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  Click here to go to the first Dev post in this thread.   Thread: Coming Soon to Arcane Legends: Skill Mastery!

  1. #121
    Senior Member eugene9707's Avatar
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    Quote Originally Posted by kinzmet View Post
    If that was the case, then why not change the Passive Damage to raw damage value too? It is rendered useless since everyone got percent damage increase on pet's happiness bonus.
    please read first post again ...
    Quote Originally Posted by Remiem View Post
    + Damage: Points placed into the Damage passive skill will increase your DMG stat by .5 points, instead of the current 1% increase. This will eliminate the issue players faced where elixirs or pet buffs would wash out the points from this passive.


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  3. #122
    Junior Member indrakurniawan's Avatar
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    when skil mastery?

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    what about movement speed and armor passive?
    skill points are expensive, points used for passives should always stack with everything... hence it is called passive...

    also changing damage passive from percentage to static damage should be a quick patch that can make passives stacks with the broken stacking system... but time has passed way too long to be called 'quick patch' anymore, with all this time, you should be able to make damage % increase from passive always stack with anything, not nerfing it by making it a way less than 5% increased damage, however stackable it is
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  5.   This is the last Dev post in this thread.   #124
    Spacetime Studios Dev Carapace's Avatar
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    Quote Originally Posted by extrapayah View Post
    what about movement speed and armor passive?
    skill points are expensive, points used for passives should always stack with everything... hence it is called passive...

    also changing damage passive from percentage to static damage should be a quick patch that can make passives stacks with the broken stacking system... but time has passed way too long to be called 'quick patch' anymore, with all this time, you should be able to make damage % increase from passive always stack with anything, not nerfing it by making it a way less than 5% increased damage, however stackable it is
    armor already works by being a scalar value applied bfore that calculation if I remember correctly. So if you had 1000 armor, 1 point in the armor passive shoudl be grantine 1.01*1000 armor, or 1010 in this case
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  6. #125
    Senior Member Fredystern's Avatar
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    Quote Originally Posted by Carapace View Post
    armor already works by being a scalar value applied bfore that calculation if I remember correctly. So if you had 1000 armor, 1 point in the armor passive shoudl be grantine 1.01*1000 armor, or 1010 in this case
    Then passive damage? Still broken right? .-. When i put it 5/5 my friend say it wont stack with everything, pet bonus better than damage passive, its waste 1 of my respec scroll

  7. #126
    Senior Member Fredystern's Avatar
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    Anyway i have an opinion instead of rog heal packs heal mana, why not its reduce other skill mana?? Its better for rogue so they still need mage sometimes, warrior only can gain mana in pvp using venge. If mage gain from its heal . if rogue? Why not make a patern 1-1-0 so they'll need mage too in pvp, if you allow mana heal rogue will OP in pvp and duel. Some warrior only tank a rogue damage until thy cant cast any heal packs and kill them before heal packs again, if like this warrior will out of mana soon in pvp, make sure ur guide in new player make the rogue lacks of mana but high critical ty for reading my opinion dont blame mee >.<

  8. #127
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    I'd like to add my 2˘ and say I hope with the new level cap to make teamwork a must to beat new bosses. I understand usually 4 players to a run and that's fine however, one of each class must be in a team .
    This would add strategy and a role for each class .

  9. #128
    Senior Member will0's Avatar
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    Generally I would suggest sorcerer do not need to charge all skills to get the toon in maximum effectiveness with certain % of chance to work if skills are not being charge. Charge skills should get 100% chance like consecrate skill from arcane staff that makes more sense.

    Sorcerer skills:
    Charge FB for Stun 100%
    Charge life to get heal buff over time, depends on health % it will not be full heal at the moment
    Charge ice to get 25% chance to freeze mobs around target or cast a small tiny ice pool that doesn't work
    Charge light to get 'chance' to stun or chance to chain lightning (chain lightning needs to be revamp to higher % when charge)
    Charge shield for 2sec invulnerability arcane shield
    Charge Time shift to get to root mobs only PVE and not boss also not PVP
    Last edited by will0; 03-08-2016 at 11:22 PM.

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    Quote Originally Posted by Carapace View Post
    armor already works by being a scalar value applied bfore that calculation if I remember correctly. So if you had 1000 armor, 1 point in the armor passive shoudl be grantine 1.01*1000 armor, or 1010 in this case
    yeah, it works correctly, but pretty sure until now, it doesn't stack with any other percentage armor increase buff, e.g. 50% from gale, 15% from smoke veil, maridos' AA, glacian's AA, and effigy
    the (bad) idea of non-stacking passive is the thing i'd like to highlight...
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  12. #130
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    Quote Originally Posted by Carapace View Post
    This is a cool idea, thanks for the feedback on this!
    Carapace, it would be beyond fantastic and massively appreciated if you could work a dual build system (as rav suggested) into the next client release or soon thereafter. Such a system would increase overall game participation by removing an unnecessary barrier. I myself have often hesitated to venture to either PvP or PvE because my build was inadequate and respecing back and forth is so tedious.

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    Can't wait is this coming soon and like how soon

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    Nicely done ........... but the only cool mastry updatss for mages r the ones for Lightining Bolt and Gale Foree ..... the rest r just a waste ...... that is my opinion .

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    sounds great!

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    Quote Originally Posted by avikk View Post
    Fireball mana cost reduction is really meh, there is hardly ever a mage who needs mana, although it might save those potions while grinding those Elite APs, I would rather have something profitable to from while getting these APs(sorry for off topic).

    Lightning damage increase by 1% per point won't really solve the dilemma of mages still nott having enough DPS in PvE, I would rather have damage reduction or a stun that actually works!

    Time shift mastery has that 0.35% to permanent freeze an enemy but I bet it will be even rarer with all these mobs a Nott can't freeze/stun. Will PvE mobs immunity get overridden by this mastery skill?
    Time shift mastery seems like the best of the lot, with such a skill in PvE, Nott's will never have trouble finding a party. The last question I have is will this .35% increase? With the DoT on time shift 3.5% does seem alright but still doesn't solve the role of mages having hardly any effect in boss fights...
    Yeah.... Mana reduction costs for mages is like sooooo..........

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    Forum Adept Legallyblonde's Avatar
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    Looking back on this the skill mastery system as a whole is meh. There's little to no variety or originality involved with the entire concept. While the OP was written trying to send a message of "Spend points in masteries for your own individual build." it is quite pointless since everyone's just going to follow the same build that's most effective in PvE/PVP as everyone else.

    The entire mastery system just looks more like a "filler skill point dump" than an actual RPG skill system with substance.

    Only some of the masteries look somewhat decent for each class None of the "bad skills" got masteries that could help them see use and some of the staple skills on common builds got useless masteries no one with a brain would waste skill points on.

    I hope STS rethinks how they want to go about reviving their skill system. Because this mastery system will do nothing to breath life into the same old skills we've been using for the last 3 years.
    Last edited by Legallyblonde; 03-13-2016 at 01:43 PM.

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    Lol I can't decide , shield or clock XD

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    What's a possible release date for 1.5 client?


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    The expansion is gonna be a good one!
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    I hope that skill masteries can really be as useful as I am expecting...but I don't think the current minor changes are gonna do anything for this skill system.
    You should try adding new skills... how about a 5th skill slot THAT WOULD BE GREAT.
    But still looking forward to it.
    Thanks STS.

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    Quote Originally Posted by Remiem View Post
    **IMPORTANT** The following information describes a feature still in development and is subject to change.

    Hey folks! In our recent posts we've been alluding to the suite of amazing new features coming in Client 1.5. Well, I'm here to introduce the very first, and possibly the largest undertaking for this client: Skill Mastery!

    As Arcane Legends grows, and each expansion grants more skill points, players have started reaching a ceiling on the uses of their skill points, meaning less diversity of player builds, and eventually--nothing to put points into! Uh oh.


    At the upcoming level cap of 56, players will have a total of 55 skill points to spend. With the current system, that essentially gives you the ability to train and fully upgrade every single skill, AND max out 3 passives. Or put points into every single one--if you wanted. This is cool and all, but don't you want a little more choice in the way you build you character?

    Skill Mastery will give you just that...


    In Client 1.5 a new tab appears on the Skills Screen: Masteries. Adding levels of mastery to a skill will incrementally increase their stats, adding more power and better specialization to your character build. For example,


    This is Noxious Bolt on a rogue at Mastery Rank 1. You'll see that at Rank 1 we've added 0.4 seconds to our DoT damage and increased the damage of each tick by 1%. You can also see what will happen at Rank 2. A 0.8 second increased and +2% damage per tick. See the pattern? As you continue progressing the skill will get more and more powerful until, at Rank 10:


    You've added 4 seconds to your DoT and 10% damage per tick.

    The Nitty Gritty

    + Masteries become available at player level 20.
    + Each skill has 10 Ranks of Mastery
    + Each Rank of mastery offers an incremental increase to a relevant skill stat.
    + You must train a skill before you can add Mastery Ranks
    + Stat increases do stack with buffs from pets and elixirs.

    What Does Each Mastery Do?

    Here's a run down of what the masteries will look like for each skill.

    Warrior

    Skyward Smash Mastery: Increase the Impact Radius of Skyward Smash by 0.25m per point
    Vengeful Blood Mastery: Vengeful Blood cool down is reduced by 0.5sec per point
    Windmill Mastery: Increase Critical chance by 0.25% per point, and increase the maximum number of targets by 1 for every 2 points
    Rallying Cry Mastery: Add 0.125 STR per point, per level while Rallying Cry is active
    Juggernaut Mastery: Juggernaut cooldown reduced by 0.5 sec per point
    Horn of Renew Mastery: Horn of Renew now adds 0.4 armor per point, per caster level, while the heal over time effect is active
    Chest Splitter Mastery: Chest Splitter Mana cost reduced by 2% per point
    Axe Throw Mastery: Axe Throw applies a DoT that lasts 5 seconds, each tick deals damage and has a 10% chance per point to taunt the afflicted enemy. Ticks every 0.5 seconds.

    Rogue

    Shadow Storm Mastery: Increase the effective AOE range of Shadow Storm by 0.25m per point, and increase the maximum number of targets by 1 for every 2 points.
    Shadow Veil Mastery: Buffs allies inside Shadow Veil an additional 0.25 Damage per point
    Shadow Piercer Mastery: Shadow Piercer now heals for an additional 0.5% of players max health per point. This effect stacks with the Shadow Absorption Upgrade.
    Razor Shield Mastery: Reduces damage taken with Razor Shield active by 1.0% per point
    Noxious Bolt Mastery: Increase DoT length 0.4 seconds per point, and DoT tick damage by 1.0% per point
    Entangling Trap Mastery: Reduces Cooldown of Entangling Trap by 0.25 sec per point
    Combat Medic Mastery: Medic packs now also replenish 0.33 Mana per point, per character level
    Aimed Shot Mastery: Reduce Mana cost of Aim Shot by 2% per point

    Sorcerer

    Arcane Shield Mastery: Increase the amount Arcane Shield can absorb by 1.5% per point
    Curse Mastery: Curse now reduces target's chance to Crit by 1.0% per point.
    Fireball Mastery: Reduce Mana Cost of fireball by 2% per point
    Frost Bolt Mastery: Frost Bolt has a 0.4% chance per point to freeze an enemy, boss, or player for 2 seconds
    Gale Force Mastery: Casting Gale Force adds a buff that lasts 0.4 seconds per point, and ticks every 0.4 seconds. Each tick removes any negative effects on the Sorcerer. (Bleed, slow, freeze, stun, etc)
    Lifegiver Mastery: Lifegiver Sapling - there is a 2.5% chance per point to spawn a sapling at a healed group members location. Saplings remain stationary, and heal any allies within a 4m radius for 1% health per tick at a rate of one tick per seconds for 4 seconds. If a player remains in that location they will heal for 4% of their max life over 4 seconds.
    Lightning Mastery: Increases Lightning Damage by 1% per point
    Time Shift Mastery: Time Shift has a 0.35% chance per tick to freeze weaker enemies in between time and space indefinitely, stunning them permanently. Weaker enemies do not include players or bosses.

    Other Skill System Changes

    Along with skill mastery, we'll be tweaking some of the passive skills to balance them with Skill Mastery and our ongoing itemization plan. These changes include:

    + Damage: Points placed into the Damage passive skill will increase your DMG stat by .5 points, instead of the current 1% increase. This will eliminate the issue players faced where elixirs or pet buffs would wash out the points from this passive.
    + Critical Chance: Each point placed into Critical will now increase your chance to land a critical hit by 0.6% instead of 1%. This was reduced to compensate for Crit chance coming in from Masteries as well as future gear sets, to keep it in balance with a sustainable power curve.


    But, Respecs cost $$!

    Don't worry, we'll be handing out 5 free respec scrolls to every player at the time of this update so that you have plenty of room to experiment and decide on the build that is best for you.

    Plus, we'll be giving you guys the opportunity to earn some extra respec scrolls during an upcoming weekly event.


    And there you have it! A first look at the new Mastery system. As always, please feel free to provide us with your thoughts, questions and concerns (the constructive kind!) and remember that this information is in development and subject to change. You'll get to try it out for yourself very soon, with the release of Client 1.5.
    5 respec to every players really means to only one account not to every character

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