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  • I believe these tooltip counters are fixed in the next patch btw Quote from PrintsKaspian: “Fixed issue where cooldown times in spell slots would not display correctly when items with Cooldown Reduction equipped ”

  • 12s cooldown W dash dealing 180 base? melee Es are ~275 base as much dps as a fully procced internal bleeding (highest dps melee W) on a sword is very dangerous imo reduce the with stack damage to 50 per hit (still 39% more dps compared to splitting slash) or make it consume one heroic charge each spin hit (total 3)

  • Quote from Retroman: “Arcane Staffs Time Freeze (Great Arcane) - Is now limited to affect maximum 5 enemy players and 5 ally players at once (mob target is still unlimited) ” sizeable nerf there are more important changes for outnumbered balancing imo (put cc res into resilience)

  • mercenary jacket bug

    Kanra.zip - - Bugs

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  • to compensate for losing the heal on DoTs just give it DoT cleanse healthy for 2s meta as anti-Curse/Fire, potential for 5s anti-DoT and 1vX play again regarding nature DPS, putting most of the power into bramble seed is definitely the way to go, revitalize creates toxic reset / cheese gameplay in solo content if we cut down thorns damage and compensate buff damage into brambleseed it'll let SBI play with revitalize buffs a bit more without causing chaos in solo play well nature (and holy) heali…

  • Rejuvenating Flowers Deleting

    Kanra.zip - - Bugs

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    when enemies step on rejuvenating flowers the flowers are removed from the ground with no AoE heal this isn't stated in patchnotes / tooltip so I assume its a bug? pretty critical

  • Quote from Arcanian88: “The stand times are irrelevant because they’re instant cast abilities which I said, and you purposely chose to leave out of your quote, more bad faith arguing. The problem this post is discussing is war gloves mobility to escape, hitting a player repeatedly to receive a shorter cooldown on an ability is not escaping, you’re arguing a point completely contrary to the point of the post, an argument just for arguments sake, pathetic. This is why I assumed you were referring …

  • Quote from Arcanian88: “Oh of course the wiki is inaccurate to you, because it doesn’t support your claims, so you find other sources, typical of people who just lie to get others to believe their agenda. Deadly swipe covers more distance per use than dragon leap, as per the wiki info, stand time and dash time are irrelevant as they’re both instant cast abilities. Deadly swipe also restores mp on hit, something war gloves could only dream to have as they always suffer mana issues. Also your “mai…

  • Quote from Arcanian88: “You want me to refute your claims with evidence yet you made the claims with no evidence. Brilliant logic, truly. Just pull up the Albion wiki my guy, you will see that the daggers Q is a better movement ability, it covers more ground with a better cooldown, a cooldown that isn’t doubled if you want to use it for damage like gloves. Again, the fact that you bring up fleet footwork shows you’re just arguing a bad faith argument because no one uses a ability on war gloves t…

  • Quote from Arcanian88: “No one is using fleet footwork in openworld, only very niche situations in CDs, it greatly inferior damage to dragon leap and doesn’t fit into the burst and kite play style like dragon leap. Deadly swipe is faster than both fleet footwork and dragon leap because it has shorter cooldown, idk where you’re getting these % faster claims, they’re just wrong, and bringing fleet footwork into the argument just shows you’re ignoring all nuance and just grasping at straws trying t…

  • roads chests are still 2-4.5 hour respawn timers, and loot (especially for raid chests) is severely lacking, maybe give us fey arti drops in ava chest loottable? I have not seen a single injured wisp escort in roads yet and I can't find the system that spawns them, are we sure they're working? stop skimping and put actual rewards in the "revamped" content, tbh roads feel worse than pre update right now

  • Quote from Arcanian88: “Quote from HombrePapa: “The q has so low cooldown that the mobility is still just too op, no weapon can catch them and it just embraces rat gameplay. ” dagger q has lower cooldown, so based on this logic they should all be nerfed too? Also why specifically mention battle bracers when all war gloves have the same Q spells? ” fleet footwork is ~16% faster than deadly swipe dragon leap (not hitting players) is ~12% faster, and 123% faster when hitting players unfortunately l…

  • 1h fire is the best fire for 5s content now so its definitely not useless surprise surprise the 1.2s cast time ability isnt great in 1v1s the turn aiming mechanic is just frustratingly pointless though, they should remove that for the rest of the fire line you could slap a slow on Q2, W1, or W4 infernal could use some trail width / damage buffs as well generally I think they're in a pretty good spot right now (especially compared to frost LOL)

  • Quote from Kanra.zip: “AO IP Scaling Spreadsheet 1.00 AP factor: all armors 1.20 AP factor: maces, hammers, crossbows, bows, nature staffs, holy staffs, fire staffs, frost staffs, cursed staffs, arcane staffs 1.38 AP factor: swords, spears, axes, wargloves, bloodletter 1.26 AP factor: quarterstaffs, oathkeepers 1.44 AP factor: daggers note that most of these numbers are unofficial - gamedata, tested, and math'd out there is also an albion wiki template implementation! (WIP) I'm unsure if the AP …

  • I'd love any stat info features they wanna give us but base values still wouldn't be completely accurate comparisons because of AP and exponential factors NDA/patchnotes (base) values should not be used in all comparisons because they don't account for AP and exponential factors, which can affect comparisons between different weapons, armor, 1h/2h, etc. I would like to see all of the official dev numbers for AP and exponential factors wouldn't unequipping and checking destiny board stats would b…

  • albion wiki is slowly being updated with proper ip scalings (spellpages using the IP calc template) the official character builder really needs to be fixed/finished/updated, would also be great to have an API to pull that data from if they put base values on db it'd have to include ability power factors and you wouldn't be able to discern exponential factors so it still wouldn't be completely comprehensive

  • Quote from Schmellow: “BTW what about bows Q1? Also holy W1. It feels like some skills don't trigger DR at all ” iirc multishot has "constanttime" so it's airborne time might not be affected by DR but also 8% isn't that noticeable

  • DR factor "10": - realmbreaker E - hallowfall E - 1h spear E - kingmaker E - qstaff E - ironclad E - ravenstrike E - ava gloves E - maces W1 - qstaff W5 - qstaff W6 - gloves W3 DR factor "5": forge hammers E DR factor "4": gloves Q2 DR factor "2": nature W1 I wish we had a real cc immunity dr system instead of making the current half-baked one more complicated and yeah these values really should've been posted somewhere official instead of saying "Various individual adjustments"

  • Quote from Sethis: “Thank you. I just checked these numbers and they seem right. Your spreadsheet shows damage only for 2h weapons. Do you have an exact math for 1h weapons modifier? I have calculated values for 700-1800 IP but not actual equation. ” dropdown menu (cell E1) lets you select 1h/2h/armor it affects the exponential growth factors (found in collumn E)

  • Quote from Sethis: “@Retroman, I saw last NDA changes and something caught my eye: - Additional Ability Power Factor: 1.2 -> 1.05 - Additional Auto Attack Factor: 1.2 -> 1.05 As I understand, every two-hand weapon has power factor 1.2 atm. Is it true? If not, where I can find a table for all weapons? This new power factor makes Oathkeepers damage even lower, than on one hand maces, and the damage become equal only with 1600 IP. Am I wrong? This makes Oathkeepers extremely underpowered on low IP,…