Okay, so apparently the Philosopher Stone doesn't actually do anything at the moment...
Message #42 Sent by Meletus 1/01/3:29 It has come to my attention that I was incorrect regarding the Philosopher's Stone, and that I was being shown an incorrect AB file. Currently, the stone only serves as an RP device and does not provide additional functionality. Sorry!
Hopefully it'll actually do something in the future, but good to know either way. Thanks @Meletus for the feedback!
Doesn't it still provide the bonus the old skill used to?
There was a post before about how the old tradeskill benefits (like the sip bonus) were being migrated to the new skills.
The Philosopher Stone ability is now in the Formulation skill, so it has nothing to do with tradeskills. The sip bonus likely migrated, but it's not tied to the Stone anymore.
So the Philosopher's Stone skills has no functionality whatsoever now? That is pretty lame considering that once you use the skill the first time that is it(just a line showing you make it then nothing), there is no other use for it without the potash/sip bonus and you do not even get it as an item or anything.
Dual blunt should be really potent (or was in the testing phase). We'll see how things look after a while, might need some tuning (as no doubt, they all will).
The lagul/laguz/lagua runes don't actually work on runeblades.
Or do they have much of a unifying effect for all the Knight classes.
They're GREAT for Dual Cutting, and pretty good for S&B, but with Two Hander Dual Blunt? Almost useless.
What would be a helpful idea would be to implement different effects for different weapon mastery styles, or at least make it scale.
For bleeding attacks to be increased on runeblades, every 4 seconds is a total of 4 different weapon strikes for bleed on Dual Cutting.
For Two Hander? It's one attack.
If you're a Two Hander fighter, Runewarden is a vastly inferior now as the biggest perk before was the +Stats to weaponry. with those changes, I wouldn't be surprised if we see more of a polarization towards either Infernal or Paladin as these changes really begin to flesh out.
Quite excited to see what the future holds!
"You have to learn the rules of the game. And then you have to play better than anyone else."
The lagul/laguz/lagua runes don't actually work on runeblades.
Or do they have much of a unifying effect for all the Knight classes.
They're GREAT for Dual Cutting, and pretty good for S&B, but with Two Hander Dual Blunt? Almost useless.
What would be a helpful idea would be to implement different effects for different weapon mastery styles, or at least make it scale.
For bleeding attacks to be increased on runeblades, every 4 seconds is a total of 4 different weapon strikes for bleed on Dual Cutting.
For Two Hander? It's one attack.
If you're a Two Hander fighter, Runewarden is a vastly inferior now as the biggest perk before was the +Stats to weaponry. with those changes, I wouldn't be surprised if we see more of a polarization towards either Infernal or Paladin as these changes really begin to flesh out.
Quite excited to see what the future holds!
I disagree. Theorycraft may be only partially effective, but SnB and Dual Blunt both look like they have some viable runie application. I haven't given a lot of thought to two-hander, but I thought I saw someone list off a potential quad DSB strat on another thread. Rather than increasing damage, if it's necessary we could tweak it like BBT or Bite (x number of DSB in a given window = instakill).
The lagul/laguz/lagua runes don't actually work on runeblades.
Or do they have much of a unifying effect for all the Knight classes.
They're GREAT for Dual Cutting, and pretty good for S&B, but with Two Hander Dual Blunt? Almost useless.
What would be a helpful idea would be to implement different effects for different weapon mastery styles, or at least make it scale.
For bleeding attacks to be increased on runeblades, every 4 seconds is a total of 4 different weapon strikes for bleed on Dual Cutting.
For Two Hander? It's one attack.
If you're a Two Hander fighter, Runewarden is a vastly inferior now as the biggest perk before was the +Stats to weaponry. with those changes, I wouldn't be surprised if we see more of a polarization towards either Infernal or Paladin as these changes really begin to flesh out.
Quite excited to see what the future holds!
I disagree. Theorycraft may be only partially effective, but SnB and Dual Blunt both look like they have some viable runie application. I haven't given a lot of thought to two-hander, but I thought I saw someone list off a potential quad DSB strat on another thread. Rather than increasing damage, if it's necessary we could tweak it like BBT or Bite (x number of DSB in a given window = instakill).
Quad DSB isn't viable. I tested a triple DSB strat that is mostly contingent upon aeon (every time I tried it I was .5-1 second off from landing the third DSB).
If you can stick a torso break or skull/rib fractures you shouldn't need the third DSB anyway.
The lagul/laguz/lagua runes don't actually work on runeblades.
Or do they have much of a unifying effect for all the Knight classes.
They're GREAT for Dual Cutting, and pretty good for S&B, but with Two Hander Dual Blunt? Almost useless.
What would be a helpful idea would be to implement different effects for different weapon mastery styles, or at least make it scale.
For bleeding attacks to be increased on runeblades, every 4 seconds is a total of 4 different weapon strikes for bleed on Dual Cutting.
For Two Hander? It's one attack.
If you're a Two Hander fighter, Runewarden is a vastly inferior now as the biggest perk before was the +Stats to weaponry. with those changes, I wouldn't be surprised if we see more of a polarization towards either Infernal or Paladin as these changes really begin to flesh out.
Quite excited to see what the future holds!
I disagree. Theorycraft may be only partially effective, but SnB and Dual Blunt both look like they have some viable runie application. I haven't given a lot of thought to two-hander, but I thought I saw someone list off a potential quad DSB strat on another thread. Rather than increasing damage, if it's necessary we could tweak it like BBT or Bite (x number of DSB in a given window = instakill).
You did, but it was Aelios. You'll only get a quad DSB on people who don't know what they're doing defensively, though. You need a huge number of fractures, which means a huge amount of unbroken momentum, and the two-handed attacks are so slow that there's plenty of time for anybody with appropriate warnings to just get the hell out on the devastate to arms.
nothing that can't be done without a deleteline and an echo!
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
The door leading south is opened from the other side.
An arrow flies in towards you.
The arrow slows and clatters to the ground long before it can strike you.
Should've made it Matrix-style where you just dodge all of the arrows in retardation.
I suggested this to @Makarios, but he said no and laughed at me. Then he nerfed my hailstorm for merely suggesting it. He said "Watch your mouth, or holocaust will be next"
It's alright. They balanced it the wrong way I think, by scaling speed significantly with artefact upgrades instead of damage. The unartied axe is roughly 1.4s-1.3s throws with fully optimized speed (traits and stuff), and the lvl 3 axe is ~1s. However the unartied axe is huge damage at 97, scaling up to 106 damage for the lvl 3 axe.
I feel like the default axe should be very low damage (60-70) with a throw speed of 1.15s, and should jump 5-10 damage and .05s of throw speed for each upgrade level. Axe damage is a huge luxury that I would pay for if I were staying Sentinel, but it isn't required to win with. Speed is required to win with and is the staple of the class. The damage upgrade will be even more desirable whenever they re-scale handaxe limb damage, which is likely.
But, like I said, it's alright. You can still get away with some strategies and you can make stuff work, but a lot of stuff simply will not function due to the low speed (particularly most things regarding afflictions outside of darts traps). Just need to play differently if you don't have the luxury, and will need to lean on Meta a bit more. It's worth noting that presently the lvl 3 handaxe is as good or better than the highest end handaxes we've had, so if you do get your hands on one then you're certainly in a great spot.
Completely new skill on the horizon, and having seen the Magi/Alch/Knight changes I'm quite optimistic. We could be looking at any number of changes, so probably best to wait anyway.
Due to an issue I'm having with my wireless adapter dying on me and not really able to stay connected for long periods of time. I was curious to find out if with the sword and shield specialization does the type of shield matter? Does it effect speed? What are the benefits of using one shield type over another?
Due to an issue I'm having with my wireless adapter dying on me and not really able to stay connected for long periods of time. I was curious to find out if with the sword and shield specialization does the type of shield matter?
Yes!
Does it effect speed?
Yes!
What are the benefits of using one shield type over another?
Striking a balance between how fast and how hard your shield hits!
Disclaimer: not a knight. Just echoing what I've seen discussed in other threads.
Yes, type of shield matters. Lighter shields are faster and do less damage, heavier shields are slower and do more damage. Buckler is much faster than a tower shield.
maybe the 99% it is not working properly is because your opponent just got himself healther and is above the condition of 70% loss of health that in which timeflux is required that for it to work.
2015/01/12
Tecton, the Terraformer has bestowed His divine favour upon you. It will last for approximately 1 Achaean month.
Worth noting is that a tower is 11/19 and an SoA is 11/11, yet the SoA acts as a banded in terms of speed.
I think the vast majority of S&B users will be carrying multiple shields anyways - buckler for sparring and duels, and a tower/SoA/both for bashing and group combat.
Worth noting is that a tower is 11/19 and an SoA is 11/11, yet the SoA acts as a banded in terms of speed.
I think the vast majority of S&B users will be carrying multiple shields anyways - buckler for sparring and duels, and a tower/SoA/both for bashing and group combat.
Don't forget Tower/Broadsword for a Rend/Smash after DSB.
maybe the 99% it is not working properly is because your opponent just got himself healther and is above the condition of 70% loss of health that in which timeflux is required that for it to work.
That's not quite how it works. Timeflux needs 70%hp to be afflicted with. Going above that does not negate the effect it has on your salve balance. Only waiting can get rid of the effect. TF will increase your salve recovery by about .6s
0.5s, Timeflux increases salve balance by 50%, so from 1s to 1.5s. Timeflux, just like dehydrate and destabilize lullaby, fade after 45s.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
A crystalline golem raises a single crystalline appendage to point at Kraal. For an instant nothing happens, then as if from nowhere comes a flash of incandescent brilliance. When the light fades, nothing of Kraal remains. You have slain Kraal.
Resulted in the following deathsight:
- 2015/01/05 14:27:34 - Kraal has been slain in The Stadia Coronae by Master Jukilian, Magus of the
A lot of the arena deaths actually end up looking generic. For instance, both catharsis and absolve look like the above, which is of course fairly disappointing. It seems a bit random which end up like that and which actually show through despite the arena status, though.
I suggest finding someone to kill outside of the arena for testing purposes.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
Arena deathsights are always a result of the killing blow's damage type. I don't know if that ability actually has a custom deathsight, but you'll need to see outside of the arena to be sure.
Comments
They're GREAT for Dual Cutting, and pretty good for S&B, but with Two Hander Dual Blunt? Almost useless.
What would be a helpful idea would be to implement different effects for different weapon mastery styles, or at least make it scale.
For bleeding attacks to be increased on runeblades, every 4 seconds is a total of 4 different weapon strikes for bleed on Dual Cutting.
For Two Hander? It's one attack.
If you're a Two Hander fighter, Runewarden is a vastly inferior now as the biggest perk before was the +Stats to weaponry. with those changes, I wouldn't be surprised if we see more of a polarization towards either Infernal or Paladin as these changes really begin to flesh out.
Quite excited to see what the future holds!
"You have to learn the rules of the game. And then you have to play better than anyone else."
-Albert Einstein
Hunting damage and speed of each weapon for each spec moved to Weaponmastery Specs Discussion thread, as it belongs a lot more there than here.
If you can stick a torso break or skull/rib fractures you shouldn't need the third DSB anyway.
Results of disembowel testing | Knight limb counter | GMCP AB files
Svof
Mudlet Discord join up
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
I feel like the default axe should be very low damage (60-70) with a throw speed of 1.15s, and should jump 5-10 damage and .05s of throw speed for each upgrade level. Axe damage is a huge luxury that I would pay for if I were staying Sentinel, but it isn't required to win with. Speed is required to win with and is the staple of the class. The damage upgrade will be even more desirable whenever they re-scale handaxe limb damage, which is likely.
But, like I said, it's alright. You can still get away with some strategies and you can make stuff work, but a lot of stuff simply will not function due to the low speed (particularly most things regarding afflictions outside of darts traps). Just need to play differently if you don't have the luxury, and will need to lean on Meta a bit more. It's worth noting that presently the lvl 3 handaxe is as good or better than the highest end handaxes we've had, so if you do get your hands on one then you're certainly in a great spot.
Completely new skill on the horizon, and having seen the Magi/Alch/Knight changes I'm quite optimistic. We could be looking at any number of changes, so probably best to wait anyway.
Come join the Achaea discord!
Results of disembowel testing | Knight limb counter | GMCP AB files
Results of disembowel testing | Knight limb counter | GMCP AB files
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
You have slain Kraal.
Resulted in the following deathsight:
Colour me disappointed.
I suggest finding someone to kill outside of the arena for testing purposes.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
P.S. Freezepound needs one still.
Come join the Achaea discord!