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About masik233

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    Gobball Warchief
  1. If a major goal is to make the fight system more simple, then why 1) should each class have much more spells than they have now (I'm completely fine with the idea of spell variants and more obtainable spells though) 2) include an additional system that is linked with each and every spell and thus makes them more complicated This sounds like the complete opposite and makes no sense to me by now. Or I just missunderstand it and it's a conception of a completely new Dofus? oO I'll give my personal point of view concerning class / spell balancing since it's the main topic in Tot's post: PvP: Not much to do really except some small adaptions. Any class can perform well there, and completely balacing it is impossible to begin with. If there are different maps, different sets and different classes there's always the rock/paper/scissors problem. A balanced PvP would mean all classes are much more similar (which would be even worse obviously). Rants will always exist since players tend to get emotional when losing... PvM: Definitely has a huge gap between certain classes. Classes like Elio/Rogue/Osa/Iop are on top, why? Because the potential is very high. It however stays balanced in PvP since players are no retards and can thus "appease" this potential easily. This principe also seems like the easiest solution in general: just give more room upwards for all classes, both in terms of power and versatility. Making all classes more complicated with such a change won't matter as long as you can still play them on a casual level. The spell variants might already be a solution in exactly this direction.
  2. Well it depends. The easiest ones take merely an evening with about 20 tries (I'd say about 2 evenings average), for Vortex Duo/Impertinence (hardest so far) it was at least a week... First try I always scoop to just screen the map / the placement. Then I usually theorize a lot and mark that screen, this might also include damage calcs for a certain turn and appropriate set adaptions (lower or increase the damage). Especially for Rogue it's a must for me: certain actions are practically impossible without preparation (unless your IQ is over 9000). For the recent video Count/Missiz oneshots were pretty easy (they were improvised) but on the other hand the first 3 turns were constructed heavily, no way I could have improvised that^^ And yes, it's not that hard to predict the mobs' movements but you must know how an aggressive or cowardly AI works and the exact range of their spells. The only luck-based aspect about AIs in dofus is when a cowardly AI has MP left after having targeted an enemy, then it will take a random direction opposing your characters. It's the most simple for mobs with linear spells which allow to predict their exact upcoming placement, otherwise you know at least the diagonal. Also I'm grasping with bread etc. That's why I like to construct a fight partly in advance, it saves a ton of tries. For last vid the first 3 turns already gave me an ideal placement for the rest of the fight, and so the rest went quite smoothly.
  3. The entirety of F3 rekt by Tofus now :)
  4. Wp, but don't forget that I'm german xD
  5. It's only an invulnerability on range, and the effect (both invuln and -2MP) can be removed by inflicting pushback damage. Also, glyphs of 3 different monsters are enough to vuln the boss, no matter how many mobs you face.
  6. your summons are affected by your stats (str, int, cha, agi) and elemental damage, but not power and general damage (like bow skill). however, tofus hit with a base damage of 9-11, so 12 air damage are already superior to 100 agi in terms of damage
  7. set that I use as standard https://www.dofusplanner.com/vLxT0/edit/
  8. Invuln state was only my suggestion, they are not invulnerable when they get revived xD But I didn't try out that glyph for the boss (didn't want to take risks as the fight was already very long). //hint that I forgot to mention: Sneerena's jump spell is very specific, it has a diagonal range of 5 (like Krossflire) and needs to target a char/summon in order to jump, so if you avoid to be diagonal with him he can't jump.
  9. Did the dungeon with 5 chars yesterday (Panda, Sram, Enu, Osa, Cra (not my Cra)). Took 5-6 tries due to some severe fails in the beginning, but the compo was far from optimal (2 lock chars, Cra full dmg rather than MP red). The final try still took 80 minutes (about 20-25 turns), we killed 3 of the monsters once each and then moved the boss onto the glyphs while keeping the monsters out of range (more or less untouchable as the goal). The strategy was to take control over the fight. In the end we messed up again due to being tired. Cra and Sram were dead but luckily, Osa killed boss in two turns single-handedly. I'm very satisfied with the dungeon by now, but it would need two adjustments (but that's not more than my opinion): Nerf: Reducing or removing the final damage buff for mobs (in the last room, all mobs gain 50% final damage). This way it might also enable to do something in close combat, because despite the fact that we had 2 partially tank chars locking was completely unplayable especially with the boss using a monster to attack. Buff: Adding invulnerable state for 1 turn on revived monsters on top of skipping their turn (a bit like Corruption). It seems that the unique difficulty is supposed to be that you cannot simplify the fight (meaning by clearing up more and more monsters). However, a Rogue gets quite overpowered since he can indeed kill the monsters forever without that they ever play again. @Juse I see that the technique is apparently possible with other classes^^ But I just have the impression that the dungeon isn't supposed to be done this way. Btw, when I used Spiritual Leash on a character a glyph (such as for the monsters) was generated underneath him and he had to skip his first turn just like the zombies, apparently an accidental bug.