I mean shouldn´t abilities that add direct damage to attacks like Totem of Wildfire or Strike Wounds add "damage per second" modifier instead of "add damage"? Weapons do follow this, they have same dps with different speed. If such abilities are just added damage then faster attacking weapons will benefit from it way more than heavier ones thus limiting its usefullnes only to light weapons. Imo Rockbitter weapon in vanilla WoW did this well - if you used heavy superslow 2h maul dmg numbers were pretty huge.
Posts made by asspirin
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Shouldn´t added damage to attacks be dps instead of dmg?
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RE: First time PVP
@StormBug Check
- tournament from latest patch.In short: shield block + slow on enemy is boss vs melee; kiting overall owns (poison totem, slow, spider web - Relocate does wonders for kiting casters.); or combo --> stun (enemy Evasion to zero)-->unevadable fireball-->icespikes. I wouldnt pick poisons as there is talent immunity to it
Resolve might help a lot as well as 2h guys get stunlocked by shield + 1h blunt and stunned mage gets two hits-killed by 2h melee.
Also largely important - bandages are permitted? If you can use them you don´t need to worry about mana management. -
RE: [FRAC-2261] Necklaces do nothing.
@Ostaff ...but cap is being removed in final version, right? At least for races able to reach 25 STR - bonus from it should give me 110% bonus dmg on its own. Hopefully various races will have different caps on everything (wolfkin will sure have better sense of smell than human therefore will be better at detecting enemy-->higher detection cap and three meters tall monstrous demon should develop more melee damage than any human ever will).
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RE: [Build] What would you suggest?
I´d suggest get little more CON for Fortify or get Fortify on all your equip, because no Fortify means being permastunned (unless you have Resolve and are able to kill your enemy below 6 seconds...its on 16,4s CD, so as glass canon you probably get no other chance), being permastunned means nullifying ALL your Evasion; losing all your Evasion means being killed in two hits by 2h hammer wielding brute or in 2 seconds by nuker with nukes aiming Evasion.
Also count with fact that in final game humans should have 120 points to spend and beastmen/demons have bonuses on stats - depending on race (so you can start with 21 in some attribute).
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RE: Knowledge Points
@Hawkshield Once you unlock all the talent points (60) and all the abilities (400 with 3 versions of each, so basically 1200), you only improve you equipment and "skill" -> same as in Albion Online.
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RE: Is a Quarterstaff a 'Blunt Weapon'?
Yep, thats where Fractured still needs some improvements - description of abilities, talents and weapons.
Does "Double health regeneration" from last STR talent nod double only regen from stats (STRx1 --> STRx2) or "anything that has health regeneration in its name / description" ( from abilities like Verdant regrowth, talents, stats, enchants and potions )? Do bleeds stack and how to increase their potency? If I cast ability thats castable only with melee weapons and switch to ranged, do bonuses persist (like with Ignore Armor - only info stated is "Your next attack ignores [Per*4]% of your victim's armor", type of attack not specified; or Strike wounds where you buff yourself for 30s ... and does such bonus damage crit - same question applies to bonus damage from Wildfire totem)?There are some non-official guides, but few mechanics would use some enlightment. For example Path of Exile does this well most of the time.
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RE: PvP Tournament - This Saturday - 14th November at 18:00 GMT
The tournament was awesome (grats to the winner of course), THANK YOU LordRellik
Imo such event should be held during every alpha/beta to check viability of abilities/weapons.
From this tournament one can see that
- agains shield user with permastunning melee weapon and active stuns one needs stun break
- and that stunning weapons should have cd on their passive stun...if they dont already
- also that mages need some Willpower affecting cc ability vs 2h melees (like fear), who otherwise kill them in 2 hits
- and that ranged and assassin builds probably suck atm as none were present
Thank You a lot, looking forward to another content (as 95% of videos on Youtube are "building the house").
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RE: Not enough slots
person 1: 8 slots for nukes only, inventory opened during fight for potions to heal, buff etc.
person 2: 4 slots for nukes, 4 slots for heals, buffs etc., cannot inventory during fightSame self healing potential, 100% difference in damage.
I know not everyone would use this, but in serious pvp even small advantage can be deciding. But in ZvZ scenario you´re basically right, nukers will only nuke, tanks will tank and healers will heal, my scenario is mainly meant for duels 1v1 or 1v2 gank.
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RE: Not enough slots
Well, using items from inventory during fight with fixed amount of ability/item slots is imbalanced. Other than that you´re right, one does not need many slots to be efficient.
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RE: Not enough slots
Well so far Fractured looks more like DotA (one mostly autoattacks, fewer spells but with big impact), you seem to be in favor od LoL approach (many spells on low CD, spells can be spammed as much as autoattacks but are lot weaker). Matter of taste then.
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RE: Not enough slots
let you put all the skill and items you can use, and let the memory be the limit.
Then maxed INT will be mandatory, few races will not be so competitive.
And with mana maxed, more nukes will be slotted. And with more nukes slotted, pve will be even easier (more nukes to kill enemy faster) and pvp will be less balanced (imagine having nukers like Lion or Lina from dota have twice more nukes - if they land their CC, enemy is dead). What exactly (except carebearing the pve and possible breaking pvp) is benefit of having 10, 12, 999 slots? In first Fractured gameplay there were like 4 slots, It sure was too few, six would be soso, but 8 is fine ... 10 doesn´t seem necessary to me, but it´s probably matter of taste.So even a low inteligence character can probably fill 10 quick slots. And if not? That's fine too. It's not a requirement to fill them.
Its not requirement to fill them if youre going pve. If you go pvp, then guy with 10 nukes will deal 2x bigger dmg than dude with 5 nukes. It´s not requirement to wear an armour neither, but everyone will.
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RE: Not enough slots
Well, how many would You like? Personally Im fine with 8 slots, I don´t play the piano.
Im glad one has to make ability choices (like in moba game) and cannot have hundred of abilities (like in WoW).
Also low int characters would probably not be able to fill 10 and more slots. -
RE: Not enough slots
very large battles with many participant, that can take long time, and 8 slot might be too few of a skill slots.
In big fights one does his role
tank: charge + suck + aoe stun = all he needs
healer: heal + get out of dps = all he needs
nuker: nukes + get out of dps = all he needs
assassin: invis + melee nukes + invis again = all he needsAO also had very limited slots and it was enough. And according to devs it should have moba-like gameplay. In first gameplay it had like 4 slots only, it´s already an improvement. 8 seems fine
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RE: Not enough slots
Also guys don´t forget that Fractured should have MOBA style gameplay. Most mobas have 4 abilities, only LoL has 6. Fractured has 8. If you´re not able to build your archetype from 8 abilities and ton of passive talents, you´re doing it wrong.
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RE: Talents. limit of 60 points.
I'd either lower it to around 40 points to make the decision more impactful or create a bunch of less powerful nodes near the center and move the attribute ones towards the end of the trees.
Exactly. Before talents were implemented I expected you will only have enough points to max one Attribute and invest few points to some low tier passives. Also original design was that points costs will increase the higher in talent tree we will get, wasn´t it.
So either make talents more expensive the further from center I am, or make WAY more passives, so one can reach final passives in just one attribute and get other one to like 75%. Getting natural 20 in 4 attributes is silly.
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RE: Unarmed combat
Still wonder how absence of weapon(s)/shield (and especially enchants on them) will be compensated for unarmed users.
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RE: No critical hits for mage abilties?
We must take into consideration fact that Fractured takes inspiration from ADaD games, where "crit" would only roll on weapon attacks, no spells. No mage would ever crit with any spell, still mages were late game powerhouses.
In fractured it is imo simple: melee warrior has to 1) get into melee range to even deal any damage, but he also 2) needs to be tanky enough to stay close as long as possible. Melees balance tankiness with damage - while ranged guys can shoot all day long from distance even on running enemy, wariors must burst enemy down as soon as possible or be kited. For this they need crits, mages dont. Mages have enough time, they will kite melee with slows and stuns while nuking him with nukes. They also don´t need to be as tanky as they rely on active defence - teleports, absorb shields and not getting hit in the first place ---> they can invest talent points into offence, same with enchants. Mages can go glass cannon, melees cant.
Lets take Fireball. On int 25 one can deal 800 dmg. With PER 20 and CRIT damage talent you would get 2400 dmg/nuke. Thats one nuke that critted and it´s aoe. Or Ice spikes: if the ability can shotgun, then it deals 1750 dmg -> 5250 dmg with crit. Lets assume nuker character will probably have slotted at least two or three nukes of similar power level (one of each element), so if your opponent got some lucky crits, you´re dead. Or if he got at least one lucky crit and both other hits landed and he also has Power word: Kill (and every PVPer and their mom will), you´re also dead before you even reach him. Glass cannon mage (high INT, high PER, all into accuracy, crit damage and crit chance, only nukes + teleport + one invis reveal slotted) might delete anyone with lucky crit. Alphas and betas will tell if Im wrong.
Personally im curious about pvp, hope archetypes won´t be too unbalanced.
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RE: Necrotic disease from ghouls lasts forever
The way it seems Plague ability has literally zero usage in PvP (unless opponent goes offkline for few hours), even in PvE the ability looks rather annoying than usable. I hope however somehow such life removal skills will be usable even in pvp - maybe give it "lowers your healing while blight is in effect" or something.
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RE: Evasion is currently useless in its current state
Not to mention that critical strikes cannot be evaded
You sure about that? It was stated by devs (quite long ago however) that Critical Damage can be evaded just as any other weapon hit. Only change should be that crit damage is counted only from base weapon damage - no longer stacks with other damage bonuses (Strength, Melee Damage Increase, etc).
But being raped by stun sure sucks, I hope some kind of "stun breaker" or "hard CC breaker" ability / craftable item will be added to the game, or PvP will be "who stuns first" fight.
nor many spells.
Works as intended - only spells with Evasion save can be evaded, Fortify and Willsave dependant spells are unnafected.