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Juse posted a topic in Town SquareHey cunts, Excuse the shit translation, did my best to interpret walls of googled French. Note some of this could be wrong but for the most part it will be accurate (confirmed by Volcasaurus and experienced by myself) and paint a decent picture of what to expect in the fight. The fight is not that difficult. Many srams, rogues, osas and even a masq, pand, elio, eca and feca have all soloed it on beta. It’s harder than Frigost 3, but not as hard as Abyss or Tal Kasha. All monsters in this area including the boss have a passive, where if they do not damage any character, they receive specific buffs and 1 state (from 1 to 3). In the third state they receive buffs in their skills and if they damage one character, their state resets as follows: Case 1: Rokrusher, Gobbosses or Beardrammer: The state is reset as their state determines the power of their ordinary spells, as well as effects. Rokrusher: increases value of AP reduction Gobbosses: causes Pacifist in state 3 Beardrammer: increases damage only (general stuff: he also erodes 40%. He can attract himself by 6 linear range while gaining 20% of his HP as shield. Case 2: Tankanvils, Warmonbeer and Dazak: The state stays the same if they hit a character. Instead, they reset their state automatically once at 3 to use a special spell. State 2 means two stacked bonuses of a maximum 3. You can't unbewitch or change states on your turn. KING DAZAHK FREEZAMMER/ DAZAK MARTEGEL (boss) The boss has the lowest resistance in water and fire. He has 6mp at the start of the fight and gains 1mp per state (9mp at state 3) The boss has a spell like the huppermage’s journey in which he teleports up to 5 cells hitting in an axe AoE and taking up to 4 mp, 2 turn cooldown on this. A melee spell that damages, applies 40% erosion and removes 10% resistances infinitely from the target. And a spell that gives 2 mp and 1500 shield for all other monsters with a 2 turn cooldown (not including himself). The turn where the monsters are not boosted (the boost has 2 initial cooldown, the jump 1 initial cooldown, so it just happens that they're cast alternately), the boss has a jump to 5 range with line of sight that hits the target. A bit like tal kasha, he will use it (almost) always at the beginning of the turn, so it's quite simple to counter it. Importantly he gains 1 mp and 50% final damage for each state and in the third state, he removes it to cast a spell that gives him 3 mp and 150% final damage for 2 turns. It in these turns that he loses 5% infinite resistance each time he is pushed or pulled (or any other placement except Xelor spells). Do not cause pushback damage though as this gives him 10% resistance back (infinite) TANKANVILS/ TANKLUME The 'tankanvil' is by far the most dangerous monster of dungeon, especially for solo. He has a linear spell of 3 range called yobarmour where he swaps with a monster and gains a 15% hp shield and sacrifices the monster (like a sacrier). [21:15] Tankanvil casts Yobarmour. [21:15] Tankanvil: 1035 Shield (1 turn) He has a neutral damage spell like melancholy called 'tripple attack' like Sword of Iop, in a 2 cross format and of 2 range and removes dodge. [21:26] Tankanvil casts Tripple Attack. Critical Hit! [21:26] Juse: -1099 HP. [21:26] Juse: -50 Dodge (2 turns) He receives a 25% damage reduction in state 1 up to 60% damage in state 3. When he is in the third state he has a spell that draws everyone on the map, from anywhere, next to him (like Koutoulou). It ignores states such as gravity. It is unbewitchable, which makes him extremely dangerous. It will always be in 1st action of its turn. This teleport spell does not need a line of sight. His state stays the same if he hits a character. Instead, he resets his state automatically once when he reaches state 3 to use his special side teleport spell. Thus, he is the most important monster of the dungeon and it is advised you rush him first. Already he is a bitch to kill because he reduces damage taken by up to 60% but can also sacrifice his allies by swapping them with his 3 range linear spell (No line of sight) which additionally gives him a shield. GOBBOSSES/ BOUFBOS He gains 50% final damage per state (150% final damage at state 3). He has three spells. The first one has 12 range, is linear and in the third state it causes the pacifist state. The second spell has 2 range which pushes the target and removes 4 mp and pushes (or attracts?) him. As like the other monsters, he hits linear with line of sight and with a minimum range, but it is very strong and will uses the pushback/mp rape spell every second turn if locked. Just stay non-linear to him as his damage is absurd and mind the pacifist state applied on its state 3 turn if you are hit linearly. ROKRUSHER/ KASROK He receives 1 mp for each state value (so +3 mp in state 3) and in the third state the first spell removed 7 ap. He can thus have a maximum of 8 mp in state 3, unless there's bosses buff as well where he will have 10 mp. He has a damaging spell which hits in target in cc. Another spell pushes the target, removes 50% critical hits and pushes itself towards the target similar to the ecaflip’s claw of ceangal. WARMONBEER Has a spell called 'hash'. Hits earth, long range, (8ish cells?) and damages in a 2 cell aoe so even if u stand 2 cells behind a double as sram, youll still get hit but for a lot less. Has a -100 mp/gravity spell called 'yobplantation' which affects all allies around the map, no line of sight needed to cast. Not sure if this can be avoided nor how it triggers but the cooldown seems significant. Each time he uses it, he gains 3 range infinitely which seems to stack Room 2 has 2 warmongbeers which when paired with the tankanvil bringing you to his side on state 3 turns is really annoying BEARDRAMMER Has a high damage (1-1.5k) fire spell called 'horn butt' which applies 20% erosion and it charges by 6 cells similar to a stalak or sacrier ravages or ouginak preyed tracking. He can apply a -vitality infinite penalty He shields for 2 turns when he charges: [21:12] Beardrammer casts Ram. [21:12] Beardrammer: 945 Shield (2 turns) [21:12] Beardrammer casts Horn Butt. [21:12] Charf-bolhia: 20% Erosion (2 turns) [21:12] Charf-bolhia: -329 Vitality (Infinite) [21:12] Charf-bolhia: -2578 HP. GOBYOB (Not mentioned on dofus site) Has a 1000 to 1500 damage long ranged air nuke called slingshot. It seems to deal significantly more damage, almost double when it reaches state 3. [22:25] Gobyob casts Slingshot. [22:25] Juse: -3917 HP (dead). [22:25] Gobyob casts Slingshot. Critical Hit! [22:25] Juse: -1077 HP. Here the spell koes my double then does approximately half on me (after ivory). Please feel free to add any missing info!
We are opening this roundtable on Breeding because we want to make significant changes in the next major update (2.47) and we would like to explain our intentions and get your feedback. Our main objectives: Limit the excessive generation of Mounts (mainly Dragoturkeys) to guarantee them a higher value. Increase the global destruction of resources and boost the economy of Breeding Items. Strengthen the mechanics of decreasing profitability: the more players (at the scale of a server) raise Mounts, the higher the consumption of Breeding Items must increase and therefore limit the profitability of raising additional Mounts (setting up a natural and dynamic balance). Allow players to be able to do Breeding without needing active breeding (use of Emotes), to get rid of this too repetitive and too poor mechanic. Limit the almost exponential proliferation of Dragoturkey abilities and allow the natural introduction of the Chameleon trait for Dragoturkeys. The changes we are considering: Making Paddocks account based The Paddock would be managed at the scale of the account and no longer by character (just like the Bank). We wish to discourage the multiplication of characters to artificially increase the size of the Paddocks. The size of the Paddocks would not be increased, we do not wish to encourage farms more massive than those currently in place (which contribute to a production of mounts that we consider excessive). Wear and choice of Breeding Items in public Paddocks Public Paddocks are necessary to ensure easy access to the breeding functionality of the majority of players, but the absence of wear and tear on Breeding Items allows some players to multiply the number of mounts raised in public Paddocks by multiplying the number of characters used for breeding. We would like to remove the default Breeding Items in public Paddocks, and let the players use their own Breeding Items (instantiated). Through this modification, we wish to reintroduce a simple and natural mechanism, already present in private Paddocks: raising more mounts will increase the wear of the Breeding Items, accelerate their destruction, require more production of them and thus increase their price. This mechanism makes it possible to regulate the disproportionate production of mounts while actively participating in the destruction of game resources. Size and bonus of public Paddocks Public Paddocks would have 10 places in Bonta and Brakmar and 5 places in Astrub. Bonuses earned in public Paddocks would be reduced by 20% (non-final value) compared to those earned in private Paddocks. Number of public Paddocks There would be 1 Paddock in Bonta, Brakmar and Astrub. Suppression of active Breeding and improvement of passive Breeding Currently it is possible to earn significant bonuses for the mounts through active breeding (use of Emotes, adding and removing the mounts in the Paddock). This operation does not seem satisfactory because it encourages players to repeat these very basic actions in a loop. This way of playing seems very boring and does not correspond to what we want to value in the game, so we do not want to encourage it. We would like to remove active breeding (bonus gains when a mount activates a Breeding Item after a player's action) and increase the efficiency of passive breeding so that it offers the same efficiency. Our goal is to allow you to be as effective in passive breeding as in active breeding, but without having to follow the same actions in a loop. Of course, Emotes would always allow to position the mounts in the Paddocks. Transmission of traits for Dragoturkeys At present the transmission of traits is almost exponential (it becomes easier with time to transmit select traits to other Dragoturkeys). This operation does not seem satisfactory to us because it makes it too easy to breed optimum Dragoturkeys, which makes it possible to flood the Dragoturkey market with optimized mounts. We would like to reduce the probability of transmission of Dragoturkey traits to a 1 in 15 chance. Reduction of Dragoturkey generation The Dragoturkeys currently have 20 reproductions, we would like to reduce this value to limit Dragoturkey breeding. We envisage several possibilities: limit the number of reproductions to 10 or allow 5 basic reproductions + 1 reproduction every 20 levels (which would give a certain control to the player by allowing them to increase the number of reproductions for certain mounts). Natural reintroduction of the Chameleon trait for Dragoturkeys We would like the Chameleon trait to appear (and be transmitted) naturally on Dragoturkeys. Modification of Breeding Item recipes We want to review all the recipes for Breeding Items to reduce the number of ingredients in common between the recipes. We want Dungeon Keeper Essences to be important and limiting factors in these recipes and not the common ingredients. We would also like to add missing Breeding Items (those that correspond to Dungeon Keeper Essences that have not been used yet). Balancing of the mount bonuses and new species We would like to review the Dragoturkey bonuses so that those of the first generations are more competitive with those of the last generations. We also want to make sure that each of the three Dragoturkey species has a significant and specific bonus (as with the Seemyool MP bonus for example). A third kind of mount is in preparation, it should fill some gaps while creating a new breeding market. Conclusion We are aware that these changes mainly concern restrictions on breeding and that they will reduce the production of mounts. Our goal is to find a healthy breeding system with fewer mounts generated. We want the individual price of mounts to increase and we need to make sure that the breeding market is not as saturated as it is now. We ask you to address these changes in their entirety and not individually.