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RE: =DF= Version 14.0.1

 
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2/25/2015 18:42:24   
Adel
Member

@necro:

Well I have a built of 150 STR and 75 Luck atm which is pretty close. I think luck raises your crit chance slightly maybe that's why I bearly feel the difference but maybe a little. it also gives you slightly better defenses and other fancy stuff Ash listed. Don't remember if Hit chance was on that list but pretty much STR = More base damage? and LUCK More Crit and as you ain't going to crit as much now putting some points in LUCK might benifit you some + you get to enjoy all the other bonuses. However I don't trust a LUCK with no strength built as I never trusted Crit in the first place in other games cuz they don't really has as high chance to do so if that makes sense?

quote:

Luk - Luk/25 boost to hit chance, Luk/20 chance to avoid attack, Luk/20 increased Crit Chance, Luk/20 to damage.


Not sure what that means but it looks that it gives a damage boost now. Don't think it's as high as the main stat tho as that would make the main one useless now xD

< Message edited by Adel -- 2/25/2015 18:47:16 >
AQ DF MQ AQW  Post #: 226
2/25/2015 18:53:57   
Alm Nullamors
Member

@Adel:

Those slightly better defences seem like the main boon for that purely defensive build, and I've got DragonEye/Heart and the Mirror Eye Trinket for some decent damage output. Thanks for clarifying.

I wonder if anyone with maxed LUK + some things from equipment would mess around with the Linus family for a bit. Reaching 25% for the shrink rate would be amusing.


< Message edited by necro emperor -- 2/25/2015 18:55:05 >
AQ DF MQ  Post #: 227
2/25/2015 19:18:36   
toannghe1997
Member

you do realize that most bosses resist linus's shrink completely and it was meant to work only in Pvp right?
Post #: 228
2/25/2015 19:30:17   
admahu
Member
 

As Sakurai the Cursed mentioned a few pages back, LUK does look like it's way better than STR/DEX/INT, unless I'm missing something.

Most level 80 weapons average 88 DPT. I have 39 crit from my items. So for 20 turns:

with 200 STR: (88+20)*2*(20*0.39) + (88+20)*[20-(20*0.39)] = 3002.4 damage over 20 turns

with 200 LUK: (88+10)*2*(20*0.49) + (88+10)*[20-(20*0.49)] = 2920.4 damage over 20 turns

So fully training LUK instead of STR only costs you 2.7% damage, while also giving you 8 bonus and the chance to avoid attacks. If you change my crit to just 5, assuming nothing but my armor, max LUK loses less than 1% damage compared to STR.
AQ DF MQ  Post #: 229
2/25/2015 19:35:47   
toannghe1997
Member

Ohhhh, now I see what you mean Ash. Oh right, lucky beast master it is.
Sigh... I will never do math like you guys
Post #: 230
2/25/2015 19:36:41   
Yuttt
Member

All the new stats are neat and fun to try out, but I wish there was an easier way to retrain than reset all stats and click '+' 395 times.

I've been moving around from 195WIS/200LUCK to my regular 195WIS/200END to mixes of CHA and END/WIS

Right now I am using max Charisma with the rest in Wisdom and Endurance. I am using EnTropy with Deatharrows cat and Dark Guest Dragon, and it is crazily powerful. I am just breezing through quests on hard mode. Gonna see how batoro is on the team. Thanks Ash for the amazing update making beastmaster a viable build!


< Message edited by Yuttt -- 2/25/2015 20:16:27 >
AQ DF  Post #: 231
2/25/2015 20:07:24   
Ash
Member


quote:

As Sakurai the Cursed mentioned a few pages back, LUK does look like it's way better than STR/DEX/INT, unless I'm missing something.

Keep in mind you're going to get a lot more Str/Dex/Int than Luk/Cha on items to the point where if you max Cha or Luk you're going to be doing less damage than if you maxed Str/Dex/Int. Cha and Luk have an initial point high enough where you won't be gimped if you choose the "Lucky" or "Beastmaster" route but you're trading off for less damage as you level. You're ALSO giving up End and Wis if you try to LuckyBeastMaster so if you try to use anything other than a base class or one of the very low MP using classes you'll run out in battle far faster or any of the monsters that deal more damage will tear you down a lot faster.
AQ DF MQ AQW  Post #: 232
2/25/2015 20:09:57   
Dracojan
Member

Ash, can you take a look at luk and see if its defensive effect works? it doesnt look to give any defences to me. i fear its broken as it was before the stats update. bonus, crit and dmg work properly.
DF  Post #: 233
2/25/2015 20:16:10   
Ash
Member


It was working earlier when I had the notification in for testing during attacks. It's only giving you +10 defense when maxed, which isn't all that hard to counter with bonus along with the RNG being RNG.
AQ DF MQ AQW  Post #: 234
2/25/2015 20:19:13   
toannghe1997
Member

Ash
and that is why tanks work best with guests ;)
Pumkin lord has been eating my mana like crazy, but even without wis, I still trampled through hordes of mob without refilling my mana, as long as I only use 1 skill each battle ( 2 for tougher ones ) and usually it is more than enough.
*Side note: classes that can heal mp and hp are tanks right?
Post #: 235
2/25/2015 20:22:01   
Dracojan
Member

is it hard capped at 10?
DF  Post #: 236
2/25/2015 20:23:42   
Ash
Member


No, that's just what you'd get with 200 Luk. I tested it at 600, just like all the other stats to make sure they were, and it was working. (The testing popup showed the rolls and it showed Luk being processed for it.)

quote:

*Side note: classes that can heal mp and hp are tanks right?

They're classified as hybrid. There's no actual "tank" class in DF. There's Offensive, Defensive, and Hybrid.

< Message edited by Ash -- 2/25/2015 20:24:48 >
AQ DF MQ AQW  Post #: 237
2/25/2015 20:29:49   
Mordred
Member

Ooooh, maybe, when Paladin's art is finished (because it looks beautiful last we saw it), I'll go CHA intensive and play the knight I always wanted.
AQ DF MQ  Post #: 238
2/25/2015 20:37:05   
toannghe1997
Member

close enough
''hybrid'' always sounds too sci-fi to me


< Message edited by toannghe1997 -- 2/25/2015 20:40:09 >
Post #: 239
2/25/2015 20:40:40   
Talion
Member

Hey Ash, is it on your to-do list to give the possibility to also save SHOWN items?

It's low on the list behind things like fixing all guests and getting item stats finalized. ~Ash

< Message edited by Ash -- 2/25/2015 21:08:15 >


_____________________________

DF  Post #: 240
2/25/2015 20:49:23   
Dracojan
Member

i c. if its not too much of a hassle, can you rerun it with 2000+ and see if you evade hits all the time. or may be my testing is flawed. who knows :D

*thumbs up* Working. ~Ash

< Message edited by Ash -- 2/25/2015 21:07:31 >
DF  Post #: 241
2/25/2015 20:51:55   
Yuttt
Member

I think the best Beastmaster classes will be

Entropy / Paladin / Pyromancer
Dragonlord

Entropy, Paladin, and Pyromancer are all element focused classes on Darkness, Light, and Fire. This allows them to buff the damage of you and your pets/guests. All three classes are also defensive or at least have good defensive skills. With the guest dragon trained in Protection you should never really have much of an issue with recovery with those classes. On which class is best, that depends on your pets and guests. Entropy lacks guests besides Batoro, but has the powerful Deatharrows pet and has great skills itself with high offensive output and multiple skills to nerf the enemy. Paladin has less powerful skills, but has access to Leon from Shears, who is quite powerful, and the Baron Cat pet. Pyromancer has fairly good skills, with lots of stunning and DOTs, and while the premium pets, undead chickencow/fire imp, are not as powerful as the cats, they do not cost DCs. Pyromancer has no access to any fire guests that I can find.

Dragonlord I have no clue how it would work, it just seems like a regular defensive class with no special ability to lower the enemy's resistances or nerf its Bonus.

Edited to say that Icebound Revenant and EPL(toannghe1997) could be interesting too.


< Message edited by Yuttt -- 2/25/2015 21:36:20 >
AQ DF  Post #: 242
2/25/2015 21:15:58   
toannghe1997
Member

Why no pumpkin lord? :(
Post #: 243
2/25/2015 21:24:09   
That golden guy
Member
 

Necromancer's shroud skill no longer heals me...is that intentional?
Post #: 244
2/25/2015 21:33:31   
Dracojan
Member

no. i used paladin yesterday and with the darkness resistance skill the monster was healing me. its a bug if you are not healed. the changes to resistances are made to affect permanent invulnerability and not temporary. the skill by design is to make you unkillable for 3 turns and also healing you a bit.
i tested it as well and its indeed not working properly. it activates the cap.

quote:

*thumbs up* Working. ~Ash
awesome :D ♥♥♥

< Message edited by Dracojan -- 2/25/2015 21:39:47 >
DF  Post #: 245
2/25/2015 21:54:30   
Ash
Member


quote:

Necromancer's shroud skill no longer heals me...is that intentional?

Try clearing your cache and trying again? I just poked at Necro and adjusted something so it should work now.
AQ DF MQ AQW  Post #: 246
2/25/2015 22:02:56   
aryc0110
Member

I'm interested more towards the future updates. Since Dragon Amulets all seem to be unique for each character, is it possible that at some point players with a Dragon Amulet will be able to customize it's colors in the interface? I personally dislike every player having a generic Amulet, but if that's too much work I can certainly understand.

An issue with the being unable to resummon the guest dragon mid-quest or mid-combat is that the guest cannot change it's element simply by the element selection screen, unlike the pet dragon, you then have to summon the guest again, and we cannot scout ahead in a quest to see what element the enemy is packing, causing quests we're unfamiliar with to have the potential of catching us off guard and, in the worst cases, cause the guest dragon to heal the enemy.
Post #: 247
2/25/2015 22:08:26   
Caststarter
Member

(I am just going to say this right now that this post of mine is a first where that where every paragraph develops my thoughts further and further so if things contradict, I just never thought of the comparison. So sorry for being a bit scatter-brain.)

So I been thinking about the stat update with how the stats compared to each other. With more... knowledge about it, there are a couple things that bother me. I will admit just about every single thing has been improved but to me it is simply the balance aspect of things. While others has said that maxing any of the main three stats is not worth it and been said that items will give out more of the main stats than Cha or Luck, it is still rather hard to see the three main stats OR Cha being worth it in the end. I only have 35 extra in terms of my main stat which only increases it about 3... which is not much of a difference in the end. And since Cha only increases Guest and Pet damage but you actually get LESS of it... it seems to be the least useful stat now. If you just max luck, you are JUST below compensating half of your max possible damage. But you get all the other effects to compensate yet they are rather... marginal. Which leads to the point that... is Luk, Cha, OR the three main stats even worth it? End gives an extra 1000 HP and Luk gives an extra 10% to dodge. So in this case it is "Taking more hits VS avoiding them entirely." Luk does not really do much at lower levels until about level 40, I guess End is the way to go. But at max level, Luk might be better in older quest where enemies have no bonus at all. Yet at the same time in newer quest... is End more appropriate? End most likely will only allow you an extra 2-10 hits depending on the situation and the Luk may allow to avoid all of it or none of it. Until one realizes that enemy bonus might simply negate the possibility of it happening where 10% is not really much to negate it. Yet enemies have the damage to make End pointless.

Which, sadly, leads to the next thing that bothers me. It is still rather easy to NEVER use any of the traditional stats. As in if you just simply focus on M/P/D or Crit, you will never need anything else. I get that the point is to make everything perfectly viable and if you do not invest in any of the other stats, you will never be able to compare to a person who actually did invest in any stat, but the stats almost feel rather... unnoticeable. I think the problem is that stats themselves are simply too simplistic. Yet at the same time people do not want the stats to mimic that of AQ(...which is simply just about any RPG/JRPG out there.) which makes solving this very problematic. I guess the best that can be done is that Luk does not give any bonus damage and increase damage from the main three stats to +40-50 and allow Luk to give a +15-20% chance to dodge, hit, and crit. I suppose Cha might need a slight chance even though you WILL have an +30 damage if you have two guest AND a pet but guest able to take damage I suppose will compensate for that, where I will admit it does in the current way everything is set up right now.(Despite extra enemy HP.) End VS Luck will be a problem afterwards and I am not sure how to suggest on helping making both worthwhile. Maybe the suggestions might do the job as now if you focus on both, you will have the best defense in the game. But if you go for a balance approach with anything maxed out on End, is a "mighty glacier" approach worth while? I suppose RNG will make things finicky but something to think about it.

In hindsight though, the previous set-up did... inflate the three main stats usefulness where, let us be honest, to the low amount of choices that were viable, it was better to just do End and your main stat to be fully efficient. But now since they simply give a straight up damage boost... it is hard to truly make it seem worth it. If you can ever max out both your main stat and Luk, you will have about +30 damage and MAYBE +5 from items... which is not that much. With a simple +30 damage from pure stat investments, and assuming you do about an average 200 damage per turn from pure skill + weapon damage... with just the latter in ten turns you will do 2000 damage. With both you will do 2300... a 10.5% increase. Now, this is in line with how other stats do which is oddly enough revolves around the number ten... but here is the thing. Once you do a class that is able to give you an average of 400... the average in 10 turns will be 4300 which is LESS than 10%. And there arrives the problem where Luk at the very least gives other effects, your main stat does nothing but give more damage. Remove your main stat and it will be 4100... a loss in 200 damage so you only lose a turn of damage. Now it simply is a case of going for End or Wis. So... is there still a case of where there are simply three stats to go for to be fully efficient? In a sense... yes. And it mainly revolves around that Cha and the main stats simply give a damage buff while End gives health, Wis gives mana, and luk gives a smaller damage buff BUT increases your chance to crit and dodge. Come to think of it... I think the main problem ever since before is that the main stats were never percentage based. I realize that the way things are set-up right now, it technically follows that as long you stay around or below an average of 200 damage but once you get higher and higher, the problem becomes more and more apparent. If they were percentage base and Luk does not give bonus damage, they might be worth using. Same goes for Cha.

Now if there is a way that it is practically required(or at the least recommended.) while not making things not like AQ (Again, like any other RPG out there.), then I will be truly happy with everything. I just find it too easy to get around any problem if you just have updated equipment where you have a predicted level of M/P/M and Crit... normally in a RPG you are not suppose to give glass-cannons defensive equipment as it does not do much in the end aside being able to dodge. unless you want them to take a hit if the stats allow it. Vice versa, you are not suppose to give tanks offensive equipment unless they have the stats to be mighty glaciers. But usually there is a drawback for doing just that. But in DF... it feels like there is very little.

I will admit I do not know how to suggest to help solve this... but at the very least it can be seen. I guess the main problem I have is that DF's stat system is just too... simplistic for any real balance to occur. I know that DF should be along casual lines (where recent bosses are, to be honest, going against that line.) but at the very least if there is to be any real balance, the main stats at the very least should not just give a damage buff. But people do not want DF's stat system to be like AQ so again... not sure how to suggest to help solve it.

Again, everything has been improved in every way possible but there is still more work to be done. Thankfully, this is a long process that, if properly done, will help everything in the end.

@Below: That is right. But then, while Cha is actually better, it just further emphasize that the three main stats are in fact the least useful in the entire game. Now. Having two guest has the problem of tripling enemy HP. So if the average boss HP is around 1000. Having a pet is kind of there to simply replace the loss damage you do for focusing on Cha and not doing anything for the main stats. Two guest will triple the boss HP to around 3000. Let us pretend that guest does an average of 100 damage.(Think of the guest that people tend to use basically, just lowering their damage a tad.) You have an average of 200. Add in an extra 30 of your pet so technically your damage is around 230.(Assuming average pet damage is ten.) Add in guest damage and you have about 4700 damage per turn. To deplete the enemy's HP it will take about 6.3 turns. Now. Let us say you focused on your main stat instead of Cha. You will do about 220. Pet does ten. And guest do their regular 100. You will now do about 430. This will take you about 7 turns. This does not look good. Now what if you have one guest? Boss HP will now be 2000. So the comparison is now this. Cha= 2000/350=5.7. Main stat= 2000/330=~ 6. No guest? Well, since you are going to the same amount of damage on both ends, you should have the same number of turns to do it. But for the sake of knowing how it will go, 1000/220 =~ 4.5.

So we have this predicament where the main stats are simply... not worth investing in any shape or form.

You will ALWAYS go faster if you do Cha unless you have no guest. But even then, Cha is STILL more useful. You can have a pet that can do an effect without sacrificing anything. And if you are stunned? Your pet can still do small amount of chip damage where without one, you will do no damage at all. The only downside for PETS, is that they have a mediocre hit chance which I suppose is the downside to using them. But... that is really it. So, I guess Cha is the second least useful stat... but it just emphasizes that the main stat do not have an advantage of any kind. The only way you can make use of them is they HAVE to be used with another stat. But... you are limiting yourself in the process for doing so.

< Message edited by Caststarter -- 2/25/2015 23:03:07 >
DF  Post #: 248
2/25/2015 22:41:13   
Mordred
Member

@Caststarter: Actually, 10 CHA=+1, so the bonus it grants to pets and guests is equivalent to that of a main stat. So, if you maxed it out and have a pet and two guests, you'd be getting +60 damage off of that(without individual modifiers of those guests and pet applied), not +30.
AQ DF MQ  Post #: 249
2/25/2015 22:45:47   
Ash
Member


I had to balance around the fact that it needed to be simple and easy to understand while not making one thing overwhelmingly good. All of the stats are individually important but none are "better" than any other. You'll also have more Str/Dex/Int to play around with to buff up your damage as I push through item changes in the coming months that will separate out the main damage stats from the other ones.

The problem is the more complex we make it the more there is to balance and the more loopholes players find because we did miss something. The other side of what you're saying is that yes, it would make the game more complex, but how complex should DF be? Should every stat have 4-6 functions like a typical RPG? DF tried something similar at the start and it didn't work out mainly because players got confused really easily.

I would have liked to make all of the stats have different secondary effects. Dex increasing dodge chance by a %, increasing your chance to Crit. (basically filling the holes Luck is patching at this point) Str decreases damage taken by %, increases the damage a crit does. Stuff like that. The problem is we would have to both increase the amount of stat points you get at any given level, then adjust the amount of all the secondary effects to scale properly both by level and by amount, then move into re-balancing all monsters accordingly. Just doing the item changes alone is a monumental task and something that's going to take me months to get through. If we actually gave stats all the effects they need it'd take years to get DF functioning in a way that works with those stats.

There's also the issue of players getting confused. Remember when Int actually increased your mana? Players were so confounded by that, along with the fact that Str and Dex didn't have similar secondary effects, along with how Mages then got a "bonus" for being a mage that neither of the other base classes got. There was more thought put into builds but it ended up confusing most of the general playing population if even the amount of people asking on the forums was any indication. Confused players make bad decisions, as is seen in AQ where a "balanced" build of chucking points into every stat is still seen today as all those secondary effects are confusing for players. That's why I simplified the damage formula's in the first place because the amount of people who couldn't do the math and just put points in because they were told to wasn't right.

If DF was akin to W.o.W. I'd agree that the stat system needs to be overhauled into having a lot more depth. Personally I'd love having a combat system that's built like that and that would allow us to design fights that do things we could never do with DF's engine. As it is I'm trying to push the boundaries in certain ways in upcoming classes along with a few bosses, but that's neither here nor there. DF has a simplistic engine that was never built for what you're asking. It was never considered at the thought you'd have more than 6 elemental resists and maybe 4 statuses at a time. The status/resistance panel is proof of that. The game was meant to be very basic to pick up but to be engaging in other ways. Half the decisions weren't based on, "the math involved with stats..." it was based on, "man this would look cool....can we make the player do X?" The game itself just can't handle that and never was intended to. Today we're already pushing the limits of what it can handle and a complete re-write is out of the question. This is something that needs to be brought up for AQ3D and those games NOW though while they are still in the planning stages. It's honestly a little late to try for DF.

quote:

In hindsight though, the previous set-up did... inflate the three main stats usefulness where, let us be honest, to the low amount of choices that were viable,

So we're being honest about this, Str/Dex/Int in the previous setup just did what they're doing in 14.0. The only difference is the amount has changed. (Not all that much at 200 Str/Dex/Int either) It never inflated them simply because Luk and Cha were useless to even attempt to put any points into at any time for any reason. If you did anything but "Main Damage Stat / End / Wis" you just lost damage over all. The difference now is all the stats do something so they all work. Now it's just more apparently that DF's stats are more singular than other games and have been from the start.

< Message edited by Ash -- 2/25/2015 23:14:42 >
AQ DF MQ AQW  Post #: 250
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