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Thread: Test Server Findings     submit to reddit submit to twitter

  1. #4881
    An exploitable mess of a card game
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    Thanks for the testing Shep (New tables ready for the update). Any confirmation towards some of the projected values Slycer made earlier?

  2. #4882
    Melee Summoner
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    The data in Slycer's tables values match what I tested. As of yesterday's update Fire 3 and Blizzard 3 still aren't scaling correctly.

  3. #4883
    Theory Fighter
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    Did you test Helices, Shep? They probably haven't touched those, but maybe they did so at the same time they updated Aero I.

  4. #4884
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    I'm not sure if they changed Helices, the damage doesn't match the new elemental magic damage formulas or the formula on wiki. On the test server the base damage for all the helices at level 99 is 49 damage and they gain 1 damage per ⌂Int up to and at +78 and then .5 damage per ⌂Int after +78. It's possible accurate testing was never done for helix damage.

  5. #4885
    An exploitable mess of a card game
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    Did you test that without Dark Arts? The base is 25, but Dark Arts adds 24 to base damage.

    http://bg-wiki.com/bg/Helix

  6. #4886
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    I was testing with Dark Arts up, retested without it up and the base damage was 25 and at +78 INT was 103 damage and at +200 was 164 damage. So it's unchanged from live server.

  7. #4887
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    Thanks for testing it!

    I hope they don't forget about helices, they're forgettable enough already (because the total damage is good, but the DPS terribad), if those don't get affected by the elemental magic changes, there will be little reason to cast one outside of VW.

  8. #4888
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    Quote Originally Posted by Taim Meich View Post
    I hope they don't forget about helices, they're forgettable enough already (because the total damage is good, but the DPS terribad)
    3 Mins cooldown on Modus Veritas make Helixes very interesting, especially if merited.
    Now if only Modus Veritas could stick instead of missing 9 times out of 10...

  9. #4889
    Old Odin
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    The magic update is nice but it still doesnt push it nowhere near the dmg lvl DDs do with delve weapons. SE should add a 2INT > 1.5 MAB + 2MND > 1.5 m.acc modifier for all magical dmg players do (75%) like 2handers get from DEX and STR on accuracy and attack. Even then I dont know where magical dmg would sit :/ (I am no math person)

  10. #4890
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    I don't think casters will compete with DDs without Brd/Cor getting new spells to assist them as well as new food that's useful. Geo and Blu with enemy MDB down is a step in the right direction but they need to add more sources for it.

  11. #4891
    Ridill
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    Quote Originally Posted by Damane View Post
    The magic update is nice but it still doesnt push it nowhere near the dmg lvl DDs do with delve weapons. SE should add a 2INT > 1.5 MAB + 2MND > 1.5 m.acc modifier for all magical dmg players do (75%) like 2handers get from DEX and STR on accuracy and attack. Even then I dont know where magical dmg would sit :/ (I am no math person)
    Imo doing that plus the current planned update would make nukers competetive enough with DDs that they would've been usuable in low buff situations pre delve weapons which is sorta the idea... but the delve weapons reblow magic dmg out the water. Of course if the old brd 1hr still existed and you stacked it with geo and run mdb could've been nice for some weird magic dmg zerg... but of course once magic users get hate they stop dealing dmg due to the stupid interrupt system

  12. #4892
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    Since they made helices subbable below 49, I figured they'd eventually give SCH tier 2 helices.

  13. #4893
    Old Odin
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    Quote Originally Posted by dasva View Post
    Imo doing that plus the current planned update would make nukers competetive enough with DDs that they would've been usuable in low buff situations pre delve weapons which is sorta the idea... but the delve weapons reblow magic dmg out the water. Of course if the old brd 1hr still existed and you stacked it with geo and run mdb could've been nice for some weird magic dmg zerg... but of course once magic users get hate they stop dealing dmg due to the stupid interrupt system
    In that case they should do it, magic dmg is allready limited by the amount of refresh sources and MP you have. Makeing it competetiv would be a step in the right direction. SCH can nuke and buff up nuker pts with animus spells for lower enmity and transfer all the enmity of the PT on to a designated sacker (brd or cor) with their new 1 hour. It would open up alot of possibilitys.

  14. #4894
    Ridill
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    Well nukers are basically the magical equivalent of rng. Do less dmg from a distance but take less risk cause of it. But well we see where that gets rng. Only used in situations where staying in range is really dangerous until people figure out how to stay in range (or for the people that can't field the support for a melee group) and even then only if they can keep that range... ie not take hate.

    Fixed emnity nukes are a step in the right forward... but messing with the recast is a step back and doing it with lol AM spells is another step back. I purpose something like they do with magical ws and make the enmity be based on base dmg before multipliers. Maybe something like hydro shot that lowers enmity.

  15. #4895
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    I think someone posted info about the reive adjustments in another thread, so apologies if this is old news. Decided to try out a reive on the test server and headed to the chapuli one by Biv 1 in ceizak. There are a total of 4 mobs now, 2 on either side of the root. Mobs have a tiny detection radius and stay pretty far from the roots for the most part. HP is a ton lower you can almost take them out with a WS now. And they have pretty terrible acc/att compared to normal server. So yeah, can totally solo reives now, would just take a while to whittle down the roots. Got one to 70% ish before I got bored and left.

  16. #4896
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    Quote Originally Posted by Hitou View Post
    I think someone posted info about the reive adjustments in another thread, so apologies if this is old news. Decided to try out a reive on the test server and headed to the chapuli one by Biv 1 in ceizak. There are a total of 4 mobs now, 2 on either side of the root. Mobs have a tiny detection radius and stay pretty far from the roots for the most part. HP is a ton lower you can almost take them out with a WS now. And they have pretty terrible acc/att compared to normal server. So yeah, can totally solo reives now, would just take a while to whittle down the roots. Got one to 70% ish before I got bored and left.
    Yikes seems like they took the challenge right out of it.

    I would have settled for tiny detection radius and shit att/acc. Left HP the same and mob count the same on each side. Maybe like no less than 5-6 spawns on each side?

  17. #4897
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    Wasn't really much challenge due to being able to either sleep everything, or super-tanking with a PLD. Should help spread the 'full ally' groups though between multiple zones though, since the bayld yield will be too low otherwise.

    Changes also means I won't have to bug anyone if I need to get behind a reive in Moh/Sih for whatever reason.

  18. #4898
    Relic Shield
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    Considering all 4 reives are usually up all the time in Ceizak on my server, it's not really gonna hurt anyone. There's other zones for "challenge" and better bayld.

  19. #4899
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    Reives are fucking stupid and should go away anyways.

  20. #4900
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    Quote Originally Posted by Kaisha View Post
    Wasn't really much challenge due to being able to either sleep everything, or super-tanking with a PLD. Should help spread the 'full ally' groups though between multiple zones though, since the bayld yield will be too low otherwise.

    Changes also means I won't have to bug anyone if I need to get behind a reive in Moh/Sih for whatever reason.
    Ahh yeah you're right about that.. forgot about PLD super tanking and my survivability on DNC made it not as annoying. I welcome the change either way.. if there's more activities to come people probably don't wanna spend too much time on Reives.

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