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[Changelog] 2.27: The Web of Defeat

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What in the actual fuck is going on with this game?

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No! God damn just no! What did Pandas ever do to anyone? They've NEVER in the entire Dofus history ever been overpowered, not even slightly. What should I do with these useless vulns now? May as well change the spell's name alltogether for it doesn't vuln shit anymore! And there go my 50% res on all elements... Worked my ass off to get there eventually, still got a long way to go, exept there is nowhere to go anymore!

Very wise decision indeed! Because ecas and eliotropes are totally fine and don't need any balancing at all whereas those evil OP pandas surely ruin the game with their noob elemental resistances management!

Really. I've won Kolo against OP as hell teams thanks to well-timed bribery/pull-out cast by a fellow enutrof. Pull-out change is fair, I take that, but bribery? Ok, it's still good to use on 12ap iops on Wrath turns or some dungeon boss to get out of LoS/to take a turn for heals but at the same time there goes the awesome counter-eni tactic :(

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Mittenz - level 200 chance Pandawa

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Ankama was doing good job on balancing, until now sadly.

Lol, i expected this comment from a panda.


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Dennis - SiC - Illusionator - ( ͡° ͜ʖ ͡°)

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Still no new Pa Cri Dam recipes? ....

Edited by winged-one

Eniripsa Winged-one Pandawa Hubabuba Enutrof  Uncommon Rogue Cra Maiklnait
~*All professions 200*~

 

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What in the actual fuck is going on with this game?

Pretty bummed as well. I mean, after 10 years they should at least have something left? They've literally changed everything by now. Ah well, I'm sure we'll adapt. We always do.

I don't like this but it's not like I have any saying anyway haha.

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What is the % damage increase to the target with the changes to jump/vulnerability ? Hopefully it's at least 30% o.o

Edited by Dovahkiin

 

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Lol, i expected this comment from a panda.

If u didnt know yet i play not only panda, and these nerfs will hurt pvm really bad. It maybe fixes the pvp but how about the people who pvm ?


 

 

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Hm so.

Invuln state possible only for bribed enemy? If I bribe my teammate he wont get the invuln state? Beta says me so, but some people saying it might be a bug.

So I dont understand xD

-Darwin


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does the new vuln make that much of a difference with the old one then?

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You guys are acting like someone won't come up with a new cookie cutter team in short order to make up for what was lost. We can change classes on a whim now and rich people exist, so we shouldn't have to wait long before someone comes up with a new mix that works.

Also can someone translate that incomprehensible paddock change into actual English?

yeah because there are other classes that can do the same utility such as lowering resistances and knocking a good chunk of HP off an enemy you need to blitz (count, queen, vortex, and any new endgame boss) right? oh I heard those OP ecas have both -% resistance AND blitz-neccessary spells so maybe we'll see a ton more of those in these cookie cutter teams, ye?


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They should poll such major upcoming updates asking us if we want it or not (like other normal games do).

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If you'd vuln somebody with the old vuln and yet he'd still have 50% resists then this new vuln is better than the old one. Anyways I don't understand much to how they explained it. Also they mentioned PvM, incase some monsters are built on the fact that you can't kill them through normal damage but for example summons (Starving Doll from Skeunk). In this case new vulns won't work anymore.

(This is reply on Swegura's post.)

Edited by Vikin

Vikin - Iop 200

& former Lubo's chars Lubo/Pritelkyne - Iop/Enu/Feca 200

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does the new vuln make that much of a difference with the old one then?

Yes and no. It works worse the higher the enemy resistance is.

In a hypothethical situation you could have an enemy monster with 80% earth resistance and you want to hit them with a spell that does against 0% 1000 earth damage. You would normally hit 200 damage with those resists, or 500 if they had -30% resists bringing them down to 50% earth resistance.

With the way the new vuln works they just take 115% or 130% more damage. So against a 80% earth resist monster with 130% more damage taken that 200 damage only becomes... 260 damage

It's an extreme example, but it shows the differences in how they work. We're (luckily) mostly moving in the lower resistances with most monsters, so the difference won't be as harsh but anything above 0% resist there will be a difference.

Edit: Maybe a more realistic example would be an enemy with 30% earth res. Taken to 0% with old vuln you do that hypothethical 1000 earth damage but with new vuln you'd only do about 910.

Unless I really misunderstood how it works...

Edited by Sugared
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Quit? Break? Too lazy to log on?

 

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am i the only one to actually like these changes?

ankama finally forces us to think of a different way to deal with a dungeon boss than taking enu/Panda/iop and killing it on 4th turn. Doing queen as an example requires no understanding of queen herself, since it cant do shit 1st turn and wont do anything more until she's dead. Hate it. Finally some other class combos may become interestering and valuable! IMO bribery and masqerade change was overdue since long with this problematic. Even the new masq would be a good spell f it wouldnt affect urself aswell ;)

For all the mess about resistances and %dmg: Assuming it will still be 15% dmg increase, vuln will have more or less the same effect. it does marginally lower dmg if the enemy got +%res, even higher dmg if it got -%res. Just some maths: on an enemy with 10%res u will now do 09x1,3= 1,17xthe dmg. with old vuln it was 1,2x. What a nerf!

And with 10%weakness it will be 1,43x, granting us 3% extra dmg. Wont change too much but maybe give a use to the elemental resists a monster has been giving. So we gotta think with all our omni chars wit which attack its best for an individual monster instead of doing the standardized wrath/precip/SoF or whatever combi.

Damn i like this. No more cookie cutter teams. At least not as many. :D

  • Like 1

~lufa


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To add to Sugared's point, there's also a difference for anything with *below* 0% res. Not much in the long run, but still extra damage here and there. Also, since it's multiplication, 2 vulns is an increase of 32.25% instead of 30%.

Ultimately, the only drastic change will be against monsters that have at least moderately high resistance to everything, like dungeon bosses, serious PvPers, and monsters that you weren't supposed to kill with normal attacks anyway.

As for Boozer, I'm kind of miffed at the removal of the crit. It's less about the extra res and more about the fact that you can't avoid the MP penalty. The new magic numbers for that are 0 and 34%. Any lower than 0 (lol Blop set) and any higher than 34% res as a base amount in your set means the new Boozer is stronger. Anywhere between the two and it's weaker, but you'll still be pretty close to even at 30%.

(also Ankama WoF still does -res% on me so I'm cri now)


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[20:07] (Ros)Arular casts Brokle. Critical Hit!

[20:07] (Ros)Arular: Spell and weapon effects maximised (3 turns)

[20:08] (Ros)Hubabuba casts Boozer.

[20:08] (Ros)Hubabuba enters the Drunk (4 turns) state.

[20:08] (Ros)Hubabuba: -1 MP (4 turns)

[20:08] (Ros)Hubabuba casts Vulnerability.

[20:08] (Ros)Hubabuba casts Vulnerability.

[20:08] (Ros)Hubabuba casts Hangover.

[20:08] (Ros)Arular: -400 HP.

versus

[20:10] Arular casts Brokle.

[20:10] Arular: Spell and weapon effects maximised (2 turns)

[20:10] Hubabuba casts Boozer.

[20:10] Hubabuba enters the Drunk (4 turns) state.

[20:10] Hubabuba: -1 MP (4 turns)

[20:10] Hubabuba: 25% Resistance (4 turns)

[20:10] Hubabuba casts Vulnerability.

[20:10] Arular: -15% Resistance (2 turns)

[20:10] Hubabuba casts Vulnerability.

[20:10] Arular: -15% Resistance (2 turns)

[20:10] Hubabuba casts Hangover.

[20:10] Arular: -410 HP.

  • Like 1

Eniripsa Winged-one Pandawa Hubabuba Enutrof  Uncommon Rogue Cra Maiklnait
~*All professions 200*~

 

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am i the only one to actually like these changes?

ankama finally forces us to think of a different way to deal with a dungeon boss than taking enu/Panda/iop and killing it on 4th turn. Doing queen as an example requires no understanding of queen herself, since it cant do shit 1st turn and wont do anything more until she's dead. Hate it. Finally some other class combos may become interestering and valuable! IMO bribery and masqerade change was overdue since long with this problematic. Even the new masq would be a good spell f it wouldnt affect urself aswell ;)

For all the mess about resistances and %dmg: Assuming it will still be 15% dmg increase, vuln will have more or less the same effect. it does marginally lower dmg if the enemy got +%res, even higher dmg if it got -%res. Just some maths: on an enemy with 10%res u will now do 09x1,3= 1,17xthe dmg. with old vuln it was 1,2x. What a nerf!

And with 10%weakness it will be 1,43x, granting us 3% extra dmg. Wont change too much but maybe give a use to the elemental resists a monster has been giving. So we gotta think with all our omni chars wit which attack its best for an individual monster instead of doing the standardized wrath/precip/SoF or whatever combi.

Damn i like this. No more cookie cutter teams. At least not as many. :D

Not to be a troll or a dick or take a shot at you or whatever but I was browsing the Rushu market and I saw you're buying Vortex Wings. Assuming you can't do the dungeon, what right do you have to accuse people of not knowing how bosses work? These changes aren't set in stone yet since they are prone to change in beta but this is still a significant enough "nerf"/change/whatever that it'll drive people into completely changing their setups.

Those dungeons required a huge effort for people that figured out how to get the boss mats you're buying. And to just take possible tactic(s) they found away sucks hard man lol. The dungeons are difficult enough for a majority of the population.

#FreeMasquerade

Edited by Dollsumoner
  • Like 10

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The change to vuln/jump is a logical change since natural resistances/weaknesses are no longer less important than they should be, but it's a nerf nevertheless against most bosses for reasons mentioned above.

Change to Masquerade is hilarious, I do hope they buff it a bit numerically, the old version was too powerful tbh, but with the numbers on this new one it is literally useless.

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Guest xXxWeEaBoO420XxXMLG69

Not to be a troll or a dick or take a shot at you or whatever but I was browsing the Rushu market and I saw you're buying Vortex Wings. Assuming you can't do the dungeon, what right do you have to accuse people of not knowing how bosses work? These changes aren't set in stone yet since they are prone to change in beta but this is still a significant enough "nerf"/change/whatever that it'll drive people into completely changing their setups.

Those dungeons required a huge effort for people that figured out how to get the boss mats you're buying. And to just take possible tactic(s) they found away sucks hard man lol. The dungeons are difficult enough for a majority of the population.

Dw, he won't like those changes so much anymore once he realizes he won't be able to find any Vortex wings for sale anymore (scarce enough as they are right now) and their price goes up to 5mk+.

Edited by Pereb
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Ankama forcing us to go omni once again with vuln nerf. The masquerade spell i think it'll work that way, deal 20% of actual hp as neutral dmg for caster and target.

Example: caster has 5k hp and target has 10k hp, caster takes 1k dmg and target takes 2k dmg, at least this makes more sense to me than both taking 1k dmg and this is on 0% res.


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Roublard

Masq

Panda

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Guest xXxWeEaBoO420XxXMLG69

Ankama forcing us to go omni once again with vuln nerf. The masquerade spell i think it'll work that way, deal 20% of actual hp as neutral dmg for caster and target.

Example: caster has 5k hp and target has 10k hp, caster takes 1k dmg and target takes 2k dmg, at least this makes more sense to me than both taking 1k dmg and this is on 0% res.

Nope, it's based on the caster's remaining hp only. As in, if you have 6000hp both you and target take 1200 before resist, and the less hp you have the less dmg it deals.

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Nope, it's based on the caster's remaining hp only. As in, if you have 6000hp both you and target take 1200 before resist, and the less hp you have the less dmg it deals.

I know that it's the way this work's right now at beta, but i do really hope they change to be more like i'm thinking they ment it to be.


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Roublard

Masq

Panda

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Not to be a troll or a dick or take a shot at you or whatever but I was browsing the Rushu market and I saw you're buying Vortex Wings. Assuming you can't do the dungeon, what right do you have to accuse people of not knowing how bosses work? These changes aren't set in stone yet since they are prone to change in beta but this is still a significant enough "nerf"/change/whatever that it'll drive people into completely changing their setups.

Those dungeons required a huge effort for people that figured out how to get the boss mats you're buying. And to just take possible tactic(s) they found away sucks hard man lol. The dungeons are difficult enough for a majority of the population.

#FreeMasquerade

Couldn't agree more.

  • Like 1

Vikin - Iop 200

& former Lubo's chars Lubo/Pritelkyne - Iop/Enu/Feca 200

Former leader of Modra Krev - YouOldTube

 

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Guest xXxWeEaBoO420XxXMLG69

The masq nerf is justified, what is not justified is butchering it into an entirely useless spell :lol:

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Here's some my calculation on the change from resistance to final damage multiplier. In summary,

crackler/boozer will be better than before on allies with negative resistance and allies with near 50% resistance due to capping
crackler/boozer will be worse than before on allies with positive resistance that's not near the cap
jump/vuln etc will be better than before on enemies with negative resistance
jump/vuln etc will be worse than before on enemies with positive resistance
everything is still the same for targets with 0% resistance

                     | old                       | new                   | new vs old
----- ------ ------- + ---- ----- ------ ------- + ------ ------ ------- + ----------
base  damage damage  | +res total final  damage  | -final final  damage  | damage
res   on 0%  on base |      res   damage reduced | damage damage reduced | reduced
             res     |                           |                       |
----- ------ ------- + ---- ----- ------ ------- + ------ ------ ------- + ----------
-50%  1,000  1,500   | 25%  -25%  1,250  250     | 25%    1,125  375     | better
-25%  1,000  1,250   | 25%  0%    1,000  250     | 25%    938    313     | better
0%    1,000  1,000   | 25%  25%   750    250     | 25%    750    250     | same
25%   1,000  750     | 25%  50%   500    250     | 25%    563    188     | worse
50%   1,000  500     | 25%  50%   500    0       | 25%    375    125     | better
----- ------ ------- + ---- ----- ------ ------- + ------ ------ ------- + ----------
base  damage damage  | -res total final  damage  | +final final  damage  | damage
res   on 0%  on base |      res   damage incre.d | damage damage incre.d | incre.d
             res     |                           |                       |
----- ------ ------- + ---- ----- ------ ------- + ------ ------ ------- + ----------
-50%  1,000  1,500   | 25%  -75%  1,750  250     | 25%    1,875  375     | better
-25%  1,000  1,250   | 25%  -50%  1,500  250     | 25%    1,563  313     | better
0%    1,000  1,000   | 25%  -25%  1,250  250     | 25%    1,250  250     | same
25%   1,000  750     | 25%  0%    1,000  250     | 25%    938    188     | worse
50%   1,000  500     | 25%  25%   750    250     | 25%    625    125     | worse

https://docs.google.com/spreadsheets/d/1C7wjrLZYp8kK7t-hSQOQVq3bvtvZFRGy3-vfgdUfCq8/edit?usp=sharing

Edited by Happida
  • Like 4

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