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  Click here to go to the first Dev post in this thread.   Thread: Dev Blog: Regarding Weapons that deal a % of an enemy's health

  1.   Click here to go to the next Dev post in this thread.   #21
    Spacetime Studios Dev VROOMIGoRealFast's Avatar
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    Quote Originally Posted by Paw View Post
    So with Mausoleum getting harder as we level past 66 and weapons getting nerfed. Unless theres a better source of income map wise. Why would anyone want to level up and struggle with maus when we can all stay 66 and earn our gold easier?
    Oh maybe I worded that poorly.

    The difficulty of M6 will remain the same, even though players are leveling up and getting stronger. So it wouldn't be easier for you to stay at 66 and farm it, as the newer gear you'll receive will be stronger.

    Example
    As an example, if the Dragon Hunter Staff were to be re-released at level 71, the % health damage of the proc would be the same, but the capped damage would be higher, which would result it in being better in the Mausoleum than the current Dragon Hunter Staff.
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    Vroom, once again hats off to you.
    Taking the time to explain a change really makes a difference. Happy to see your constant presence here in the forums.

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  5.   Click here to go to the next Dev post in this thread.   #23
    Spacetime Studios Dev VROOMIGoRealFast's Avatar
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    For those following the thread, I've updated the initial post with a new section:

    How is this bad for the game?
    One major aspect that can be missed is that when items like the Dragon Hunter Staff exist, they can mask greater problems with the game. For example, we wouldn't know if the Mausoleum bosses are too hard or have too much health. Why not? Because many of our players are just fighting these bosses with the Dragon Hunter Staff, resulting in the bosses dying much quicker than intended. Weapons, or any items in the game, that work way beyond their intended range often cause problems like this. We listen to the feedback of our players, we make adjustments for the overall health of the game and of our players. When things are skewing or breaking that balance, it hides more important problems because some players are able to skirt around it using this unbalanced weapons.

    We want to make sure that your voices come through and together we continue to make Arlor the best place on a mobile platform, and to do that we need make sure there are no leaks in the boat!
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    When will this change go live?

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    Quote Originally Posted by VROOMIGoRealFast View Post
    Oh maybe I worded that poorly.

    The difficulty of M6 will remain the same, even though players are leveling up and getting stronger. So it wouldn't be easier for you to stay at 66 and farm it, as the newer gear you'll receive will be stronger.

    Example
    As an example, if the Dragon Hunter Staff were to be re-released at level 71, the % health damage of the proc would be the same, but the capped damage would be higher, which would result it in being better in the Mausoleum than the current Dragon Hunter Staff.
    Thats presuming u release new weapons with % damage at higher levels right? The DS will always be capped at 46 and always have the same upper damage limit regardless if we are 66 or 71? The upper limit of the current DS wont increase as we level?

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    Quote Originally Posted by VROOMIGoRealFast View Post
    Boss % damage from Awakening will not be affected because of their low values and the ability for these to appear on later weapons. The problem with things like the Dragon Hunter Staff is that in order for a future weapon to be better, it has to have a higher $ health damage. Dragon Hunter staff is already 12.5% when it procs, and we already see comments of "insta-kill bosses". This isn't very healthy for the game


    Hi Vroom,

    Sorry but just want to try and understand better, but if say currently DHS is at 12%. would that mean from your first post that this value wont be changing, just a cap total cap being placed so as future bosses show up the staff will just become less potent or will take?

    example

    Boss lvl 66 = 66k HP
    DS Proc = 12.5%
    total damage currently would be -8250hp (in theory)

    if for sake of argument those numbers are for a lvl 66 mage with a maus boss.

    would the cap you implement mean then

    DS lvl 46 weapon so scaled to lvl 46

    Boss lvl 46 = 46khp
    DS poc = 12.5%
    total damage at this lvl = -5750hp


    So setting a cap thats scaled to level would mean max damage proc would do is the -5750hp even at lvl 66 (when it would usually do 8k+)


    Also is this only effecting the Dragon Hunter Staff or any other weapons as well ?

    If possible to have a list of any weapon for all classes this would effect?

    Because this could also effect things like the dragon hunter daggers, flame staff, ect ?
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    i understand the whole thing for the staff being nerfed,but does it also mean raw DPS is the way to go now? i tried killing mini bosses in m6 with just stats, i got 5.8k as a mage and well..even with a full party it took quiet the time to kill.i would love if a boss like lich,would have his shiled adjusted to match us just using DPS since there isnt gonna be a strong %health weapon,i know pets like fenris exsists but he isnt so effective if corvis have his shiled on,especilly if your party isnt exalted and havent chosen a side.
    an alxe

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    Quote Originally Posted by VROOMIGoRealFast View Post
    Oh maybe I worded that poorly.

    The difficulty of M6 will remain the same, even though players are leveling up and getting stronger. So it wouldn't be easier for you to stay at 66 and farm it, as the newer gear you'll receive will be stronger.

    Example
    As an example, if the Dragon Hunter Staff were to be re-released at level 71, the % health damage of the proc would be the same, but the capped damage would be higher, which would result it in being better in the Mausoleum than the current Dragon Hunter Staff.


    didnt see this post whilst i was typing >.<



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    Heres my 2 cents... salt included... This is stupid basically making the drag staff completely useless why cant you just leave the proc alone?

    Price for ds will drop massively as it will be pointless to use rip AL.

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    Ok maybe im totaly missing the point but im going to say it anyway. Heres whats going through my head

    Lets take the highest hp boss i can think of so far. Umbral mass. Whatever the ds is currently taking off that (12.5%) whatever the numbers are. Why not use that number as the current max upper limit the DS can do. This way everything we have got up till the 66 cap isnt affected at all and leaves the maps as they are and as they have been since release. Nothing is touched, no nerf as of now..

    Keeping that upper limit from umbral mass as the max % damage these weapons can do, give HP to bosses accordingly from level 67 upwards and release new gears, weapons and procs to make these bosses killable. I dont see why there needs to be a nerf.

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    Ok, above all explanation the answer of this all is that DS will be nerfed, will still harm but won't do the same damage as before. Now, people is loving instantkill proc on bosses, we know it wasn't intended but... Since is new weapon lvl 66 and most of people say it's "sh!t" weapon, can you still make it work on boss too to keep it worthy?

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    #dontnerfdragstaff

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    Quote Originally Posted by coffee View Post
    Heres my 2 cents... salt included... This is stupid basically making the drag staff completely useless why cant you just leave the proc alone?

    Price for ds will drop massively as it will be pointless to use rip AL.
    Dragon Staff is still viable at the level it is supposed to be targeting. There are many other weapons around.
    The changes are meant to balance the item so that a lv46 item is not more powerful than a lv66.

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    There is nothing to compare the drag staff with at lvl 66 all other staffs at 66 are pointless tbh

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    Absolutely amazing again, this is the work that I expect from sts. Always delivering good work! Keep the amazing work up! *
    *ty for ruining the game experience
    *all was sarcastic in case you'd think I was serious.


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    Quote Originally Posted by coffee View Post
    Heres my 2 cents... salt included... This is stupid basically making the drag staff completely useless why cant you just leave the proc alone?

    Price for ds will drop massively as it will be pointless to use rip AL.
    How is it useless. Even doing 1/3 of the damage it currently does when it procs its still more damage than any other weapon or class can do on maus bosses right now. (Excluding bugged poison damage on tainted weapons)

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    You might aswell nerf tb take away its proc oh and also remove fenris AA Zzz...

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    Im always grateful to enjoy what sts have to offer @weapons, gears, etc... ps: tested by dev already. The fun is there for us... now seem ppl ask for the maps the be harder to enjoy ... situation is: 20 minute average to finish maus 6.. yes, take away the boss hp reducer pls... maybe it will take 30 to 45 minute to finish maus 6... sooner or later slowly it will take away ppl who want to run@play in maus 6.. just bcz it take to much time to finish it (boss and mini boss hp op)... unless if sts bring back the soul of single dmg dealer@the noty wild rouge that what we all need@missing...

    • Reonauz

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    I guess nerfing gold loot in mausoleum by 50% would have caused a riot. Best way round it was to make the runs take twice as long to complete

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    remove the damage limit of DS will cause longer run on Bosses in maus that's for sure especially Lich with shield.....

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