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Ala

Frigost III and Spell revision on Tuesday

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Emphasis is mine. Also no more Enus soloing Missiz Freezz. I'm a bit afraid of that, it will probably mean crap like 150 MP dodge on everything, which makes it harder for "normal" fights too.

New Mot Olov sounds good!

Thanks to the weapon restrictions and the changes made to individual weapons in 2.11, one of the most problematic game imbalances in the history of DOFUS was erased. This means that, finally, our Game Design team can start re-boosting spells! On Tuesday, April 30, 2013, the Ankama Weather division predicts a downpour of additional spell damage in DOFUS!

news-upsort2.jpg

Changes to Frigost III

Before we cover the changes coming for spells, a small update on Frigost III! Thanks to our earlier news about Frigost III stats, you already know that the bosses of Frigost III are slowly starting to fall to the most powerful players of DOFUS. In fact, the very first Ice Dofus has been unlocked today by Snyler of the Hecate server! But there are still some fights that have some minor balancing issues.

On Tuesday, April 30, 2013 we will make some changes to Missiz Freez in order to:

  • Reduce the difficulty for groups of 5, 6, 7, or 8 characters.
  • Correct certain flaws in this dungeon's fights that allowed classes with MP removal abilities to solo the dungeon without great difficulty.

In addition, we found that the experience gained by fighting Frigost III monsters was not really a balanced reward for the challenge and time that the fights required. Therefore we will increase the experience given from all Frigost III monsters and bosses by 20%.

news-upsort1b.jpg

Increased Spell Damage

Now that we have had the chance to revise both the operation of weapons and the hit points of monsters (two longstanding projects that were necessary for the long-term welfare of the game), we can tackle another project that has been in development for a long time.

This coming Tuesday, we will conduct a comprehensive enhancement to spell damage for all classes in the game. The objective of this change is to keep fighting dynamic and allow support classes to maintain some independance for solo play without overshadowing their important class roles.

Most of the changes will mean that the base damage of a spell will be increased by a certain percentage. Not all spells will be affected (for example, Iop's Wrath, or the most powerful Cra spells). On average, we have tried to increase spell damage by approximately 20% (although your final damage will still depend on your equipment and characteristics).

One spell in particular will undergo a more intensive change:

The Eniripsa spell Mot Olov has been completely redesigned. This spell now gives the Eniripsa a bonus to power and damage for three rounds, but puts them into the Altruistic state for the same number of rounds. This new spell will allow Enis to increase their damage if they do not need healing.

A complete changelog for this interim update will be released next week.

Here's the spell change so far, more may be added by Monday. This is the base value increase in %, not the final amount, so a low base damage spell like Leek Pie or Natural attack getting buffed by 25% doesn't mean the overall is 25% stronger

Ecaflip

  • Head or Tail : +25% (Damage on enemies)
  • Bluff : +40%
  • All or Nothing : +20%
  • Topkaj : +25%
  • Rough Tongue : +25%
  • Feline Spirit : +20%, range increased by 1.
  • Reflex: +20%
  • Playful Claw : +20%
  • Ceangal Claw : +20%
  • Rekop : +15%
  • Fate of Ecaflip : +20%
  • Felintion: +20%
  • Perception : Fixed damage buff has been raised and also affect allies in the area of effect. Stack limit of 1.

Eniripsa

  • Forbidden Word : +25%
  • Wounding Word: +30%
  • Vampiric Word: +20%
  • Mot Olov : Revamp, see Ala's post
    PS: Mot Olov is self-only

Enutrof

  • Coin Throwing : +30%
  • Shovel Throwing : +25%
  • Ghostly Shovel : +20%
  • Mound: +25%
  • Prime of Life : +20%
  • Shovel Kiss : +25%
  • Shovel of Judgement: +15%
  • Slaughtering Shovel : +10%
  • Unsummoning: +10%

Féca

  • Natural Attack +25%
  • Aggressive Glyph : +30%
  • Blindness: +30%
  • Cloudy Attack : +30%
  • Bubble: +20%, critical is now 1/40.
  • Backlash : +10%
  • Burning Glyph : +10%
  • Repulsive Glyph : +30%

Iop

  • Intimidation : +10%
  • Pressure: +5%
  • Divine Sword : +10%
  • Destructive Sword : +15%
  • Concentration : +5%
  • Cut: +10%
  • Sword of Judgement : +10%
  • Strength Storm : +5%
  • Celestial Sword : +5%
  • Sword of Iop : +5%
  • Sword of Fate : +5%

Osamodas

  • Tofu : +10%
  • Ghostly Claw : +35%
  • Whip : +40%
  • Crow : +25%
  • Lashing Claw : +20%
  • Gobball : +10%
  • Boar : +10%
  • Punch of Crackler : +15%
  • Bwork Magus : +10%
  • Crackler: +10%
  • Red Wyrmling : +5%

Crâ

  • Retreat Arrow +25%
  • Poisoned Arrow +30%
  • Magic Arrow +25%
  • Frozen Arrow +30%
  • Burning Arrow +25%
  • Atonement Arrow +5%
  • Bat Eye +10%
  • Paralyzing Arrow +30%
  • Punitive Arrow +5%
  • Plaguing Arrow +15%
  • Lashing Arrow +25%
  • Tormenting Arrow +25%
  • Destructive Arrow +5%
  • Absorptive Arrow +5%
  • Slowdown Arrow +10%
  • Explosive Arrow +10%

Pandawa

  • Blazing Fist : +25%
  • Hangover : +25%
  • Alcoholic Breath: +25%
  • Schnaps : +25%
  • Tipple : +25%
  • Melancholy : +10%
  • Pandatak : +25%
  • Explosive Flask : +15%

Rogue

  • Extraction : +20%
  • Explobomb: +15%
  • Grenade: +15%
  • Boomerang Dagger : +10%
  • Deception : +15%
  • Water Bomb : +15%
  • Pulsar : +10%
  • Carbine : +15%
  • Blunderbuss : +15%

Sacrier

  • Sacrier Foot : +50%
  • Assault: +10%
  • Dissolution : +10%
  • Absorption : +40%
  • Fury : +20%

Sadida

  • Bramble: +25%
  • Dollish Sacrifice: +10%
  • Tear: +15%
  • Manifold Bramble : +25%
  • Aggressive Bramble : +10%
  • Wild Grass : +15%
  • Bush Fire : +25%

Sram

  • Tricky Trap : +15%
  • Deviousness: +20%
  • Insidious Poison : +15%
  • Mistake: +20%
  • Tricky Blow : +25%
  • Mass Trap : +40%
  • Poisoned Trap : +40%
  • Chakra Concentration : +40%
  • Silence Trap : Effect stack limit is now of 1.
  • Con : +25%
  • Dragline : +20%, intelligence theft increase.
  • Lethal Attack : +10%
  • Lethal Trap : +10%

Foggernaut

  • Pilfer : +20%
  • Anchor : +25%
  • Harpooner: +10%
  • Torrent: +25%
  • Backwash: +25%
  • Vapour : +25%
  • Periscope : +25%
  • Surge : +15%
  • Ambush : +25%
  • Froth: +20%
  • Trident : +20%

Xelor

  • Hand : +35%
  • Frostbite: +30%
  • Xelor's Sandglass: +30%
  • Dark Ray : +20%
  • Shrivelling: +25%, damage stabilised
  • Temporal Dust : +25%
  • Clock: +20%
  • Xelor's Punch : +20%
  • Mummification: Fixed damage removed, now increase Power (150 @ 6).

Masqueraider :

  • Reinforcement : +20%
  • Martelo : +30%
  • Picada : +30%
  • Retention : +30%
  • Furia : +20%
  • Distance : +25%
  • Capering : +20%
  • Decoy : +25%
  • Apathy : +20%
  • Boliche : +15%

Edited by Ala

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Woohoo, sounds good. :) I just wonder how high lethal attack will hit now though..

Edited by Persona

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Mot Olov sounds interesting indeed. With decent range, Enis can now deal some pain from the second row. I just don't know where to get the spell points for this. :(

Not looking forward to the Mizz change although I am a long way from trying. It'll have to wait till I am through the quests.

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Well damn, they should've said so sooner, might have reduced the overall bitching of pretty much everyone. Buffed Clock and PoX? Good lawd, that'd be crazy, but fun! AP weapons ftw

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This means I need to get miss done this week, thanks for the headsup!

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Guest xXxWeEaBoO420XxXMLG69

mind = blown

I hope you can cast Mot Olov on allies.

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Lovely. I can start thinking about actually doing pre frig 3 duos I didnt have time to do (on feca).

Especially cool that we did not have to wait for this too much.

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Here's the spell change so far, more may be added by Monday. This is the base value increase in %, not the final amount, so a low base damage spell like Leek Pie or Natural attack getting buffed by 25% doesn't mean the overall is 25% stronger

*snip* (Now included by Ala in the opening post)

PS: Mot Olov is self-only

PPS: Sadface, more thing will go through shield.

@Below: I'll refer you to your own avatar :)

Edited by Muniamx

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Guest xXxWeEaBoO420XxXMLG69

Here's the spell change so far, more may be added by Monday. This is the base value increase in %, not the final amount, so a low base damage spell like Leek Pie or Natural attack getting buffed by 25% doesn't mean the overall is 25% stronger

PS: Mot Olov is self-only

Damnit I just finshed translating the list (except Rogue/Masq/Fogger because I dont know the spells) and I come back to post and see this.

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BLUFF +40% BUFF FUCK YES!!!!!!!

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I find the increase on cra spells to be unfairly high. Should have been like iop's, just 5-15%.

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So, after 1 week of play, when finally kolossium is not about who will blitz someone first anymore, its now slowly going back to the previous state? Really? ;-(

Also, Missiz change looks scary, the way enu does is not fixable just with crazy MP resist to monsters, and first of all its the direct result of previous "lets give Missiz coop we'll see what happens" change. Guess i should rather leech all chars through this weekend...

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This sounds incredibly positive!

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Ooooooh. I'm going to enjoy this! Mol tov is finally useful. :D

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Awesome, can't wait! :D

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Pinitive arrow: +25%....

WTF ??

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Pinitive arrow: +25%....

WTF ??

says +5% and the major damage from punitive is the base damage that gets increased from the spell effect, so any base damage increase on it really isn't a big deal

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says +5% and the major damage from punitive is the base damage that gets increased from the spell effect, so any base damage increase on it really isn't a big deal

Link. I see 25%

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yaaaaaaaaaaaaaay <3 finally

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i think the changes are too disproportionate

it doesn't seem to take into account that some classes have self-buffs and just because of class biases(a lot of AoE/map manip spells) can attack more often

this update might actually increase class imbalances if not executed correctly

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What exactly is the point of having a weapon anymore unless it's a class with low cast limits. Xa Shovel for everyone!

Edited by Eitheh

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i think the changes are too disproportionate

it doesn't seem to take into account that some classes have self-buffs and just because of class biases(a lot of AoE/map manip spells) can attack more often

this update might actually increase class imbalances if not executed correctly

"Class biases" are intentional, you realize? Obviously an Iop or Cra should be able to hit more / more often (because, as you said, they have more damage spells, self buffs, and manipulation spells) than say a Feca or Osa. That's the way the game was designed.

Edited by Jon

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