Jump to content
  • Imps Blue
  • Imps Green
  • Blueberry
  • Slate
  • Sky
  • Watermelon
  • Strawberry
  • Orange
  • Banana
  • Emerald
  • Chocolate
  • Charcoal

Happida

Supporters
  • Content Count

    697
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Happida

  1. Happida

    Huppermage variant spells

    It's pretty outdated.
  2. Happida

    Huppermage variant spells

    Here are my notes on the Huppermage spell variants so far: Direct Damage Spells Huppermage originally had 3 spells in each element: single target 3AP single target 4AP with additional effect AOE 3AP with HP steal, 1 use every other turn Their variants follow a similar system: single target 5AP, higher damage single target 4AP with additional effect single target 2AP with HP steal, 1 use per turn These spells still apply states, generate runes, and trigger elemental combo effects like the originals. The new additional effects on the category 2 variants are earth: -critical (+critical on ally), air: retreat, water: advance, fire: swap position. Air, earth, and fire builds have more long range options than before, although many of them are linear only. Water builds still have only short range spells. Air spells have earth variants and vice versa. Water spells have fire variants and vice versa. So you can now have up to 6 spells in one or two elements, at the cost of having fewer spells in other element(s). State Based Spells Courant Quadramental (Quadramental Current?): variant of Polarity. 2AP, 6 range, one use per turn. Similar element-dependent effect as Polarity, but the earth pushback effect is only 1 cell and on entities adjacent to the target instead of the target itself, water attraction effect is also only 1 cell on entities within 1 cell of the target instead of the the target itself, and air symmetrical teleportation is for entities within 2 cells of the target instead of the caster. A fire target swaps with its closest entity (similar to Koutoulou effect). Morph: variant of Elemental Drain. 4AP, 4 range, 1 use per target. Deals about 40, 46 crit damage on target in the same element. This spell buffs itself depending on the element of the target: strength increases its use per target limit by one, air increases its range by 1, water lowers its AP cost by 1, and fire increases its base damage by 20. Each effects last two turns and can stack twice. Unlike Elemental Drain it doesn't consume the state or steal stats. Cycle Élémentair (Elemental Cycle?): variant of Contribution. 1AP, 8 range, 2 uses per target. Changes elemental state of the target, earth -> water -> fire -> air -> earth. Boucle Élémentair (Elemental Loop?): variant of Imprint. 2AP, 3 range, 2 uses per target. Deals low damage on the target based on elemental state, and then changes its state like Cycle Élémentair. Rune Based Spells Manifestation: variant of Runification. Triggers the targeted rune (like Runification but just for one rune) up to 5 range away. If the cell is empty, creates 3HP summon and at the same time applies the same effect as Courant Quadramental (Quadramental Current?). The summon dies at the start of next turn and applies elemental state to nearby enemies. Piègé Élémentair (Elemental Trap?): variant of Propagation. 3AP, 6 range modifiable. Creates a trap on top of the target rune which when triggered, applies a single target version of Propagation's rune target effect (earth -1 ub, air unable to lock, water gravity, fire half received healing). Surcharge Runique (Runic Surcharge?): variant of Runic Healing. 3AP, 5 range, 2 uses per turn. Consumes all your runes and deal their damage on the target. Répulsion Runique (Runique Repulsion?): variant of Journey. 1AP, 2 uses per turn. Consumes all your runes. Targets next to you are pushed back 2 cells per rune consumed. Other Spells Gardien Élémentair (Elemental Guardian?): variant of Elemental Shield. Summon with 4MP and deals damage to a linear target, in the same element as the target's state, or neutral if it has none. The summon gains 250% power whenever the huppermage performs a unique elemental combination. This buff is infinite, so it can stack up to 1000% power.
  3. Happida

    Launcher

    Yeah, 64 bit works for me. I'm using wine-staging, though I'm not sure if that matters.
  4. Happida

    Launcher

    It worked for me on Linux
  5. Happida

    Launcher

    You were "obligated" to install the previous updater/launcher too. The only difference was you had to install it separately for Wakfu, Dofus, and other games (although basically the same launcher was bundled with the games).
  6. Happida

    Crocoburio Fight in Ebony Dofus Quest Line

    With Huppermage I can push him 6 cells every turn, which theoretically should make it easy... But when he summons the ghost, he is unmovable for that turn. If the ghost is close to him, I have to put the sword next to it, and either stay there and get destroyed, or run away from the sword which means I won't be able to use it again for 64 turns. Is there any way to control or predict where he summons the ghost?
  7. Happida

    Dofus Beta 2.47.13:1

    The nerfs you proposed would hurt single Sadidas a lot more though. Manifold just doesn't hurt your own summons any more. It still hurts allies.
  8. Happida

    My impression of pvp after returning :/

    And many ranged fighters feel the maps favor close combat classes too much... Iops are still often game changers in Kolossium, which is why you tend to get targeted if you give the opposing team any chance to hit you. My suggestions are to keep out of opponents' line of sight as much as possible, build vitality and resistance, don't taking for granted the ability to hit on certain turns, but take opportunities when you can finish an enemy, and create opportunities for your teammates.
  9. Happida

    Dofus Beta 2.47.13:1

    It's not that bad. Unless you get AP buffed, usually you'll only hit with 3 spells a turn anyway. Even with AP buffs, you can hit two different things so each is only hit through Infected state 3 times. With Sadida teams it's a different story...
  10. Happida

    The last person to post here wins

    Edit: done, please close
  11. Happida

    The Hero of Plants X Veriun Dead Quest

    When you necro gloot, enemies near it should be automatically necroed. If that's no happening then it's a bug. Necroing the sunflowers first helps a lot to keep allies alive, and as long as necroed roses stay alive, enemies should die without you doing much damage. Even if they get revived, they often get killed before doing much. So necroing monsters is low priority, but if gloot has 2 or 3 of them locked you should take advantage of that. You can swap with the allies before starting fight to make it easier to necro sunflowers first turn, and stop roses from killing themselves early on. I haven't done the fight as a Sram, but assuming you are one, you could try using the invisibility glyph to help allies stay alive or get out of lock, push/pull them to safety, or even use traps to discourage them from suicide?
  12. Happida

    Ebony Dofus speculation

    One thing we know for sure is it's going to be ebola in pvp.
  13. Happida

    The last person to post here wins

    The only way to win is to never post here. Then you shall claim your prize at the end of time. I could have done that myself, but decided to sacrifice myself to give you this advice. You're welcome.
  14. Happida

    Kralove Opening

    Moved to now since another group was already opening it.
  15. Happida

    Dofus Beta 2.47.13:1

    Selpâtre = Surge Foène = Trident Surtension = Hypertension although Google translates it to "Surge"
  16. Happida

    Dofus Beta 2.47.13:1

    Filthipint
  17. Happida

    Unable to write to drive?

    If you press F3 with the updater in focus, it should show a window with debug and error messages. The latest few lines might help reveal what the cause of the problem is.
  18. Happida

    NEW GAME BY ANKAMA: WAVEN

    Estimated time of project being put on hold?
  19. Happida

    Breeding Revamp

    I scrolled a few characters mostly through dopples and it was indeed very boring. I think I got through the process because there were few other things to do: kolo was pretty dead, my dungeon runs had low success rate, and professions and treasure hunts were just as boring. I hope instead of just removing doploons, they would change dopples to have more "depth" and interactivity instead.
  20. Happida

    Breeding Revamp

    One of the main complaints about the proposed changes is that public paddocks will no longer have free breeding items, so evidently people do currently use them, and that means demand for breeding items will increase after the free ones are removed. Even if you make your own breeding items, you could still be contributing to economic activity by buying wood or other ingredients. If you really make and farm everything on your own, you end up with less time to breed which means your competitors who buy those items will have an edge.
  21. Happida

    Breeding Revamp

    I think it helps at the bigger picture. Not everyone is a breeder, and breeders wouldn't be happy if it were so, because then there would be little demand of their products. Some of the changes will increase cost and decrease efficiency for breeders, but they will increase profits for some other people like handymen. So more people, including breeders, will level up the handyman profession, and maybe then we won't have to pay 300kk for keys, and maybe more people will do dungeons and have the need for better mounts and the kamas to afford them. I might be overly optimistic on this, or I might be missing different benefits of the change, but basically, I don't think it's helpful to focus too much on one single aspect of these changes.
  22. Happida

    Dofus Dungeons - Blog

    It's a little annoying that the devs keep mentioning the limitations of the Dofus engine as a reason why they can't add/improve certain features, but they decided to create a new game with the same engine, and are planning to add features that are supposed to be improved from Dofus in that game.
  23. Happida

    Damage Reduction Stack

    I don't have testing to back it up, but I think it would make more sense for damage reduction percentages to be added together. They are basically opposite of vulnerability spells, and Panda's vulnerability spell stacks additively.
  24. Happida

    Micro Blogs

    The angle of the ray of light in the original image is too tall for it to be passing under the stair case, and the shadow of the stair case would have been visible. What you drew also looks quite unstable.
  25. Happida

    Micro Blogs

    That's a little bit of impossible architecture. Light is somehow skipping through the dark staircases behind the window.
×