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    Senior Member Crowsfoot's Avatar
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    I have a few questions about the below highlighted changes.
    Quote Originally Posted by Remiem View Post
    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
    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.
    1) Has the base cool down for the Vengeful Blood, Juggernaut, and/or Entangling Trap skills been changed (highlighted in red)?


    2a) The masteries for Windmill, Arcane Shield, Frost Bolt, and Lightning (highlighted in blue) all do similar if not the same thing as existing upgrades for those skills. Have those upgrades been removed, or do the masteries stack?
    2b) Does the master system add on to the current upgrade system, or is it replacing some upgrades partially? I'm making the assumption that the majority of the current upgrade system will remain since skill mastery is said to be unlocked at level 20.


    3a) The Time Shift mastery (highlighted in green) sounds like at full mastery it has a 3.5% chance per 0.5 sec tick of a 10 second clock to permanently stun the "weaker enemies" even after the clock has worn off. I am assuming "weaker enemies" refers to those already affected by rooting by clocks. Is that analysis correct?
    3b) If so, wouldn't that mean that any "weaker enemy" caught in a maxed out clock has a 50.96%* chance of being permanently stun!?


    *Where I got this number (where P = odds of a permanent stun per enemy per clock):
    P = 1 - (proportion of time an event won't occur per trial)^(number of trials)
    P = 1 - (1 - proportion of times an event will occur per trial)^(duration of clock / ticks per second)
    P = 1 - (1 - 0.035)^(10 / 0.5)
    P = 1 - (0.965)^(20)
    P = 1 - 0.4904
    P = 0.5096
    P = 50.96%


    PS: a group of 5 enemies eligible to be permanently stun would have over a 97% chance of at least one being inflicted (from: 1 - (1 - 0.5096)^5), and over a 51% chance of 3 or more being inflicted (from: 1 - binomcdf(5,0.5096,2)) if my interpretation of the Time Shift mastery is correct. All of which is very, very cool.


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