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Mamrot Premium
Elysium
Level 546
Warrior
24
25
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27th February 2022 14:32:22
boosted shield slam healing doesnt work correct, healing all the time the same ammount of hp, no matter if i use hp steal flask wear zeze rings etc its still the same, while cleave healing more with each % of hp steal.
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Maximo Gorki Player
Elysium
Level 864
Warrior
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28th February 2022 00:27:29
No answers and return to days..
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Maximiliam Player
Pharos
Level 10
Ranger
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1st March 2022 18:52:38 (Last edited 3rd March 2022 19:30:49)
-> Physical resistance given by talents aren't showing properly in stats bar like magic resistance of talents is shown.
-> Critical chance - talents / brewing potions - could be shown at stats bar too. It'll helps new players to understand the difference between both. 1 = Critical HIT BOOST 2= Critical CHANCE. Stats window still put them together when add talent in critical chance and items with critical boost. -> Brewing potions don't count in stats window too. They appear at upper right bars to be easy control their time left but had better if they count at stats window too. |
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Miwa Player
Elysium
Level 13
Mage
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1st March 2022 19:57:44 (Last edited 1st March 2022 20:48:45)
I believe concerning next update changes Fortification should be remaked. Negating damage is an amazing mechanic which seems fair to be only attached to mages. Let me explain it.
Paladins need to be blockers, tanks so they obviously require nice dodge skills and sure some magic defense as we can see on best shields found in present game. The mages perspective is different, this class is more fragile to damage and needs to actually negate it. Thus I suggest fortification attributes be replaced by a similar scale working as currently spell is today in game based on caster's magic level but changing 6, 7, 8% of negating damage for 8, 9, 10% dodge chance plus 3, 4, 5% magic resistance. Keeping current 10% hp increase. To examplificate: At ml 9 paladin will start with 8% dodge chance more 3% magic resistance. At ml 12 will get 9% dodge chance more 4% magic resistance. And finally at ml 16, the buff's top reach as currently spell works, player will receive the maximum 10% dodge chance more 5% magic resistance. Note that the dodge chance mechanic is not the same as negating damage. The paladin should be strong to tank even having % dodge, so the buff should also grant some magic resistance. Dodge chance results in a damage reduction but not exactly equal negating damage which really exclude % of all damage received. That's why a plus magic resistance was proposed. Someone can ask about physical resistance instead of magic resistance in this proposal and if you open talents window it's granted by 15 talents to paladins so that's unnecessary. Everyone recognizes that most damage is magic damage and the 5 extra talents already solves the issue of physical protection. |
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Ruys Player
Elysium
Level 15
Mage
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1st March 2022 23:30:50 (Last edited 1st March 2022 23:40:33) Quoting Die: I believe concerning next update changes Fortification should be remaked. Negating damage is an amazing mechanic which seems fair to be only attached to mages. Let me explain it. Paladins need to be blockers, tanks so they obviously require nice dodge skills and sure some magic defense as we can see on best shields found in present game. The mages perspective is different, this class is more fragile to damage and needs to actually negate it. Thus I suggest fortification attributes be replaced by a similar scale working as currently spell is today in game based on caster's magic level but changing 6, 7, 8% of negating damage for 8, 9, 10% dodge chance plus 3, 4, 5% magic resistance. Keeping current 10% hp increase. To examplificate: At ml 9 paladin will start with 8% dodge chance more 3% magic resistance. At ml 12 will get 9% dodge chance more 4% magic resistance. And finally at ml 16, the buff's top reach as currently spell works, player will receive the maximum 10% dodge chance more 5% magic resistance. Note that the dodge chance mechanic is not the same as negating damage. The paladin should be strong to tank even having % dodge, so the buff should also grant some magic resistance. Dodge chance results in a damage reduction but not exactly equal negating damage which really exclude % of all damage received. That's why a plus magic resistance was proposed. Someone can ask about physical resistance instead of magic resistance in this proposal and if you open talents window it's granted by 15 talents to paladins so that's unnecessary. Everyone recognizes that most damage is magic damage and the 5 extra talents already solves the issue of physical protection. Interesting. Barbarians have frenzy, nowadays its a result of a fusion of old frenzy spell with kilter and other stuffs, and frenzy do 3 basic things: Boost 10% melee skill, 5% hp steal and 15% reduction in spells mana cost... yeah your alternative is good Dodge chance is a new system in zezenia but i agree can be adequate for paladin's buff because new set equipments death knight brought it to warriors and maybe without new ideas the discussions about how much paladins can or cant tank, if they need or don't need negate dmg will never end. |
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Darth Krayt Player
Ares
Level 10
Mage
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2nd March 2022 05:20:58 Quoting Disturbed Maverick: Quoting Die: I believe concerning next update changes Fortification should be remaked. Negating damage is an amazing mechanic which seems fair to be only attached to mages. Let me explain it. Paladins need to be blockers, tanks so they obviously require nice dodge skills and sure some magic defense as we can see on best shields found in present game. The mages perspective is different, this class is more fragile to damage and needs to actually negate it. Thus I suggest fortification attributes be replaced by a similar scale working as currently spell is today in game based on caster's magic level but changing 6, 7, 8% of negating damage for 8, 9, 10% dodge chance plus 3, 4, 5% magic resistance. Keeping current 10% hp increase. To examplificate: At ml 9 paladin will start with 8% dodge chance more 3% magic resistance. At ml 12 will get 9% dodge chance more 4% magic resistance. And finally at ml 16, the buff's top reach as currently spell works, player will receive the maximum 10% dodge chance more 5% magic resistance. Note that the dodge chance mechanic is not the same as negating damage. The paladin should be strong to tank even having % dodge, so the buff should also grant some magic resistance. Dodge chance results in a damage reduction but not exactly equal negating damage which really exclude % of all damage received. That's why a plus magic resistance was proposed. Someone can ask about physical resistance instead of magic resistance in this proposal and if you open talents window it's granted by 15 talents to paladins so that's unnecessary. Everyone recognizes that most damage is magic damage and the 5 extra talents already solves the issue of physical protection. Interesting. Barbarians have frenzy, nowadays its a result of a fusion of old frenzy spell with kilter and other stuffs, and frenzy do 3 basic things: Boost 10% melee skill, 5% hp steal and 15% reduction in spells mana cost... yeah your alternative is good Dodge chance is a new system in zezenia but i agree can be adequate for paladin's buff because new set equipments death knight brought it to warriors and maybe without new ideas the discussions about how much paladins can or cant tank, if they need or don't need negate dmg will never end. Nice point considering dodge has a 'chance' to activate like critical then nothing's guaranteed while 'negate damage' is always active discounting indeed all percentuals taken from mobs hits. That way is understandable add few magic resist percent inside fortification. In short it's deserve to be tested on TS. |
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Mamrot Premium
Elysium
Level 546
Warrior
24
25
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2nd March 2022 06:30:17 (Last edited 2nd March 2022 06:30:57) Quoting Hellsinner: Quoting Disturbed Maverick: Quoting Die: I believe concerning next update changes Fortification should be remaked. Negating damage is an amazing mechanic which seems fair to be only attached to mages. Let me explain it. Paladins need to be blockers, tanks so they obviously require nice dodge skills and sure some magic defense as we can see on best shields found in present game. The mages perspective is different, this class is more fragile to damage and needs to actually negate it. Thus I suggest fortification attributes be replaced by a similar scale working as currently spell is today in game based on caster's magic level but changing 6, 7, 8% of negating damage for 8, 9, 10% dodge chance plus 3, 4, 5% magic resistance. Keeping current 10% hp increase. To examplificate: At ml 9 paladin will start with 8% dodge chance more 3% magic resistance. At ml 12 will get 9% dodge chance more 4% magic resistance. And finally at ml 16, the buff's top reach as currently spell works, player will receive the maximum 10% dodge chance more 5% magic resistance. Note that the dodge chance mechanic is not the same as negating damage. The paladin should be strong to tank even having % dodge, so the buff should also grant some magic resistance. Dodge chance results in a damage reduction but not exactly equal negating damage which really exclude % of all damage received. That's why a plus magic resistance was proposed. Someone can ask about physical resistance instead of magic resistance in this proposal and if you open talents window it's granted by 15 talents to paladins so that's unnecessary. Everyone recognizes that most damage is magic damage and the 5 extra talents already solves the issue of physical protection. Interesting. Barbarians have frenzy, nowadays its a result of a fusion of old frenzy spell with kilter and other stuffs, and frenzy do 3 basic things: Boost 10% melee skill, 5% hp steal and 15% reduction in spells mana cost... yeah your alternative is good Dodge chance is a new system in zezenia but i agree can be adequate for paladin's buff because new set equipments death knight brought it to warriors and maybe without new ideas the discussions about how much paladins can or cant tank, if they need or don't need negate dmg will never end. Nice point considering dodge has a 'chance' to activate like critical then nothing's guaranteed while 'negate damage' is always active discounting indeed all percentuals taken from mobs hits. That way is understandable add few magic resist percent inside fortification. In short it's deserve to be tested on TS. Looking for staffs activity u can test it in 2026 like waiting time as for a doctor in the Polish health service ![]()
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Gudalik Player
Pharos
Level 118
Mage
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2nd March 2022 13:34:12
This game so good. After seasonal server u can go elysium and u are top 45 xDDDDDDDD nice game
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Door Knocker Player
Pharos
Level 63
Warrior
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2nd March 2022 21:18:06
Isn't this funny? Last update from a staff member was 28 days ago.
THE PRESIDENT OF UKRAINE, VOLODYMYR ZELENSKYY IS CURRENTLY BEING INVADED, AIRSTRIKED, HUNTED BY ASSASSINS AND YET HE CAN STILL GIVE US 3+ UPDATES A DAY. We can only assume Shadow and the rest of them are part of the Avengers and are too busy hunting down Thanos. If this isn't a sign to jump ship to another game than this is a clear sign of Stockholm syndrome. |
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Clipse Player
Pharos
Level 125
Mage
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2nd March 2022 21:51:47 Quoting Gudalik: This game so good. After seasonal server u can go elysium and u are top 45 xDDDDDDDD nice game From the first seasonal server I think somebody cracked top 15 or w.e lmao imagine playing 1x server for years then in 6 months some nobody comes and is like yeah bitch catch up ! Who would ever want to make a character fresh in Pharos or Elysium when they can make a seasonal chart . It gives no motivation for people to play lol bad bad bad bad owners man. Worst owners of any game I ever played . Then when someone criticize them and try to make there game better they disappear like Casper the friendly ghost |