RE: =DF= Version 14.0.1 (Full Version)

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Shadows Morgenstern -> RE: =DF= Version 14.0.1 (2/25/2015 11:21:05)

@The Jop: See, personally I'm torn about that one. The mana cost is extremely high, but the point is that it is a such a massively damaging attack, it's not meant to be used too often. I haven't actually had a chance to tinker with KAA with the new stats yet though. I just know it was always the high cost nuke skill.




The Jop -> RE: =DF= Version 14.0.1 (2/25/2015 11:22:11)

How much is Doomknight's multi at say, level 80? It seems very powerful too, and has a chance to stun all enemies. I think Ash could look into altering the cost of Shadow/Kathool.




Adel -> RE: =DF= Version 14.0.1 (2/25/2015 11:45:49)

Alright, alright I get it stop bashing me damn it!! :P

Bad example but I still feel the drain in the mana, on my Riftwalker it almost feels halved from what I used to have. I should do a few test runs doing some i Amytvile quests as I know those are somewhat hard to come though hp wise without good tactics and stuns nd I will see if I manage to get to the end at all with all the nerfs :)

And we aint talking bout no lvl 15 Rifwalker! :P




Ash -> RE: =DF= Version 14.0.1 (2/25/2015 11:55:32)

quote:

How much is Doomknight's multi at say, level 80? It seems very powerful too, and has a chance to stun all enemies. I think Ash could look into altering the cost of Shadow/Kathool.

It's the class' NUKE skill, not its only multi. Tidal is the class' multi skill. I'm not adjusting the mana cost on a Nuke, that

- never misses
- hits all enemies
- has increased chance to crit baseline
- nerfs enemy resistance to that element BEFORE IT HITS (dealing more damage than it would get thanks to the below)
- gets ele locked compensation and deals extra damage on top of that

It's not happening. It's not the class' multi, it's the class' final nuke skill.




The Jop -> RE: =DF= Version 14.0.1 (2/25/2015 12:02:25)

Is it actually worth 264 MP though? Most of its other skills are around 30.




Ash -> RE: =DF= Version 14.0.1 (2/25/2015 12:06:15)

For 450% damage, with a 50/50 shot at being 900%, to all enemies in battle, that can't ever miss? Yes.

From the balancing perspective.

A multi counts as doing listed damage to all foes.
A multi pays for damage if it has any effects beyond damage with an increased mana cost and/or % chance at inflicting effects.
Unlocking it from another skill is usually not payed with no mana, so it gets extra cost lopped onto the unlock skill.

1350% damage (or 2700% if you get the 50% crit rate) + extra damage on the turn before to unlock it + never miss penalty + crit chance penalty + nerf enemy ele res penalty + sub 16 CD Final type skill penalty.

It should cost MORE. This is why Techno was looked at badly when I revamped it. Multi's cost so much more than a normal skill because of what they are.




The Jop -> RE: =DF= Version 14.0.1 (2/25/2015 12:19:07)

Fine, then I guess I just have to wait until the drain and mana potions are tweaked (I'm pretty sure it's missed before though).




Ash -> RE: =DF= Version 14.0.1 (2/25/2015 12:21:57)

If it's missed, that's a bug I'll fix.




Adel -> RE: =DF= Version 14.0.1 (2/25/2015 12:56:37)

Alright just did a run on my Riftwalker, still feel quiet powerfull and I didn't even need a mana potion althouhg I was kinda running low maybe I should test on a mana draining quest next to see how that will effect me and my use of my potions, any suggestions? note my potions is at the highest level so I'm maxed out there and with me planing to put five more points into WIS maybe it's not so bad after all [8D]

DAMN IT! [:@]




Arthur Glacier -> RE: =DF= Version 14.0.1 (2/25/2015 13:42:36)

I don't have any mana-related problems with my Ascendant.
With 200 points into Protection skill my dragon does the trick. It's not as effective, as it used to be but it's still quite good.




mahasamatman -> RE: =DF= Version 14.0.1 (2/25/2015 13:43:43)

well...

I'd miss my 75% crit, but I suppose ~40% is enough... and the stat change is wonderful.
I'd like to see more interesting bosses (with actual abilities, not just meltface modes) to test classes against.




Neliux -> RE: =DF= Version 14.0.1 (2/25/2015 14:59:19)

Woah, I'll have a rough time adjusting to this, it's a big nerf for me. Will probably want to readjust some stats and increase WIS a bit. Farming Exp is will also be a lot more tedious.




NEOCROM -> RE: =DF= Version 14.0.1 (2/25/2015 15:13:15)

The music after i loged in, YEAAAAHHH, it's so refreshing and gives so much good energy and so heroic. Time to fight.




Ash -> RE: =DF= Version 14.0.1 (2/25/2015 15:13:49)

quote:

I'd like to see more interesting bosses (with actual abilities, not just meltface modes) to test classes against.

That's being worked on. Now that we don't have to just toss bosses with crazy amounts of health at you to make battles last longer we can focus on making some bosses more interesting in the future. There's always going to be "plain" damage sponges but we've got some interesting plans for future bosses now.

quote:

Farming Exp is will also be a lot more tedious.

There's a plan to help with the exp farming grind as well. Still finalizing numbers for it though.




NEOCROM -> RE: =DF= Version 14.0.1 (2/25/2015 15:19:03)

Still, just noticed the worst news here, the crit....I don't know why, i don't know how you did this, but after that....with my particular set of skills, i will summon my minions and i will look for you, i will find you and i will nerf you.




admahu -> RE: =DF= Version 14.0.1 (2/25/2015 15:22:25)

If 100 Melee/Pierce/Magic Defense overrides the enemies Bonus check, what's the point of skills giving 140 instead of just 100?

For anyone thinking HP/MP should be the same, any enemy (at level 80 at least) does 100+ damage easily. You're definitely not using up more than 100 MP for every enemy turn.




Ash -> RE: =DF= Version 14.0.1 (2/25/2015 15:27:14)

quote:

If 100 Melee/Pierce/Magic Defense overrides the enemies Bonus check, what's the point of skills giving 140 instead of just 100?

There are enemies, like Dr. When, that have "over hit" skills that override the check. The extra is to help mitigate some of their hits.




Chaoshaper -> RE: =DF= Version 14.0.1 (2/25/2015 15:32:06)

Evolved chickencow still works fine on my level 20~ish characters, no complaints here.

The interface update though, i think it may be the most beautiful thing done to dragonfable since its creation <3




Dimguye360 -> RE: =DF= Version 14.0.1 (2/25/2015 16:29:44)

Oh my life, the update is just so visually gratifying. Just one note though, can anything be done in terms of healing allies? I haven't entirely checked if anything was done, but I was reminded recently that it isn't easy to find a place where allies can be healed.




Alm Nullamors -> RE: =DF= Version 14.0.1 (2/25/2015 17:24:38)

I don't know how, but my level 39 Ascendant character now has a damage range of 84-187 with a Pure Dragonstaff of Destiny. That's more than my usual level 67 Dragonlord's 69-105 Sanguine Shadow Reaper of Doom. :/




Arithonne -> RE: =DF= Version 14.0.1 (2/25/2015 17:45:12)

Okay, so after reading all the complaints about the Wis nerf and how badly it was effecting certain classes, Kathool Adept in particular, I ran through the last three Amityville Book 3 quests with my Kathool Adept ( character page). I have about 950 mana now between trained Wis (50) and gear (not prioritized for Wis), and I didn't change my play style at all. The most mana intensive quest was The Castle, and I still finished with over 500 mana left. I did use the healing fountain when I came across it, but I didn't go back to it, and I didn't use any potions. I'm not seeing a problem here.

If I am seeing a problem with the stats change it's that my pets (dragon and equipped from inventory) seem to be missing a whole lot more, but that might just be the RNG expressing its hatred of me.

Poor Raven did take a beating though, she finished with only 300 hp left. Looking at her stats page, she seems to have terrible defense, so I'd suggest making guest stats (M/P/M and P/D/B in particular) scale to player level or buffing them a bit if they already do.

In terms of mana use for Doom Knight, I completed all the Neverglades quests in Doom Knight with a character that has no trained End or Wis, so I'm not seeing a problem there either. Seriously, it has a skill to replenish potions, the only time mana matters at all is in a single fight.




dragon_monster -> RE: =DF= Version 14.0.1 (2/25/2015 18:22:39)

My question is simple, Now can you with the base classes defeat any boss that can be defeated and should be defeated. Lets not forget that for free players the strongest class is still the base class.




Dracojan -> RE: =DF= Version 14.0.1 (2/25/2015 18:28:01)

im sure dr when will easily kill you if you are with a base class and you go 1 on 1 against him. the previous few bosses, merged akriloth, deadwood and others can kill you easily too. the 2nd tier classes are stronger even if you use just one side of the skills.




Alm Nullamors -> RE: =DF= Version 14.0.1 (2/25/2015 18:33:44)

I noticed this on the Dragonlord Guide:

quote:

The Immortal God

Level 80

END: 200
WIS: 95
LUK: 100


I recall that 100 LUK being on STR before. Since that guide can't be commented on, what benefits does 100 LUK give over 100 STR? I'm interested in trying that out.




toannghe1997 -> RE: =DF= Version 14.0.1 (2/25/2015 18:36:19)

Hey Ash, I am using a beast master build now, and even though I have 200 cha and the rest in str, I still managed to win the tough bosses so far ( doctor when, M.G hard mode with guest, ... ) but you said that if we focus on pet's damage and our own damage then it won't be so great, so could you give me a suggestion about pure beast master build? (one that tank to the max and let the little buddies do the dirty work :P, I am using pumkin lord and lovin it so far)




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