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Gravestorm

Dofus 2.45 Changelog

226 posts in this topic

Thanks for the update, it's much appreciated as usual.

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If you aren't cra, i will sing a song for you.

Run to the hills, run for your lives!!!

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I can't help but be frustrated at the disproportionately low damage of masqueraiders' spells, especially as other classes with better damage and map manipulation keep getting better shields.

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Yes, please keep buffing Cra while nerfing Eliotrope. The "strategic" MMORPG :]

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1 hour ago, capcapcap said:

Yes, please keep buffing Cra while nerfing Eliotrope. The "strategic" MMORPG :]

There is not much strategy in put the portal and blitz either... eliotrope spells do 1000+ damage on 30% res while the eliotrope got good 35% res... Is THAT strategic?

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4 minutes ago, Thelordofthetraps said:

There is not much strategy in put the portal and blitz either... eliotrope spells do 1000+ damage on 30% res while the eliotrope got good 35% res... Is THAT strategic?

There is more than blitz for elio. That high damages work only if you can place 4 portals perfectly and manage to position the enemy. Of course I am talking about pvp, considering pvm is almost never strategic because everyone uses a strat that was found by someone else ages ago. This is due to pvm not being dynamic but that's for another argument.

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"An error occurred whilst writing to disk. Check that there is sufficient space and that you have the necessary rights."

 

anyone else getting this error trying to log on beta?

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3 hours ago, capcapcap said:

There is more than blitz for elio. That high damages work only if you can place 4 portals perfectly and manage to position the enemy. Of course I am talking about pvp, considering pvm is almost never strategic because everyone uses a strat that was found by someone else ages ago. This is due to pvm not being dynamic but that's for another argument.

I'm sorry but have you not seen the elio PvP videos made by Insta-No, Deyzi l'eliotrope, Ward-Portail etc.? These guys hit 1k+ per spell in the first turn with only 2 portals up. Quite literally broken for PvP since they halve the opposition's HP before they even had their turn. 

 

I'd even argue that the +25% damage bonus through portals for any character other than the eliotrope is even necessary since you can literally hit people from across the map with CC spells.

Edited by Hybris

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Looks like Ecas get nerfed to the ground haha.

 

Also masq buff highly appreciated 

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Only been the first few weeks of 2018 but Cra Simulator is showing a lot of promise already. :o

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magnet.gif

 

rogue magic, loving this new spell variant

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20 hours ago, capcapcap said:

Yes, please keep buffing Cra while nerfing Eliotrope. The "strategic" MMORPG :]

 

I see way more harsh cra nerfs than buffs tbh.. (That's a good thing tho!)

 

Cra:

  
   Harassing Arrow:
        
Range is reduced: 8, 10, 12 -> 5, 6, 7
    Poisoned Arrow:
        
MP Reduction is reduced: 2, 3, 4 -> 2, 2, 3
    
Explosive arrow:
        
Damage is reduced.
    
Fulminant Arrow:
        Max effect accumulation is now
 10
        
Damage is reduced.
    Atonement Arrow:
        
No longer applies the Gravity State.
        M
inimum Range is reduced: 8 -> 6

 

These nerfs make the int and agi build wayyy less frustrating to play against. Also less mp rape AND no more grav on atonement. CC classes rejoice!

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yea it's seems like a pretty flat nerf to int/agi (mostly int) and a buff to chance/str so they become more relevant or attractive. 

 

as of right now there is almost no incentive to run any cra builds other than int or int/agi as it's so strong. Can only see a use for other builds in pvp. Which isn't that attractive either as u can just run a cloudy int/agi build and 1 shot people. Fun! 

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Poutch Ingball: -4181 (203 + 217 + 203 + 203 + 324 + 302 + 203 + 189 + 203 + 203 + 189 + 217 + 324 + 347 + 203 + 217 + 217 + 217) HP.

 

Some nice osa black frog changes lol. (its poison damage btw)

Edited by beehiveone
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37 minutes ago, beehiveone said:

Poutch Ingball: -4181 (203 + 217 + 203 + 203 + 324 + 302 + 203 + 189 + 203 + 203 + 189 + 217 + 324 + 347 + 203 + 217 + 217 + 217) HP.

 

Some nice osa black frog changes lol. (its poison damage btw)

You can apply one posion / turn or how does it work?

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x2 poison a target, last 3 turns and unlimited stacking

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looks super balanced

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That poison spell needs stacking from the beginning of 2.45 beta and they don't add it. Every other class poison has a stack limit for a good reason.

 

I wish they'd move around masqueraiders variants so that you can exchange spell between masks. I almost never use psycho state since +10% ranged damage is way better than +10% cc damage. I also only use classic state for shields and positioning most of the time, so most classic spells go unused (minus decoy). It would be nice to give up some of those spells for the new coward variants.

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1. In order to balance the class items within their sets, some effects are moved. The goal is not to have all the spells of the same elemental way on a single item, and conversely have no item that does not improve any elemental spell.
 


Eliotrope:


    Cape / Ring:
        Lightning Fist and Curative Palm are changed with Snub and Cabal.
    Boots / Belt:
        Stretching and Contraction are changed with Offence and Affront.
 

 

Eniripsa:


    Hat / Boots:
        Turbulent Word and Mischievous Word are changed with Regenerating Word and Regenerating Mark.

 


Enutrof:


    Hat / Ring:
        Ghostly Shovel and Ghostly Spade are changed with Reducing Key and Armlock.

 


Feca:


    Cape / Ring:
        Bubble and Swelling are changed with Burning Glyph and Perception Glyph.

 


Osamodas:


    Ring / Boots:
        Dragonic and Aquatic Wave are changed with Gobball and Sacrificial Fire.

 


Sram:


    Hat / Boots:
        Tricky Blow and Cut-Throat are changed with Deviousness and Pitfall.

 


Foggernaut:


    Boots / Ring:
        First Aid and Rescue are changed with Surge and Short-Circuit.

 


Xelor:


    Boots / Ring:
        Xelor's Punch and Gear are changed with Temporal Paradox and Time Rift.

 

 

Masqueraider:


    Belt / Ring:
        Plastron and Ginga are changed with Apostasy and Brincaderia.

 

 


2. Following the last modifications to the spells and their variants, the bonuses granted by the class objects are modified:
 


Cra:


    Hat:

        Absolute Acuteness: Cooldown reduction becomes AP cost reduction.
 


Ecaflip:


    Ring:

        Corollary: AP cost reduction becomes a 1 Range bonus.
 


Eliotrope:


    Cape:

        Rigid Portal is renamed to Flexible Portal: The bonus becomes 1 Range bonus.
    Boots:

        Exodus: Cooldown reduction becomes AP cost reduction.
 


Eniripsa:


    Boots:

        Rallying Word: Linear constraint deactivation becomes a 1 Range bonus.
    Ring:

        Uniting Word: 2 Range bonus becomes Modifiable Range activation.
 


Enutrof:


    Belt:

        Carnivore Spade: AP cost reduction becomes a 2 Range bonus.
 


Huppermage:


    Belt:

        Sun Lance: Linear constraint deactivation becomes Line of Sight deactivation.
    Ring:

        Elemental Cycle: Casts per turn increase becomes Line of Sight deactivation.
 


Osamodas:


    Boots:

        Favouritism: AP cost reduction becomes a 2 Range bonus.

 


Ouginak:


    Hat:

        Stripping: AP cost reduction becomes Line of Sight deactivation.
    Ring:

        Tetanisation: AP cost reduction becomes a 1 Range  bonus.
 


Pandawa:


    Belt:

        Brewing: Cooldown reduction becomes a 2 Range bonus.
    Ring:

        Filthipint: AP cost reduction becomes a 1 Range bonus.
 


Rogue:


    Hat:

        Latent Explobomb: Line of Sight deactivation becomes a 2 Range bonus.
    Cloak:

        Latent Water Bomb: Line of Sight deactivation becomes a 2 Range bonus.
    Boots:

        Latent Grenado: Line of Sight deactivation becomes a 2 Range bonus.
    Belt:

        Obliteration: AP cost reduction becomes a 2 Range bonus.
        Fulmination becomes the new spell Crossover: The bonus remains Line of Sight deactivation.
    Ring:
        Latent Seismobomb: Line of Sight deactivation becomes a 2 Range bonus.
        Fuze: Cooldown reduction becomes Line of Sight deactivation.


 

Sacrier:


    Hat:

        Attraction: The bonus no longer affects the spell Attraction but the spell Mutilation. Casts per target increase becomes a 1 cast per turn increase.
    Belt:

        Nervousness: Linear constraint deactivation becomes a 20% Critical Hit bonus.
        Penitence: Range bonus goes from 3 to 2.
        Desolation: AP cost reduction becomes a 20% Critical Hit bonus.
    Ring:
        Coagulation: AP cost reduction becomes a 1 cast per turn increase.
        Aversion: Line of Sight deactivation becomes a 15 Damage bonus.

 

 

 Sadida:


    Hat:

        Repotting: Casts per turn increase becomes a 2 Range bonus.
    Cape:

        Shake: Cooldown reduction becomes AP cost reduction.
    Ring:

        Plaguing Bramble: Casts per turn increase becomes a 15 Damage bonus.

 

 

Sram:


    Cape:

        Toxines: Cooldown reduction becomes Line of Sight deactivation.
    Boots:

        Malevolent Trap: AP cost reduction becomes a 2 Range bonus.
        Insidious Trap: Linear constraint deactivation becomes a 2 Range bonus.
    Ring:

        Miry Trap: Range bonus becomes Line of Sight deactivation.
 


Foggernaut:


     Boots:

        Seizing: AP cost reduction becomes a 15% Critical Hit bonus.
     Ring:

        Recursiveness: Cooldown reduction becomes AP cost reduction.
 


Xelor:


     Hat:

        Conservation: Cooldown reduction becomes AP cost reduction.
     Cape:

        Desynchronisation: AP cost reduction becomes a 2 Range bonus.
     Boots:

        Knell: Cooldown reduction becomes a 2 Range bonus.

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On 1/15/2018 at 7:53 AM, Gravestorm said:

        Fuze: Cooldown reduction becomes Line of Sight deactivation.

 

That can't be right. Fuze explodes all your bombs and hence doesn't need a line of sight to begin with.

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It is correct, the wording is a bit off imo. Fuze doesn't blow ALL your bombs, just the ones that are targeted/in range as any other detonation. Now I don't know if that's a bug, if it is there is still use for a no LoS Fuze in combination with gluing bomb on a target.

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You cannot target anything but your rogue with Fuze. It has range 0 and area of effect: everyone. It blows up bombs outside of l.o.s. 27 squares away.

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On 11/01/2018 at 5:57 PM, Gravestorm said:

 

Rogue:

    Fuze
: operation reviewed
        
The spell now has the same casting constraints as Detonation at level 3.
        
If triggered with Fuze, the targeted bomb does no damage and can not remove AP or MP.
        
The caster gains 3 AP.
        
The bomb can still trigger other bombs or generate effects specific to certain spells (including Countdown and Overload)
        
Works on Latent Bombs and Gluing Bombs.
   

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You're talking about the beta changes. I'm talking about 2.45, where Fuze and Gluing don't work together at all.

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Yeah, but the change to the Rogue's class set pieces is also on the beta. Since they're changing what Fuse does, they're also changing how the class set modifies it.

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