RE: =DF= DragonFable 14.1.0 Discussion & Feedback (Full Version)

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LouisCyphere -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 21:21:49)

@Verly:
So the END stat affecting glancing blow didn't go so well?

quote:

Monsters now drop 20% less gold

Why did this change happened? To make X-boost enticing?




Gold -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 21:30:30)

On my goodness, the potion buff was a LONG time coming.

Also the mana potion minigame is finally fixed yay.




Pedrofire -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 21:48:43)

@LouisCyphere: From Verly's twitter:

quote:

It's really really really easy to get- and now that x-boosts can stack it's even easier. I reduced it back to where it was before.


We need more gold sinks than gold (you can obtain upwards of 100k an hour even post nerf) so I think the change is OK.

Making WIS affect healing is quite interesting, it's something you probably won't make your build around but it makes WIS less one-dimensional and I'm all for that.
The potions change is great, scaling variables are always far more balanced than static ones.

I'm also curious about the END affecting glancing blow feature, it seemed promising but maybe the numbers just didn't work out?




Verlyrus -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 21:57:49)

END affecting glancing blow was WAY too OP. :P




Sflamin -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 21:58:31)

@Verly
Why did you change the double DOT damage when negative resistance is applied?
Also, why some healing skills heal alot less now? a lot of changes lately make no sense at all.




Pedrofire -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 22:04:04)

Fair enough, always better to err on the side of not completely OP haha

Are there any other stat changes in the pipeline? Some other idea for END maybe?




Lv 1000 -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 22:04:05)

quote:

Why did you change the double DOT damage when negative resistance is applied?


Because it was a bug......




Verlyrus -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 22:05:29)

I'll take a look at reports of heals not healing as much as they should tomorrow.




Sflamin -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 22:10:26)

@Lv 1000
Really? Wasn't that how it was always supposed to work and now all of sudden it just becomes a bug? What about classes like Pyromancer or IBR? Because from my opinion DOTs oriented classes just become a lot more useless.




Lv 1000 -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 22:13:38)

quote:

Really? Wasn't that how it was always supposed to work and now all of sudden it just becomes a bug? What about classes like Pyromancer or IBR? Because from my opinion DOTs oriented classes just become a lot more useless.


No.. it was a bug. There's like NO reason for DoTs to do double damage with -All, literally none. Also it has ALWAYS been a bug....just hasn't been fixed until now.




Andlu -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 22:30:03)

Verly what was the reasoning behind the -20% gold? I hope it's not because of the xboost because that sounds like horrible




Verlyrus -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 22:42:16)

1: I'm reverting the buff to gold drops back when I increased them during the CHA update
2: There really is more gold than sinks currently.




Lineolata -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 22:44:15)

quote:

1: I'm reverting the buff to gold drops back when I increased them during the CHA update

Wasn't that 20% exp?




Verlyrus -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 23:05:40)

I believe there was a 20% gold modifier added. I removed a 20% modifier that was added at some point. The point is, it's really really easy to get gold, so I'm nerfing the base gold earned a bit. Shouldn't really affect anything tooo much.




Tr4pD00r -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 23:24:30)

The way potions work is now really great. Thanks for doing this!

With multiple x boosts now being available is there any chance of daily xp cap and/or quest xp cap being raised?




elcidIII -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 23:24:49)

oh god, if the X-boosts now work from the bank, how will we get rid of them when we war? it could halve the amount of waves we can do before hitting the daily exp cap!




EdyMaster -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/4/2017 23:30:22)

@Verlyrus

Since you are adjusting several things, would it be possible by adding total sales function for stackable items?




Baron Dante -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/5/2017 2:58:57)

So does DoT's deal damage based on resistances like attacks do (As opposed to having the weird double+ DoT thing), or are they just entirely unaffected by resistances now?
Because if it's the latter, I feel there's an issue with that in itself. That means you can DoT things to death with a specific element they're supposed to be immune or even heal from. Siofra comes to mind.
The DNs had no mention of MPM changes. Are we back at 180 then?

Also, is it possible to get rid of permanent X-boosts for the sake of better warring experience?




Sakurai the Cursed -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/5/2017 3:49:45)

^Affected by resistances like normal damage. However it seems like it doesn't necessarily update every turn? I used Frigid Cold turn 1, with a range of 25-30, and it did 26. Turn 2 I used Revenant's Curse to give the enemy -30 Ice, but it still did 26 (minimum with +30% should be 33) so was unaffected by the resistance that turn. But on the 3rd turn, I used Icy Touch with a range of 41-50, my Ice Scythe procced for another -30 to Ice, and the DoTs now did 42 and 80, meaning both of them received +60% damage from the negative resistance... I couldn't get any other DoTs to lag behind when updating but it was consistent with Frigid Cold, so I guess it's a thing with that skill in particular but that's pretty weird if so.




Baron Dante -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/5/2017 4:36:10)

Well that's good. It's kind of a shame, but at least it's not awful.
I feel like the lagging has been around for a long time, and I actually thought it applied to all DoTs. Never paid much attention to it though.




LouisCyphere -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/5/2017 6:17:39)

There's a delay on the DoT damage?

I've been testing with Pyromancer and Soulforged Scythe for static damage and it's DoT deal (50% of weapon damage) so I get a DoT of 48.
The good thing is that the debuff on the enemy shows the damage range.
When I used Malcifer to give -25 Fire resistance on enemy, I get DoT of 60, which is 48+(48*0.25).

So with Soulforged Scythe with damage range of 95 and DoT deals 50% of weapon damage (95*0.50=47.5 round up to 48)
Turn 1: Cast Flametongue, enemy received DoT of 48
Turn 2: Cast Malcifer, enemy received DoT of 60 [60=48+(48*0.25)]
Turn 3: Flamethrower: enemy received 2 DoT of 60

So the DoT updated when the mob gets debuffed.
Not sure why IBR acts like that.




ArchNero -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/5/2017 7:54:20)

Because of the recent changes, I do like using Ninja a lot more now.

The class is surprisingly tanky, barring an enemy doesn't have insane BTH like Dr.When, or an enemy that lands nothing but crits like D-4Q1. You can take advantage of glancing blows and take minimal damage with Ninja.

It's not like PDL's level of tanking, but it's decent enough.




Sakurai the Cursed -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/5/2017 9:51:21)

@Baron - Well actually, there was no lag before. DoTs would simply never increase in power after being cast. If you applied -resistance after applying the DoT, it just ignored it for the remainder of the duration and dealt the normal base damage anyway, and even would refuse to update if you refreshed the DoT before it ended (hence the issue where you had to use a trinket or something for the first turn on Necro if you were using Stan, or else their passive DoT would be half strength for the entire battle). However, DoTs would decrease in power if -resistance that was present when they were applied went away mid-effect, so it was pretty lopsided and odd.




Sun Wukong -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/6/2017 6:45:21)

What's with DmK (new)'s stun is not accurate in turns? Tf is this? I can only stun some only once.




LouisCyphere -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/6/2017 7:15:59)

The 3 turns stun is split into the 3 mobs so when you're battling 3 mobs and all of them got stunned, they will only get stunned on one turn.
Compared to battling a single mob which can be stunned for 3 turns.




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