You will revome remove res.critical rate soon and i think imc can put res.critical dmg insteed.
Iām very concerned about the changes in atk of summon. Force a Mage to go spirit instead of CON or even INT makes all the other classes useless if you want a sorcerer in the build since all the others spells uses only INT. No one can survive just mounting and using the summonās damage. (Iām considering the current situation of skills, I know that all may change and I hope so).
Pretty much this, it reminds me iRO Classic pulling huge amount of Nightmare terrors, deleters and diabolic on Magma dungeon onto one party and wiping 'em all. Same on Tibia, pulling every single mob on Pits of Inferno, and killing everything at once.
Thatās what i call real grinding, one mistake and youāre dead, or get some hands and own these mobs. Definitely satisfying.
+1
Thatās why I dislike the system entirely. What we have here is just Transcendence Light. It helps to minimise the flaws of the initial iteration but theyāre still present. We should continue to provide feedback and alternatives the best we can in an attempt to bring about even more positive change.
Why do you think it makes any other class in the build useless? Some people are playing INTless wizard classes right now and are ok with it. We donāt even know yet how much influence INT has in the new formula, so it might be perfectly viable for sorcs to do a INT/SPR-mix.
Sure,your character with a mixed INT/SPR build might be not as effective in terms of raw direct damage by your character by a few points when compared to a pure INT build, but it could very well be that with the new formula summons get a huge boost by SPR which way offsets the ālostā INT in your attacks. 
Crit rate from gear will still exist, you just wonāt get any crit rate from DEX anymore. My guess is that alot more gear will have Crit Rate bonuses now and we will have options other than the damn Sissels to get a good crit rate ring.
Not sure if this was mentioned already ā the Hunting Grounds sets may have been a hint at the pending stat rework, specifically the 170 sets.
Plate set = more focused on physical tanking with a bit of mDef and physical offense stat
Leather set (I forgot the name) = more focused on improving physical offense; in terms of damage mitigation it has less compared to both the plate for pDef and the cloth set for mDef
Cloth set = clearly made for magic users; high mDef and magic-focused stats; lowest pDef rating
skills no longer have base value so the purple chart no longer exist and instead it multiplies the other values.
crit rate isnt removed⦠crit rate is just not available from archer levels or dex, its strickly from gears/skills (wich is easier to balance)
So why donāt you just remove SPR from the game?
You are going to remove the only thing itās good at: CC resist
eh⦠even with that if it didnt scale into something must people didnt pick it, people that got it for mdef realized it was 0.2 per point so it was bad even then. if you tie what SPR has with Int the stat becomes overloaded and you already saw that they had to remove crit from dex to balance it.
So does that mean things like Monstrance wonāt take longer to cast than the effect it gives in duration? Some things like this need the Smite treatment because it is super annoying when you have to do this a billion times over and over every 15 seconds.
A great leap in the right direction!
Iād like to see the numbers for the 5 stats before getting hyped up about nice stat balances and high-dex QS/Monk/other possible speed builds, though.
(could you imagine dex with dwa? sanic speed)
But wow, this gives me a little hope.
Yeah thatās what I got from it when I looked at it again. Interesting interesting.
The changes to the defense-formular are good, BUT
This wont affect the endgame in any way: The über-overpowered skills Melstis and Ausrine are preventin the party from taking any damage and thats why parties with Trancendence stage 10 weapons could most likely clear ET 60 if that floor would exist.
Either you
-
rework them, e.g.:
Ausrine --> reduce the damage taken by 50% or so.
Melstis --> much shorter prolonging of skill-durations & much higher cooldown of the Melstis-skill itself -
remove them and introduce some new skills
-
or design every bit of endgame-content around those 2 skills.
As there will be free rank-resets, this would be the best time to reworks those ridiculously overpowered skills. (Other skills that affect the offensive power of a character might be changed as well, but these 2 are the mostttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt important ones.)
ā sidenote: transcendence might still be too overpowered
PS: if u want to improve GVG (and more importantly the overall game performance) in any relevant way, you have to solve core problems like the graphic-engine (etc.) of the game which cause those FPS-drops, freezes/lags etc.
I love knowing that these changes are on the way, this will improve the game and agitate the community a lot ⦠But Iām really worried about having a big family (12 chars)
In this event, will it be possible to adjust all my children to the new reality or, again, I will have to choose only one?
Maybe the ASPD can resolved by alternate the coding into multihit normal attack, and set a fixed 0.5s cooldown on normal attack.
in old method, 1 packet request = 1 hit + 1 animation
if you have enough aspd, then it will eventually become 1 packet request = 2hits + 2 animations (the animation can be adjusted on client side)
just suggestion, maybe an alternate solution for atk speed in ToS to reduce the resources consumption.
I like the stat changes, itās a good direction since launch. I may finally redeem my second founderās pack that has been sitting in my GM Message since launch.
I also appreciate the thought put in for solo players and planning future design to be solo-friendly. Donāt forget your gameplay optimizations, it has definitely improved a lot since launch.
Someone on the forums mentioned that the log function for damage calculation can be computationally exhaustive, is that true?
Do give us a timeline on the implementation of the stat overhaul, in the meantime many people would definitely put off playing more characters in lieu of stat changes.
Thank you IMC! Itās great to see all these changes after one year of launch!
Will there be plans of introducing new bracelets/necklaces? From my observation, ignoring Solmiki/Lolo gears, end game content for Phys. damage dealers usually carry Sissel/Phada while mages opt for Wiz Bracelets/Archmage Bangles.
While I wonāt lie in hoping to expect better drop rates for the ingredients of these items (i.e. Battle Bracelet) I am looking forward to the diversity in which gears would affect performance of the characters. Not to mention, accessibility for non-token players.
For example, players with an offensive playstyle may be able to afford Sissel/Phada but for those who canāt, they often resort to zacharielās/bearkaras. These bracelets may do the trick at low levels but becomes totally outclassed late in the game. The closest reasonable upgrade to these items would be Kranto since it offers more SP to spam skills but stat-wise it still pales in comparison.
Hm what you suggest is:
The server knows the ASPD of each character so one packet signaling auto attack will mean the server will calculate accordingly to 1 second and relative APSD?
Or
The client wil tell the server how many attacks should be performed?
Thatās what Iām understanding, I know the second option is bad because it can easily be exploited, client dictating behaviour is bad. So, I guess what you propose is better than a āIām attacking, Iāve stoppedā signal, doesnāt bind you to a place.
