This atribute is just too good, not by itself, but if you put it together with the new effects that heals you with Critical hits, thats mean you’ll have a mobile self healing effect without having to do it yourself manually.
Yeah added damage, and crit hp regen is dumb. Don’t ever put points into Aukuras.
:end sarcasm:
My biggest problem with this system is whenever you decide to try out different builds because IMC’s balance changes ruin your current build or you are just simply tired of it, you will have to farm these Art stuffs all over again for your new classes’ skills if you don’t advance back to same class.
Another thing I have not seen mentioned here yet, they added attributes (normal ones, not Arts, cost 1 attribute point only) that change the stat scaling of some cleric classes: (I think they mentioned in one of the developer blog posts that something like this was planned)
Base Cleric: https://tos-ktest.neet.tv/attributes/401023
Krivis: https://tos-ktest.neet.tv/attributes/402021
Paladin: https://tos-ktest.neet.tv/attributes/407023
Pardoner: https://tos-ktest.neet.tv/attributes/409016
Diev: https://tos-ktest.neet.tv/attributes/405014
Druid: https://tos-ktest.neet.tv/attributes/410022
Chaplain: https://tos-ktest.neet.tv/attributes/414012
remember folks, dont hype too much all this arts are locked behind rng
Musket - Nice, so we can keep spamming it as it keeps missing desynced mounted players in pvp. Amazing.
Pied - An actual useful ART
Falc - Of all the skills in this circle, and they do an Art for an essentially useless skill. One that is weapon restricted too.
Archer - Where to even begin with this one? Why even have this when you rubberband 80%+ of the time and you end up at your starting point. Going forward or backwards doesn’t make a difference if your poorly coded game warps you back.
TH - nice, but pretty boring.
Cannon - situational useful, but still pretty meh.
Appraiser - On paper it looks decent.
Ranger - As a ranger player, this is actually pretty decent as well.
Mergen - in line with the archer ART in terms of “wtf are you thinking”. The new bows are already pretty crappy, you want to make an ART to further push people away from using new gear? This one makes no sense.
Fletcher - hey a pretty good one on paper.
Hunter - as someone noted early, your companion just gets double the ai issues. Poor decision based on the performance of the game.
Matross - aspd of all things? Odd choice.
Overall these ARTs for archer are wholly uninspiring and pretty bad. I was hoping for something similar to Diablo 3 runed skill system. But this furthers my idea that they don’t play their game at all, and make content that just doesn’t work in their current code and program and the issues will just be further exacerbated with system. In addition to the technical issues with the some of the new ART skills, some are just beg the question “why” this skill and why change it like that?
lets all pretend these arts system wont be mega locked behind some no-life wall that only a few players will be having acess to.
they only made this (just like every new “big” system they implemented into the game) so they can sell extra stuff on leticias cube (in b4 “arts selection box rank A Leticias cube”)
Agree, from the ones on that list, I only see myself using the Ranger art. The others I either don’t like or simply don’t use that class in particular.
Hidden art unlock voucher
Matador
Corrida Finale: The trail of the charging bull is set ablaze. Adds fire-property to Corrida Finale and applies fire damage to the designated area for a 5-second duration.
Question, if you choose this Attribute, does that mean you turn off the one that lets the Bull charge at enemies a second time?
like you have to choose one or the other? or can ARTS be use simultaneously with your other attributes for that specific skill?
nice a new pay to win for leticia cube
So they are allowing the player to pick how their character scales for clerics. For instance druids if i pick melee(physical) scaling will my skills also scale then from physical damage because if it doesn’t whats the point of implementing something like this.
It changes the bonus stat spread gained from leveling.
Every character class has a unique way of how the 2 stat points automatically gained per level are spread (which can be seen ingame on the class selection window as %, e.g. Inquisitor Spreads 50% of its stats towards str, 30% towards con and 20% towards dex).
The new cleric attributes allow you to switch the stat spread for some classes between spr/int/con and str/dex/con to lessen the overall spread of base stats which usually drains either con or spr or both.
It’s not a top solution but at least it makes the character build less messy if you consider including krivis,druid,pardoner,dievdirbys.
for skill types, you’re still bound to the original attack type, meaning you cannot smite/god smash people with a rod without having them take 0 damage. It’s because maces exist as a solution to grant both the needed physical attack and magic attack you will need to deal damage with your skills, and the few hundred (usually around 200-300) less str/int will not hurt as much with a good weapon, still enabling you to deal damage with a magic skill on a physical druid build.
about the additional arts for damage/recovery skills:
they have 10 levels and add up to +45% SFR, does that mean they are added upon the +60% from the enhancement attribute (so a total of 205% SFR if both are maxed), or are they a multiplicative layer that boosts the 160% to 232%?
Example smite (cleric):
if case 1 is true, smite SFR (291% at level 5) would be 596% if both are maxed.
if case 2 is true, smite SFR(291% at level 5) would be 675% if both are maxed.
it is nice that they require level 100 enhancement attribute to learn, sadly the other arts that change the skill effects don’t, they only require mastering the class at class level 15/45.
Although they did add in the new melstis the new mechanic of SFR scaling from either phys attack or magic attack, whichever is higher.
So it’s not surprising if they adapt this mechanism for the new ‘adjustable’ cleric classes (i.e. Chortasmata scaling from phys atk or magic atk, whicever is higher)
Also, many are forgetting that this flexible stat growth function is only available to a few select cleric classes, like Krivis, Paladin, Chaplain, Druid, etc. This means that some of the classes like Exorcist, will not have access to this function, and will thus remain an INT focused class (and highly likely won’t adapt any new flexible SFR scaling, if ever).
Also, i think only STR/DEX and INT/SPR, afaik the con growth is the same with both the Phys type growth or magic type growth
both krivis and druid are not hybrid classes,though. krivis has magic attacks and zalciai & aukuras boost magic skills more than physical skills. on druid, you get +10% magic damage from hengestone and a higher attack boost on magic attack than physical attack from demiwolf.
Its attack skills are all magio, making the focus of the class magic.
I honestly do not see the point doing this for classes like pardoner, though. who would use pardoner on a physical build if all its skills are magic-based or spr-based?
Same with paladin, I wouldn’t consider it unless I chose either inquisitor or zealot. Paladin>zealot>sadhu seems like an odd build.
And for exo,it does absolutely nothing, great class.
On the other hand, strange builds might be on the rising, like zealot>paladin>krivis
maybe we will even see some zealot kabbalists abusing merkabah immunity with fanaticism & fanatic illusion
Krivis and Druid have buffs that both increase phys and magic performance thus making them hybrid.
And since they’re also on the list of stat adjustable cleric classes, then IMC also perceives them as hybrid.
Paladin is put onto the hybrid train also because it fits as a utility class for both phys and magic (support) builds.
As i said. Exo will not be stat-adjustable.
Agree pardoner is an odd case. Since making it STR growth would switch the SPR to DEX, making buffs useless.
Unless they adjust it in a way that physical pardoner buffs will scale from either SPR or DEX, whichever is higher.
Nothing to do but speculate
Pardoner is actually a pretty decent hybrid now though. Decatose is actually quite strong on the physical side of things and Discerning Evil works well if you can set it up to spread. I’ve actually been having a lot of fun with Pardoner/Exorcist/Inquisitor . In a build like this or mixed with Monk perhaps, I might consider switching it to scale with STR.
I don’t think that pardoner is a true hybrid now because iirc, decatose scales from magic.
But, yeah it still fits many builds since you get most of your attack from your mace weapon anyways
Decatose is physical. Unless stated otherwise, if a skill is physical it scales with weapon physical attack. It’s also holy element. I could be wrong but I’m pretty sure it was changed to physical recently along with the buffs to Discerning Evil.
Pedobear costume lol … finally! XDDD