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ElMatematico last won the day on July 2 2018

ElMatematico had the most liked content!

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About ElMatematico

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  1. You have to get in the game and see for yourself, which is a pain because summons' turns last for 15 seconds and there are 36 spells to check. For my part, I only know the tofu spells by now. Black tofu: A normal 2 range attack with 2 casts per target, a spell that teleports symetrically at 1 range and does damage once per turn, and a rune that you place and at the end of the turn the tofu gets teleported there. White tofu: A 2 range attack that hits hard the first time but a bit weaker the second time, 2 casts per target; a 2 AoE 0 range spell that gives 1 PM by enemy hit once per turn, and a 2 range position swap spell. Fat tofu: a 1range spell that pushes 4 cells and brings you 4 cells closer (like eca's audacity), a spell that does the same but has 3 range and gives 2 PM, and a 1 square AoE spell with 0 range that teleports targets symetrically if used twice on the same spot.
  2. All the classes have been updated now. Most classes are kind of the same at level 200, except for the extra spells. In general they seem to have increased crit damage on a lot of spells (even on classes that have never been associated with crits). Paradoxically, ecas got a bunch of spells with bad crits and a mechanic that gives them crits pasively. Most disappointing for me is my zobal, who is left exactly the same except for having stronger crits. Int sadis got a mixed bag: nerfed EQ, nerfed para poison damage and duration but now they get a non linear boosted range int spell that works with infected state, and para poison is every turn. Air osas feel like they have only 2 attacking spells now, but having ranged 2 AP spell from all other elements is nice for off build summons. Chance xelor got their ranged damage buffed.
  3. I never finished the ochre quest after 11 years because I couldn't be bothered to search for dreggons, so this is good.
  4. I tested the new sacrier with -%HP, but the percentages are extremely low and non stackable, so at most you raise 1 or 2 punishment levels. On the bright side, if you have nothing in reach on a given turn you can charge some of your spells. Still, I don't get why do they devote so much on making elaborate mechanics to make them deal the same damage cras can deal, but with 10 less range. They should have focused more on the microplacement. By the way, osa's gameplay is feeling a lot more cohesive and fluid, but the general range reduction is a big turn off. Maybe they should revisit map sizes and starting positions so that having less range doesn't make fights more tedious.
  5. If it's any indication, the dofus community in jeuxonline is dead (for people saying that this is just an international phenomenon). They don't even have a thread for the current beta. Dofus will probably continue to exist just like there's still runescape, maplestory or whatever, but it's past its peak.
  6. There isn't a limit of 1 summon, the limit works by having 6 spells that represent 6 slots. You could potentially use all 6 spells to summon 1 albino tofu with each of them. However, there's no guaranteed spot, since each summoning spell has a utility spell as a variant. Choosing from what I find useful, I ended with summoning 1, 2 and 4 only. You still need + summons, by the way. Summons have their own stats (as has always been the case) but they also have the mechanic of the osamodas sharing half of their characteristics with them. For the record, they all have a base of 350 elemental stats and 240 wisdom. I tested sacriers and find them having the same issues as always. The primary concern is that they need to lose HP in a game with erosion. Since they get final damage reduction as the suffering goes up but erosion ignores it, they sort of act as having extra erosion on top. For example, I tested a sac with 4100 HP and to get 10 punishment for testing numbers I was already down to 3600 max HP. I'd change it so that using their many self damaging spells in considered as having -10% erosion (so effectively 0% if not under an external effect).
  7. Beta is up, but characters aren't imported. Your professions get leveled to 200 and the NPC sells leveling scrolls for free (because everybody loves spamming scrolls), plus some gear that you can resell to generate infinite kamas. The spell descriptions aren't fully translated (as in, som spells display the old description that isn't accurate). I tried mono agi osa and feel like there's zero depth to it. Some of the spells seem to be bugged and do nothing, like the third black tofu spell and the tofu transformation. Spells and variants always share the same element, so you're stuck with 3 attacks per element. Anyway, there needs to be a lot of bugfixes and a solution to the equipments problem before doing proper tests.
  8. Extremely long and french changelog: https://www.dofus.com/fr/forum/1557-discussions-generales/2299200-equilibrage-classes Osamodas: In short, using elemental spells give elemental charges. These range from 0 to 4. At 0 charges you can only summon an "informo", at 1 charge you can summon a black (melanique) summon based on your elemental state, at 2 you can summon an albino, at 3 you can summon a colored and at 4 you and your allies in a zone of 2 get bonuses. There are 6 summoning spells that are the same, each representing a "summon slot" and having a utility spell as a variant. Say, you play with summoning 1, 3 and 4: this means that you can have 3 summons total. Reusing a summoning spell places the corresponding summon where you select (like recasting the coney while it's alive). Summons have 3 spells, but they are unlocked by the level of the summoning spell. Each summon has its own spells that kind of interact with each other (of the same summon, not of other summons). In general, there's a decrease in summon mobility and placement. Sacrier: Suffering is just a reflection of your missing HP%. Having 91-100% is 0 suffering, having 1%-10% is 10 suffering. It gives a bonus to final damage and damage reduction. They did that thing were they keep the old names but change everything else around which makes it hard to form a general idea for each build, but in general sacriers still have crap range. They have a bunch of effects for taking extra damage or reducing damage. A cool mechanic that they have is that now punishment and bloodthirsty madness (can damage enemies now) deal elemental damage based on your highest stat.
  9. Yeah, use the dofus lore loosely to start your story and develop it until it becomes its own thing. Ankama also trashed the Krozmos lore with events starting in the secons Wakfu season and eliatropes/Yugo being retconned into everything.
  10. They're not really nerfing leeching as much as nerfing everyone's xp and drops. Nerfing leeching would be to set a cap to idol, wisdom or pp bonuses. This is changing global xp and drops from a 100%-300% range to a 50%-200% range. Lower max and min, and in a way that a single player can't influence by itself. It's not "I'll rotate my activities to manage my bonuses" like with a previous anti farming measure, but "the server has ruined these zones, so I'll be forced to drop twice as long". Just a simple example: Lots of people do the daily merkator quests, so it's one of the most populated level zones. It will be at 50% all the time, which means dropping toolboxes becomes more annoying (not only lower chance, also stronger mobs). Many of those players need the daily quests to subscribe with kamas and stay even or get a marginal profit.
  11. This is the kind of unpopular design that makes them lose players. The rest of the stuff sound ok/interesting, but I don't get why do they feel the need to "balance" whatever good ideas they have with crappy ones.
  12. It's the theme/story of the next 3 years, that ties in with events of wakfu season 2 and the origin of the eliotropes.
  13. Ah, that's what I asked earlier, but I got the impression that it would be a classic server again. It's a nice concept, but I don't think 3 months would be enough to full appretiate (i.e. actually dropping good high level 200 stuff) it with my playing rythm.
  14. I remember that initially Temporis would be a place to try different game concepts without repercussion on the common servers and with the added fun of rushing. A lot of people were really dissapointed when the first edition was exactly the same as classic servers, but I guess in the end it was popular enough to drop the experimental stuff(?).
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