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ElMatematico

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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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    Wa Wabbit

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    Ecuador

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  1. ElMatematico

    Temporal Anomalies

    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.
  2. ElMatematico

    Temporal Anomalies

    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.
  3. ElMatematico

    ELIOCALYPSE : RESONANCE

    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.
  4. 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.
  5. 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(?).
  6. Any word on what will it be special about this new temporis server, other than xp multipliers?
  7. ElMatematico

    Let's discuss character progression in dofus.

    Yes, but dofus have also lost their value with so much competition for the 6 slots. In most cases, getting a dofus is not a direct improvement but a trade-off. This has also been a theme for the last 5 years or so, new stuff is slightly better than the old stuff but the actual improvement comes from being able to customize and specialize more. Get that new hat that gives 10 more int and lose the useless AP reduction for valuable MP reduction. Change these 2 parts for these other 2 parts and lose 20 in raw stats but get 20% extra resistances where it matters, etc. The difference is so small, that new average equipment isn't better than old maged equips, and that was also one of my points: optimization means maging, which is twice removed from the gameplay (you play the game to get mats/kamas, then use those mats/kamas to get runes and mage). The thing is, I don't believe anyone at Ankama cares too much. It's too common that widespread backlash or abuse is answered with some general fix that kills the problem by the root and causes collateral damage. Examples: Profession update introduced very powerful healing items and buffed old ones, but recipes were generally too complex. Solution was to nerf the whole system to the ground, healing items go to 210 HP or 570 energy max, recipes are ultra dumbed down. Why not keep the complex recipes AND add simple, weak recipes to the mix? Conditions on all new equipments prove to be too exclusive, people can't access the new stuff at all unless leeched. Solution is remove conditions altogether. Why not gate some of the equipment and leave other free? Why not putting a condition on some of the stats, which are unlocked after the achievement? People can't pass dungeons because they're too long or complex. Solution: Nerf everything except for Krobes to the point where some fights have no real danger (merkator, klime, nileza...) Why not keep an optional hard mode with the previous content? Since their introduction, idols have only been nerfed. Every change they had was about nerfing a synergy. No new idols added, no extra synergies for neglected idols. They also botched their end of year content 3 times (Osamodas dimension, rushed Ohwymi, the third tower in Cania). Who cares right now if those things were released on december or not? "A delayed game is eventually good, but a rushed game is forever bad" (by Shigeru Miyamoto) must be one of the truest things said about game design.
  8. Hello. I've been thinking about this topic for a while, interested in other people's opinion. Back a few years, I used to run dopples daily to get scrolls, which meant making my characters a bit stronger bit by bit. After they were all scrolled, some time later kolossium came out with spell scrolls, and then some time later the doploon to kolossoken exchange came out, so another period of character growth for my team. It was nice getting more range/less cooldown on utility spells that weren't a priority before, or getting better off element damage for the random time they came handy. Back to the present, I started raising an eni and a sac for fun. I almost fully scrolled them with whatever doploons I had left. What's missing I'll have to buy because breeding is not fun and I refuse to do it. With spell points being gone, these characters only advance by levelling up, by getting a few spikes in power when a useful early spell gets levelled or a more useful variant is unlocked. The gradual progression that I could make parallel to levels is gone. Then there's equipments, of course. I have all crafting professions at 200, but it's not much help because I don't have any magus levelled (the highest is costumagus ~140, courtesy of the recent double xp). But the thing is, I don't like maging, it's frustrating to depend on luck (and a lot of time/runes) for everything to stay in place. This means that in order to progress in this game, my only chance is to buy stuff, and I have no control over what's in sale. I simply can't progress in this game by doing the content I enjoy, and that's a sad realization. This stuck even more because this new characters aren't really that different from my old: Having them "catch up" with their 1000+ quests and 10000+ achivement points difference does nothing other than allow them to have the same title and ornament. There is only one exception, which is Frigost. Doing stuff there gives you access to areas, means of transportation and unlocks buying rare resources (which have fallen off a bit since new equipment has been introduced). They did try to keep post 200 progress with the dungeon achievement condition, but it was implemented poorly. Back then some classes were too outdated, a lot of them lacked specific utilities for PvM (specifically, good positioning spells). With the current state of the game it would be reasonable (maybe that's why they kind of tried with legendary equipments, but too little, too late). Having dofus being unexchangeable was also done without much thought, so the backlash made them yield. Instead of locking the dofus behind quests, they could have done something like only locking part of the bonus. For example, emerald gives vit to everyone, but shield only to those who did the quest. I also want to bring up that alignmnent orders used to give buffs, but it was scrapped. This is a perfect example of quest-related character progression AND customization that I'd like to see. You do quests/achievements and now you are a bit stronger. What do you think? Do you like how things are now, that you can rush a new character to 200 and equip it to be endgame instantly? Does anybody even care about raising characters or everyone just focuses on level 200 content and then filling the blanks? And about the posibility of getting buffs from quest and achievements?
  9. ElMatematico

    Random Screenshots

    I got a crimson dofus in the haven bag lottery. It's a fake one, but still (I didn't know this stuff exists, threw me off badly for a moment).
  10. ElMatematico

    Darkness Is Upon Us

    I like that cape that gives 10% spell damage and 5% resitances each time you get hit in exchange for -10% melee resistance. But I'm sure cras will like it even more.
  11. ElMatematico

    Darkness Is Upon Us

    It's like a mini cyclic power that fires a poison on the 5th charge and you have some control over it via ranged and close combat attacks. I guess a common strategy would be to get 4 charges by turn 3, meaning extra 28% damage coupled with cloudy (or is it 29,6%? I never remember if final damage from different sources is additive or multiplicative). It seems like they tried to give a bit to both close combat and ranged classes, but I don't feel like it's too interesting. About the other stuff, I wish they stop giving all the good buffs on odd turns, it makes turn 1 too important and also negates the impact of the debuff. Who cares losing 1 AP and 1 MP if you had -10% damage anyway? Even makes it harder for enemies to reduce your AP and MP in preparation for the odd turn.
  12. ElMatematico

    Infinite Dreams

    By [Korri] - Yesterday - 10:09:47 - in General Discussion "So that the dream may dream itself, so that its thirst may be quenched when the fountain has ceased to flow, I created the Well of Infinite Dreams. A well where the material world and dream world intermingle, where dreamers face their own hopes and fears… An inexhaustible source of stories, fables, and legends that will be sung or whispered until the end of time." Draconiros What are the Infinite Dreams? They are an infinite dungeon of increasing difficulty, where the sequence of rooms and composition of monster groups are random. New rewards appear there and only the most valiant adventurers can hope to obtain the most prized rewards. The idea behind the infinite dungeon in DOFUS was inspired by roguelike games (Wikipedia link https://en.wikipedia.org/wiki/Roguelike). In order to avoid creating a game within the game, this dungeon relies on existing and future content, combining it in unusual ways with the aim of offering a constantly new experience. Characters of level 50 and above can confront terrible enemies that have taken form in the Infinite Dreams. We feel that below this level, there is not enough variety in available enemies to offer an interesting game experience. In addition, we want players adventuring into the Infinite Dreams to have already faced different combat mechanics. In this way, not only will they be more able to triumph over their opponents, they will also increase their chances of advancing further. A Never-Ending Story The combats in the Infinite Dreams happen in another dimension, in a part of the Krosmoz that scholars commonly refer to as the Astral Plane. This strange place made of intangible dreams, luminous ideas, and dark thoughts is ruled by dragons. One of them, the mysterious Draconiros,watches over Twelvians' sleep. The Astral Plane is very popular among mages and prophets because it is haunted by visions. Sometimes, some of them come true… When Draconiros saw early signs warning of a devastated world in which mortals no longer dream, he took them very seriously. Dreams must be fed, or they weaken, their colors fade, their details blur, and their symbols lose their meaning. How can such a disaster be prevented? By creating a constantly renewed wellspring of dreams and challenges – the Well of Infinite Dreams. Advancing in the Infinite Dreams Accessing the Well of Infinite Dreams Any level-50 or higher character can access the Infinite Dreams from anywhere at any time, provided they are not in combat. Each character has their own dungeon and can invite other characters to it. However, they can only enter another character's dungeon if invited to do so. Up to four characters can join forces to attempt to adventure as far as possible in the Well of Infinite Dreams. In the Infinite Dreams, you do not need to always advance with the same group members; only the owner is irreplaceable. That means the owner can decide to continue a dungeon underway with different characters or fewer characters. For example, a former character can be replaced for several combats then later rejoin the group. The Infinite Dreams are subject to specific rules: Monster loot is replaced by dream points and dream reflections. Exploration, monster, and dungeon achievements cannot be completed. Certain quest objectives cannot be validated. Geography and Layout The layout of rooms and the monsters in them is set randomly from a list based on the maps and monsters present in the rest of the game. Groups of monsters are composed of four monsters, including at least one dungeon keeper. In some cases, a second dungeon keeper may be part of the group, considerably increasing the difficulty of the combat and therefore the associated winnings. The groups of monsters are assigned a combat modifier based on the dungeon keeper present. There is only one modifier, regardless of the number of dungeon keepers. There are three combat modifiers specific to each dungeon keeper, and one is chosen randomly when the monster group is formed. Each modifier has more or less of an influence on combat difficulty and the resulting winnings. The characters advance from room to room, alternating combat and exploration. In combat rooms, characters fight monsters. In exploration rooms, the characters can obtain rewards and bonuses to facilitate their advance in the dungeon and can choose the next combat room from among those offered. The difficulty increases in each combat room as the monsters to fight are systematically one level higher than those in the previous room. For this occasion, each monster can evolve to levels above their habitual levels. This means that you could encounter Piwis and Gobballs of level 200 and above. Managing Dream Points As they advance, the owner accumulates dream points to spend in their dungeon. The quantity of points earned from each fight depends on the difficulty of the fight, level, idol score used, and challenges completed. These points are used to buy bonuses to facilitate progress in the Infinite Dreams. In the event of a defeat, some of these points are lost and if the owner no longer has enough, they have no choice but to reinitialize their dungeon and lose their remaining dream points. The owner can, however, buy insurance with dream points; this lets them re-do a particularly difficult combat over and over indefinitely without risking losing dream points on every defeat. Characters can leave their dungeon at any time and come back later. They can also decide to reinitialize their dungeons or be forced to do so in the event of a definitive defeat. The erosion system is not the same in the Infinite Dreams. Unlike in classic combat, here eroded life is kept between combats and divided fairly among all the characters in the group at the end of the fight. Characters therefore have every interest in suffering the least amount of damage possible during combat to limit the handicap of diminished maximum vitality. However, in some cases, characters have an opportunity to spend dream points to cancel all accumulated erosion. Accessing Information Infinite Dreams information such as the monsters present in the rooms, combat modifiers, available rewards in the event of victory, etc. is all available through an interface designed especially for the occasion. The owner of the dungeon uses this interface to spend dream points, and characters use the interface to exchange their accumulated dream reflections for rewards. Dream reflections are obtained in the same way as dream points, but unlike points, they do not depend on the group and are not linked to the current dungeon. Dream reflections are a resource that can be traded, destroyed or sold like any other resource in the game. Here are a few examples of the bonuses available in exchange for dream points: Replace a negative combat modifier with a positive one. Replace the offered monsters with other random monsters. Obtain a characteristic bonus valid for the entire dungeon. Act Before Dreaming The progress and rewards offered in the Infinite Dreams are closely linked to what characters have accomplished outside. The monsters to fight are determined randomly, but the owner of the dungeon can only launch a fight if they have already defeated the dungeon keeper in the keeper's original dungeon. Characters who have defeated only a small quantity of dungeon keepers risk being rapidly blocked in the Infinite Dreams. If that happens, there's no need to worry. All you need to do is pause the dungeon, go defeat those keepers, and then go back and pick up your progress again. Note that restriction only concerns the owner when launching fights; accompanying characters don't have any restrictions to join the owner, whether or not they have defeated the dungeon keeper in question before. Buying and trading bonuses and the offered rewards also depend on accomplishment criteria. For bonuses bought with dream points, the content done by the owner is taken into account. For example, the owner must have successfully completed the Nimaltopia quests to buy Mishell's Blessing. For rewards obtained in exchange for dream reflections, the characters' individual histories are taken into account. If an offered reward requires one to have completed all the achievements linked to Moon Island, Jean-Jean can buy it because he knows all the island's secrets and defeated all its monsters, but his friend XXX-Narutoto-XXX who has never set foot outside of Astrub will see the reward but won't be able to buy it. The Ebony Dofus Quest Traditionally, the Primordial Dofus quests have relied on certain specific game mechanics: a treasure hunt for the Crimson Dofus, capturing archmonsters for the Ochre Dofus, using idols for the Turquoise Dofus. The Ebony Dofus quest will not be an exception. It will rely in part on the Infinite Dreams. The dream keepers and dungeon keepers had better behave! Obtaining the Ebony Dofus will be divided into a series of 10 quests starting at level 120 and ending at level 200. It won't require lengthy prerequisites. In addition to the introduction leading to the Sorceress from the Swamps, you will need to have validated part of the Brotherhood of the Forgotten quests, and have access to certain zones to advance (Frigost 3, Kingdom of Freezammer, Veriun Dead towers). Skills in a few harvesting professions will also be needed. We aren't going to reveal the quest story here as we'd rather let you discover it in the game. As you can guess, one of the main characters will be Grougalorasalar the Ashen. Why would a black dragon willing entrust you with guarding his Dofus? Perhaps he's secretly yearning for a larger treasure… And if that treasure was in your possession, who knows what could happen then? As for the power of the Ebony Dofus, speculation is rampant. In a few weeks, its effects will be revealed. Patience. Your long wait will soon be over! From Dream to Reality Advancing in the Infinite Dreams gives you access to new rewards that can be kept in the outside world. A handful of rewards is offered in each exploration room, and only one of each can be exchanged per character and per room. Careful, though, only characters who won the last fight can hope to earn rewards. However, if the same reward is offered later, another copy can be exchanged, regardless of whether the character has already obtained it in an earlier room. The depth determines which rewards the characters can access; this is why they will be offered more and more powerful rewards as they advance. The rewards include new smithmagic runes: runes of transcendence and runes of corruption. To use one of these runes, the equipment must not have already exceed its maximum stats when the rune is applied. Even though these runes are subject to the smithmagic restrictions, they have a different weight and a 100% chance of succeeding. However, applying such a rune prevents any future smithmagic on the item. Transcendence runes apply a bonus similar to that from smithmagic. However, this won't be the case for some bonuses that are deemed too significant (for example AP and MP). Corruption runes apply both a bonus and a penalty. The most prestigious rewards are undoubtedly legendary items. These new pieces of equipment are created with a resource that can only be acquired in the Infinite Dreams in exchange for dream reflections. Only adventurers who have advanced sufficiently in the Dofus quest can obtain this resource, and only craftsmen who have followed the same path are able to turn it into equipment. Legendary items are pieces of level-200 equipment that fill the same slots as current equipment. They are characterized as follows: Higher effect values. Fewer effect lines. One or more negative effect lines. A triggered effect (a system similar to the Dofus system). The introduction of legendary items allows for greater diversity in how you play and optimize your character. The aim is to offer new alternatives. With the introduction of legendary items, we offer new equipment alternatives. This will enrich the game by allowing greater diversity in how characters are played and optimized. The Six Dofus The ability to create legendary items and obtain the resources necessary to make them will therefore be among the rewards obtained by characters that do the impossible – reunite the Primordial Dofus.Becoming a legend to make legendary items seems only natural. To have the reunification experience, you not only need to have the six dragon eggs, you also must have completed the various series of quests, including the quest associated with the Elemental Dofus. Other conditions could become necessary as the quests advance. The adventure is for level-200characters, with a minimum prerequisite of 190. If your hero is not yet top level, now's the time to really push! Might as well say it straight up: Reuniting the six Dofus will not provide any additional power bonusover and above the effects of each Dofus. That would harm the game balance and make the Primordial Dofus crucial to character optimization, to the detriment of other equipment possibilities. Our goal is not to make those who complete the Dofus quest successfully invincible; instead, it is rather to set them apart from other adventurers and give them opportunities that they can then share if they desire. The idea is to make them into exceptional beings. The reunification story will have its own bundle of revelations. Some of the characters you have known will appear in a different light… You will need to make a decision and then assume full responsibility for it in the future. Because, as you can guess, the end of the Dofus quest does not mean the end of the game – quite the opposite! It will be the start of a new chapter that will lead you to unforeseen paths. If you must know, having access to power that makes you equal to a god can have serious consequences… Will you live up to the expectations that the Powers of the Krosmoz have of you? See you in Descendre – sorry, in December – to find out!
  13. ElMatematico

    Ideal team for pvm end content

    PvM is accesible to almost any composition right now. If by ideal you mean for farming, then something like cra x3 + enu.
  14. ElMatematico

    How long does Dofus have left?

    I think the devs missed an opportunity to implement a proper dungeon difficulty setting in the 2.42 update (general monster nerf). Keep the old mechanics and stats for the hardcore dungeon setting, then the nerfed stuff is used out of dungeons and in the normal setting. Quests and achievements require just the normal setting. Could have given some bonus drop/xp or cosmetic rewards for the hardcore dungeon if they felt it was too niche. It's not like they needed to create extra content for that, and they're not under any obligation to release future dungeons with a hardcore variant either. About the composition debate, while I think it's irrelevant post 2.42, I think the developers didn't always play fair. A lot of strategies were deemed "abusive" and nerfed as they came to light (popularized in youtube videos), but some mainstream cookie cutter stuff (elio/iop or panda/rogue) was left the same. All that in a time when class change was still new and controversial because of the ease to change class for achievements.
  15. ElMatematico

    How long does Dofus have left?

    Dofus got sidetracked for almost 2 years because ToT got an existential crisis and sent a portion of the dofus team to create dofus3/dofuscube/waven/wakfuheroes. They created mechanics and animations for like 3 or 4 dofus-like games, and all they got out of it was some NPC designs (that look out of place in dofus, in my opinion). It's not just the wasted resources, but it alienated a portion of the community when they kept bait and switching dofus development for this other projects. A whole year of "We will add spell variations in dofALSO LET ME TELL YOU ABOUT DOFUSCUBE". They dubbed 2017 the year of communication, but most communication wasn't about dofus. And then they promised a 2018 roadmap that they were in the process of ignoring until they recently killed most of the sideprojects. By now we were supposed to have the ebony dofus, a proper dungeon matchmaking and some proffesion revamp (unless that was covered by fusing markets and doubling harvest xp). My impression is that for a while the devs thought that they could skip on making content and make players create their own content. This is what gave us AvA, idols and community challenges. AvA is exclusive by nature, so a lot of people don't benefit at all from it. Idols were abused to farm with little added difficulty and since their introduction, they've only been nerfed instead of expanded upon. Community challenges were used to scam people for a few days and then forgotten. I think in the future they should look into making community content cooperative instead of competitive. Like, getting bonuses just by being in a guild with many (active) players and such. I'ts not all bad, though. I think the recent pet revamp was mostly positive. The xp values and some of the bonuses are not balanced, but they managed to make a unified system that removed a lot of outdated stuff (pet certificates, pet ghosts, feeding times, pet dungeon) while also adding value to other content and properly integrating pets into the game instead of being treated as boutique items.
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