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

DofusPlanner.com - a set creator for the international community

471 posts in this topic

when i make a set it doesnt save any item , each time i try to access the set or send the link it just shows empty, how to fix this problem ?

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yeh happens to me sometimes too, in some case i w8 a bit and/or change 1 equip then manually save set, in some case nothing helps and set needs to be redone <:

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Hi, sorry for being gone for super long.

 

First thing: sets no longer auto save (sorry for not announcing this) because I found that was causing huge amounts of unnecessary database usage. Disabling auto saving made our site super fast during peak hours. If you find that manually saving (also remember you can use the shortcut CMD/CTRL+S) doesn't work, please let me know because that's a bug and should be fixed.

 

Second thing: I'm back to add the new spells and their variants. If anyone would like to help me with the website, please let me know, because we are a little bit shorthanded at the moment. Thanks!

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Welcome back legend, ask Gravestorm he might be able to do it

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I was just looking through some sets on there. But the problem I keep finding is that players equip Nomad and Shaker + others and then put on equips from the same set, Nomad and Shaker and a lot more trophies don't work while wearing 2 or more items from a set.

 

I'd say that it makes 90%+ of published setups false.

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12 minutes ago, Im-Drago said:

I was just looking through some sets on there. But the problem I keep finding is that players equip Nomad and Shaker + others and then put on equips from the same set, Nomad and Shaker and a lot more trophies don't work while wearing 2 or more items from a set.

 

I'd say that it makes 90%+ of published setups false.

Unless something changed recently, It's the third set piece that invalidates nomad/shaker. Can still wear two pieces.

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Ok maybe I have been reading it wrong, but I always thought that you had to only wear one item from any one set.

 

Yep you're right and I apologise.

 

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Please, report any potential errors or omissions here (Spells/Variants/Buffs), and note that I will update every classes first,  before adding new Items/Sets/etc.

 

Edited by Papatuanuku
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7 hours ago, Papatuanuku said:

Updated to v2.45 : Cra, Ecaflip, Eliotrope, Eniripsa, Enutrof, Feca, Huppermage
 
Please, report any potential errors or omissions here (Spells/Variants/Buffs).

 

I will get started on Iop today, and update other classes ASAP.

 

 

Cheers, just a note to remember to remove the vit bonus from Seemyools.

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I would like to see new sets on dofusplanner :D

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Changelog

 

Spoiler

Sets

  • Added Volcanic Set.
  • Added Bethel Set.
  • Added Submerged Set.
  • Added Burning Set.
  • Someone else added Divine Set.

 

Equipment

  • Added Volcanic Amulet.
  • Added Hirofant Necklace.
  • Added Volcanic Bag.
  • Added Bethel's Panties.
  • Added Suspender Belt.
  • Added Bluster Belt.
  • Added Burning Shoes.
  • Added Volcanic Clogs.
  • Added Micrab Slippers.
  • Added Boot Boots.
  • Added Absoluti Cape.
  • Added Sucgunner Cape.
  • Added Burning Cape.
  • Added Drowhirl Hat.
  • Added Burning Mask.
  • Added Scapu Helm.
  • Added Funerbroadsword Mask. (It didn't Save)
  • Added Funerbroadsword Mask again.
  • Added Lavaring.
  • Added Celebring.
  • Added Solar's Shield.
  • Added Dragnir.
  • Added Lavasmith Dofus. (Only English)
  • Added Molekound.
  • Someone else added Bontarian Godron.
  • Someone else added Brakmarian Godron.
  • Someone else added Charming Godron.
  • Someone else added Measured Godron.
  • Someone else added Icky Godron.
  • Someone else added Paunchy Godron.
  • Someone else added Count Harebourg's Shield.
  • Someone else added Father Whupper Shield.
  • Someone else added Battler Cloak.
  • Someone else added Divine Shield.
  • Someone else added Divine Helmet.
  • Someone else added Divine Cape.
  • Added Bow Meow (Agility).
  • Added Bow Meow (Strength).
  • Added Bow Meow (Intelligence).
  • Added Bow Meow (Chance).
  • Added Mini Wa (Agility).
  • Added Mini Wa (Strength).
  • Added Mini Wa (Intelligence).
  • Added Mini Wa (Chance).
  • Added Wabbit (Agility).
  • Added Wabbit (Strength).
  • Added Wabbit (Intelligence).
  • Added Wabbit (Chance).

 

Weapons

  • Added Ensorcel Lance.
  • Added Mishmash Wand.
  • Added Steelymace.
  • Added Lavaxe.

 

Fixes

  • Fixed Ivory Dofus effect.
  • Fixed Bow Meow Neutral Resistance. (22 -> 23)
  • Someone else fixed Seemyool Vitality. (100 -> 0)
  • Fixed Snoofle Prospecting. (44 -> 45)
  • Fixed Glub Prospecting. (88 -> 90)

 

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Updated to v2.45

+ Cra

+ Ecaflip

+ Eliotrope

+ Eniripsa

+ Enutrof

+ Feca

+ Foggernaut

+ Huppermage

+ Iop

+ Masqueraider

+ Osamodas

+ Ouginak

+ Pandawa

+ Rogue

+ Sacrier

+ Sadida

+ Sram

+ Xelor

 

Pending

Class sets

Edited by Papatuanuku
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Hi everyone,

 

I need your support to help me update spells/variants on DofusPlanner

 

Ecaflip

Rekop

Please confirm base damage of Turn 2 and Turn 3 Rekops, at Level 1 (character level required: 92+) and 2 (character level required: 141+)

 

Sadida

The Inflatable

Please confirm The Inflatable does give 2 MP for 2 turns, at Level 2 (character level required: 112+)

 

Xelor

Xelor's Sandglass

Please confirm the base AoE damage around a target in Telefrag state, at Level 2 (character level required: 65+)

 

As you can imagine, this is a lot more time consuming than testing things out on my own, but "tournament mode" is activated on beta, so I would really appreciate any help anyone can give.

Edited by Papatuanuku

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Changelog

 

Spoiler

Equipment

  • Updated Class Items. (Too lazy to write every change, probably over 9000) (English and French only because too lazy)

 

Spells

  • Finished updating the old small Spell and Buff icons to big ones. (Everything's crystal clear HD now)

 

Fixes

  • Fixed Korriander Axe Conditions. (Missing and)
  • Fixed Forfut Hammer Conditions. (Unnecessary and at the start)
  • Fixed Forfut Shovel Conditions. (Unnecessary and at the start)
  • Fixed Sunshade Staff Conditions. (Missing and)

 

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Posted (edited)

Sinecure damage preview is incorrect.

Edited by Azerial
Correct.

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1 hour ago, Azerial said:

Sinecure damage preview is incorrect.

 

Can you please elaborate, or post a screenshot?

 

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Why are bombs shown to have higher base damage as explosion than as wall?? The base damage is the same. The differences are that the wall is buffed by shields (% distance, melee, spell damages) and Dofuses (%final damage) whereas explosions are not, and always have an AoE reduction (90% on 1 range and 80% on 2 range).

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On 12/01/2018 at 10:06 PM, masik233 said:

Why are bombs shown to have higher base damage as explosion than as wall?? The base damage is the same. The differences are that the wall is buffed by shields (% distance, melee, spell damages) and Dofuses (%final damage) whereas explosions are not, and always have an AoE reduction (90% on 1 range and 80% on 2 range).

 

You're gonna have to bear with me on this.

 

Ready?

 

OK.

 

So:

 

- Back in 2010, when Rogues were first introduced to the game, area-of-effect damage was calculated like so: 110% targeted cell, 100% adjacent cells, -10% malus for each subsequent cell. Said rule applied to Bomb Explosions and Bomb Walls, which at the time dealt the same exact base damage.

 

- In April 2013 (see v2.11 patchnotes, under "SPELLS"), Ankama changed the way area-of-effect damage was managed to: 100% targeted cell, 90% adjacent cells, -10% malus for each subsequent cell, and applied a 10% bonus to AoE spells, which included Bomb Explosions,to make up for that change.

 

Understandably so, said bonus was not applied to Bomb Walls, hence the difference.


Now, with regards to % Final Damage (shields, Cloudy), I'm well aware that it should not be included, but having no way to change it myself, you'll have to wait until Jon works some magic on that "Damage Preview" section.

 

I hope that explanation wasn't too confusing/boring.

 

Edited by Papatuanuku

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i didnt check -10% malus myself but just judging by other spells who has -10% malus of aoe spells per cell from center i can assume it's also after +dmgs

 

i assume that the reason explosion doesn't include %final/rang/cc/spell/weap dmg is because the bombs when exploded are considered to be a separate character (not summon) which doesn't have %final dmgs

(technically a bomb doesn't wear cloudy or shields :D)

(for example if rogue is in pacifist state the wall dmg won't deal any dmg, but the explosion of bombs can still hit entities during pacifist same turn)

but except for %final dmg all the dmg calculations should be the same for the explosion (still need sm1 to check c:)

 

kek might as well try full buffing the bombs (not the rogue) vs poutch with 8 man team and check if the explosion is actually stronger xd

if yes it could be abused in fights with pacifist e.g. spykting or naganita bounties

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5 hours ago, Papatuanuku said:

 

Now, I'd be grateful if someone (you?) could confirm that the -10% per 1 Range malus is applied AFTER +Damage is added to the calculation for Explosions, vs. BEFORE for Walls.

 

 

What do you mean with +damage added? The 10%? I can test if you want, but I'm not sure what to test. 

 

Walls are generally not affected by this effect, since it's not AoE damage, like glyphs these days. There's an area yeah, but there the damage happens on/for a single cell. Any AoE bonus/malus is applied once a bomb goes boom. 

 

edit: ok nvm it's actually supposed to be this way

Edited by bobeur

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DPrVNYY.pngAFhVaN8.png

While these two spells can technically get the base damage values listed as the max here, you wouldn't be able to cast them since you'd be at the casts/turn limit. For clarity, Pygmachia should cap at 3 charges and Fit of Rage should cap at 1.

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