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  Click here to go to the first Dev post in this thread.   Thread: Regarding the Ancient Mythic Amulet PROC (changes needed).

  1. #21
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    Default Regarding the Ancient Mythic Amulet PROC (changes needed).

    Breeze freezes with no stun immunity and seems to hit at a hundred percent chance rate. Now, where's the logic in allowing pets to have a freeze skill when a sorcerer cannot have freeze in their skill set? I think you should have a cry over that and fix it. I do hope sorcerer's get freeze back. As long as razor duration is corrected, there's a counter but still a chance that sorcerer's can freeze you. Pets shouldn't be allowed to have this ability if classes aren't allowed either.
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    Quote Originally Posted by falmear View Post
    100% crit for 5 seconds not good enough for you? You can fire 2 aimed shot in that duration. If it was a mage we could onlyt get 1 lightning off. Everyone knows rogue is the most OP class in this game. So now you want an extra 7% crit on top of this? If you want to be hit more ask them to reduce your dodge. Lmao. And the mage pick ups are useless except for other classes. +25% mana doesn't allow you to attack any faster or any more when you have 6k+ mana. Rogues don't need anymore boost in crit they have more then enough, average or 350m rogue.
    25(base) + 30(proc and pickup) + 20(AS stack) = 75%

    They can lower the crystal pickup crit and take away the dodge if it's necessary. Again, the point of this thread is to figure a way to balance the chance for the proc to occur so it's equal for all classes, not to complain about how endgame rogues with 350m gear can get 100% for 5 seconds.

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    Senior Member Madnex's Avatar
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    Let's not derail this topic.

    Any other new mythic amulet user who can share his experience and opinion on the subject at hand?

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    I think its great.

    "Winter is Coming" :O

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    fix the drop rate of the recipe its way too low now.......worry about its proc second
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    Quote Originally Posted by falmear View Post
    100% crit for 5 seconds not good enough for you? You can fire 2 aimed shot in that duration. If it was a mage we could onlyt get 1 lightning off. Everyone knows rogue is the most OP class in this game. So now you want an extra 7% crit on top of this? If you want to be hit more ask them to reduce your dodge. Lmao. And the mage pick ups are useless except for other classes. +25% mana doesn't allow you to attack any faster or any more when you have 6k+ mana. Rogues don't need anymore boost in crit they have more then enough, average or 350m rogue.
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    Quote Originally Posted by Madnex View Post
    Let's not derail this topic.

    Any other new mythic amulet user who can share his experience and opinion on the subject at hand?
    It should proc on damage done not damage received. All classes hit, but not all classes are meant to BE hit. So ironic that mine almost always procs when I get killed. What good is that?
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    I agree, buff rogues.

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    I have the pendant. I'm primarily pve player and love farming so the additional hp is a major plus. However, the proc is more like cotton candy... it's cute with pretty colors but in the end it's just mere fluff.

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    Its working fine imo, there are more pressing issues that need looking at, dark crystal gear drops, neckro buff and upcoming mage buff.
    Also sts working flat out on winter event, so button it down plz

    "Winter is Coming" :O

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    Why is rogues having 100% crit so bad all of a sudden? They've been able to get 120% with architect quills since season 5 which is the reason i own a level 40 one.

    Both this and wild amulet should have been proc on hit instead of taking damage for the Mage and rogue versions but doubt it will get changed. They still haven't done it for the wild amulets and those were 3 seperate ones.

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    Quote Originally Posted by Wutzgood View Post
    Why is rogues having 100% crit so bad all of a sudden? They've been able to get 120% with architect quills since season 5 which is the reason i own a level 40 one.

    Both this and wild amulet should have been proc on hit instead of taking damage for the Mage and rogue versions but doubt it will get changed. They still haven't done it for the wild amulets and those were 3 seperate ones.
    How is it good? Mages will be literally one shotted every hit. I don't think you know how dangerous critical is lol.

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    Quote Originally Posted by obee View Post
    How is it good? Mages will be literally one shotted every hit. I don't think you know how dangerous critical is lol.
    Lol I know. I mainly use my Mage. It's just that rogues have been able to do it for the last 2 previous seasons and with much higher than 100%. It shouldn't be a big deal all of a sudden.

    I just think if they haven't changed the wild amulets which have the same problem and are 3 seperate amulets they prob won't change this one.

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    Quote Originally Posted by Wutzgood View Post
    Lol I know. I mainly use my Mage. It's just that rogues have been able to do it for the last 2 previous seasons and with much higher than 100%. It shouldn't be a big deal all of a sudden.

    I just think if they haven't changed the wild amulets which have the same problem and are 3 seperate amulets they prob won't change this one.
    Techinally isn't over 100% like not useful? Because you can't like get like 2 criticals in one shot or something like that.

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    Quote Originally Posted by obee View Post
    Techinally isn't over 100% like not useful? Because you can't like get like 2 criticals in one shot or something like that.
    No because It's been stated previously when archi daggers first came out that even with 100% crit every attack won't be a crit. Even with 130% not every attack is a crit.

    It has something to do with the formula that 100% crit won't guarantee a crit shot. I've tested it with archi quills before.

  18.   This is the last Dev post in this thread.   #36
    Moderator - Inactive Seoratrek's Avatar
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    Please keep the discussion constructive. Let's not get carried away. Thanks!
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    Quote Originally Posted by Haligali View Post
    I agree, buff rogues.
    That solution would work for mages too.... really.
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    An alternative solution would be to double the proc rate when worn by rogues and triple it when worn by mages. This would be balanced, PvE-wise at the very least.

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    I dunno about Rogue' crit and what not, but as far as mages go the proc isn't really designed with them in mind.

    I can tell you mages don't have the HP or the armor for this proc to go off without shield on and even then you have to throw yourself into a mob and you got a whole two seconds to even stand a chance at seeing it before your shield goes down and your taking a dirt nap. This goes double for places like tombs where just about every hit will put you down instantly.

    I would also like to mention how annoying it is when it does proc and you have a big mob tied under a clock and all of a sudden mobs are thrown out of it like you got a noob gale user in your party. Counter productive, no?
    Lvl 46 Mage - Sorcerie|Lvl 46 Rogue - Noxbolt

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    Quote Originally Posted by Arkanem View Post
    I dunno about Rogue' crit and what not, but as far as mages go the proc isn't really designed with them in mind.

    I can tell you mages don't have the HP or the armor for this proc to go off without shield on and even then you have to throw yourself into a mob and you got a whole two seconds to even stand a chance at seeing it before your shield goes down and your taking a dirt nap. This goes double for places like tombs where just about every hit will put you down instantly.

    I would also like to mention how annoying it is when it does proc and you have a big mob tied under a clock and all of a sudden mobs are thrown out of it like you got a noob gale user in your party. Counter productive, no?
    Yep, that push back on proc is very annoying, similar like that noob kershal weapon.

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