• Sky
  • Blueberry
  • Slate
  • Blackcurrant
  • Watermelon
  • Strawberry
  • Orange
  • Banana
  • Apple
  • Emerald
  • Chocolate
  • Charcoal


  • Content count

  • Joined

  • Last visited

Community Reputation

301 Excellent

About ElMatematico

  • Rank

Contact Methods

  • ICQ

Profile Information

  • Gender
  • Location

Dofus Details

  • Dofus Server
  • Dofus Class
  • Alignment

Wakfu Details

  • Wakfu Server
  • Wakfu Class
  • Nation

Recent Profile Visitors

1131 profile views
  1. Yes, it's a bug that came in 2.42 or 2.41: when you equip idols the droprates displayed in bestiary are extremely higher than the real ones.
  2. The new dofus was made to nerf jump + wrath and its poor cousin jump + peccary in 1v1 kolo.
  3. The tryde shows in the wrong position when it's revealed by some spells that do damage and move. Sadida's earthquake bugs it almost every time. When that happens, the sprite is shown in the last place where he was visible before being revealed, even if it was many turns ago.
  4. I tried, but it's not so simple. If I leek the masq linear to proto, he still attracts him and the glyph is left behind. Then he can move somewhere else because I don't have that much MP reduction or knowledge about monster AI to consistently have it where I want to. Doing the whole leek + glyph all between proto's turn means less damage because only the first attack moves it, and I've been dying to the malamoeba trying that way. In short, I thought I had a no brain strategy that only needed the masq to tank proto (easy enough with heals+shields+fossil) and it doesn't work, so my team is not prepared at all.
  5. I think the devs should start experimenting with controllable summons. Examples: Make them controllable during their first turn, which is often the most crucial. Create a general spell for controlling summons as volcasaurus said, just make it so that it doesn't let osamodas use the special spells of tofus/gobballs/wyrmlings. Distribute the ability to control summons to more classes (?) The reason to not allow full control all the time has been stated multiple times and people have noticed it in fights with osas: turns take too long.
  6. It's not the shields, it happened some times even when the masq died. It seems like whatetver proto attacks with in close combat doesn't make the glyph appear, and also the attractio spell hits first and moves later, leaving the glyph behind. Which means that my whole idea won't work, and I'll have to change the initiative order and sort out the first turns again, because only the sadida can hit himself in a practical way.
  7. Hello. I've been trying whale recently, and my strategy for Proto was supposed to be having a Masqueraider close to him so that it can cast reinforcement and put it in the glyph every 2 turns. The problem is that the glyph doesn't appear sometimes when Proto hits him. Is the fight bugged? Is there some mechanism that I don't know about? Is this a visual glitch? (I didn't really think about this option during the fights to test it, so might as well ask now).
  8. The kama selling ads are still there:
  9. It took him about 10 attempts to figure out the tryde, according to the description. It's also easier in 2.42 than before because of 3 PM instead of 4.
  10. I'm ok with this. Maybe they could still work on having dungeons with the choice between original and nerfed mechanics for the more demanding people.
  11. I think these discussions focus too much on content being "possible" instead of it being "fun". I know a lot of people get off the satisfaction of beating hard content after many tries, but at some point it just becomes frustrating to others. So even if it's possible if you just keep trying or getting slightly better gear, you give up. Even worse, in the case that you succeed it's a one time gratification. You beat the dungeon thinking that you'll never come back now that it's over.
  12. But they can't even display invulnerable state properly right now. All forms of info visualization are bugged: active states, damage preview and position preview show wrong info in some (very common) cases.
  13. Even if the general change is about making mechanics more clear, some dungeons need a change to make them more enjoyable/accesible. At least everyones in the fr forums agrees on vortex and catseye. I'm still hoping for some mechanic or monster nerfs.
  14. Before someone asks, elio's and xelor's changes are that unbewitching is applied before damage in their respective unbewitching spells.
  15. Google translate always does that.