Boost to foe and +20 Boost to you for 3 turns


    14. Eternal Night
    3 hits of 100% damage for 300% total.




    Evolved PumpkinLord

    Attack
    140% damage

    1. Thorny Bulwark
    +140 Melee/Pierce/Magic


    2. Vine Whip
    170% damage


    3. Health Candy
    If you have > 10 pieces of candy
    heals 30% health
    else
    heals 20% health.


    4. Sling Thorns
    Multi
    Nature Locked
    150% damage to all


    5. Bramble Shield
    "Reflects" 100% of all damage taken back at foe for 1 turns
    "Reflects" 35% of all damage taken back at foe for 3 turns


    6. Creeping Roots
    140% damage
    3-5 (random) turn stun


    7. Cleaving Thorns
    180% damage / 100% chance to crit


    8. Pumpkin Bomb
    Fire Locked
    140% damage
    Inflicts a Fire locked DoT, 280% damage over 4 turns


    9. Wicked Night Blade
    160% damage
    +100 BtH on attack
    +50 Bonus for 4 turns


    10. Mana Candy
    If you have > 10 pieces of candy
    heals 30% Mana
    else
    heals 20% Mana.


    11. Thorn Cyclone
    Multi
    Nature Locked
    160% damage to all


    12. Enfeebling Scythe
    180% damage
    1% chance for Insta Kill
    else
    50% chance for -100 Bonus / -20 Boost for 2 turns
    else
    50% chance for a 1 turn stun


    13. Draining Roots
    145% damage
    Nature Locked

    If foe is affected by Creeping Roots
    -45 Boost/-60 Nature to Foe and +45 Boost/+25 All to you for 3 turns
    else
    -30 Boost to foe and +30 Boost to you for 3 turns


    14. Endless Night
    3 hits of 130% damage for 390% total.




    Azan -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 21:54:35)

    1% chance... Insta kill? Woah.




    Mr G W -> RE: =DF= Pumpkin Lord Armor Discussion Thread (10/10/2014 21:54:51)

    O_O Wow

    This is one powerful class indeed.




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