#Realmshifter changes
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i think we're ready
Av2 for corvus
Is it possible to steal a turn everytime
I was checking the normal Orna instead of the beta smh
crit chain and avidity have no special interaction. avidity is literally another turn, so everything that applies for a regular turn applies again
how does av work with hordes?
Av2 works too rarely
i had streaks of 3 steals, someone showed 4 steals in a row
chance per mob
I might as well just use time mage corv
if you hit 5, you have a chance to steal each of their turns
afaict you can steal 0-5 and then just.. go 5 times
sweep x5
yay for faster animations
Raids are easy
ah, so if u kill a mob u gain nothing = realm didnt get faster in towers at all, right?
Not currently
oh wait you can steal after you've stealed
MAJOR POST DORITO THOUGHTS PLZ
legit just sweep sweep sweep
Steal the turn
aw, rip. thanks for the correction
oh god
is it steals any number of enemy turns, but you can only go once more?
If there are 5 enemies, you only steal 4, the 1 remaining enemy acts and then the game goes as normal
You don't get extra turns on horde currently
I need to write them, but there's a conversation happening
Breh
that was my subtle cue to stop talking and start writing you dogclown
I don't just have essays loaded in my pocket on standby š
stop saying dorito, its making me really hungry.
Hm
Which is why "go again" is massively different than "steal" currently
ehm, i was really hoping for some speed up in towers. it seems like we got nothing
dorito
Oh yea the new time mage thing
well, dorito may get bastille
this is a speed up as long as the thing you're struggling with is dealing damage quickly
Wonder how that and avid goes
if you need more turns when dealing damage, then it's a speedup
but Odie also said he'd change the effect to "go again" on doing anything
sometimes
so buffing, items, debuffing, cleanisng, damage
its not a speed up when u kill enemies one by one anyway
that's a speed up regardless of how you look at it
I think everyone wanted some extra speed.
Beta shloud be allowed to every boss and raid
because u kill the enemy = nothing to steal = proceed as normal
yep, that's the more specific thing I should have said. you are right
potioning, i said it'd also make the buffing phase easier
Or at least every item ING ornate gf
potions = items
š
same thing
yeah, this is exciting. it's part of my thoughts around it
pros and cons to that
also, small note. anyone think Heretic Corvus should get avidity? I kinda think it should
Avidity 1, maybe
if any stat it should be dex
Yeah, I also feel that way, avidity 1 would work
and ok fine, i'll draft a thing about my thoughts on dorito
Fuck heretic
damn
U go Ara
I need to catch up with older messages first, though. it's partially thoughts and partially a response to earlier stuff
We need new buffs
this would be actually cool, to finally invest into dex with meaningful returns
Still sad abt prom neerf
Don't worry Major, you can just go full in, there are only 2 points of view: the wrong one, and yours 
if we all shut up and don't talk to you major will you write shit
it's a fellow thief. so yes.
Eh
If Here Corvus needs help I'd prefer it went a different way than just using an RS passive, if possible.
could i request a pin on this?
*another passive
though it feels silly to pin that after pinning odie's confirmation that he is changing the passive
You are already pinned
typo on arcanic's avidity
''in battle, you ocassionally steal an (supposed be ''a'') target's turn after performing a damaging skill against them''
The SLA on typos is "Heretic Ara still has typos" aka maybe never
The changes, as currently proposed by Odie, definitely feel very good. I donāt think weāll be as strong as caster AoE but that was never the point, we have other things to excel at and a pretty cool new passive that is unlike anything else in the game. Looking forward to testing it in the beta
Dorado getting avidity3 seems appropriate and honestly makes it seem like a pretty good class atm, depending on what the proc % is
Regarding Dorado, I think starting at 100% ward is actually an interesting twist on āwarriorā characters, as it subverts the chained shield / spiked shield nerf from not being a gilga on turn 1, which is pretty good for towers
If I could get any change I wanted on Dorado I would have a passive that encourages 100% HP, and sets a maximum ward absorb below 100% as a result. I just dont forsee us getting a brand new stat passive created for us, and I strongly dislike using resurgence on Dorado right now
Yeah getting Bastille and having a non-redline thief makes me all kinds of happy
sounds like you want vampire mode, cirt bloodsuck all thier hp to become stronger.
alr, dorito thoughts..:
same as on implementation, I think it's a good concept. I think the execution is iffy, but the idea of a "tankier thief, but still feels like a thief" is good. the issues I see with dorito are:
- identity is muddled. uses warrior gear, uses ward, but scales off dex? those are pretty mutually exclusive
- dexterity as a stat is overvalued on items. dexterity tends to be present in small amounts, or it's at a huge cost/replacement (eg. gandring/badbs having dex instead of ward relative to war/mage equivalents)
- why does it have less base dex than even base realm? its the dex oriented one š (relates to identity)
- realm's base stats don't do it justice. obviously it's mostly the base ward (improved a little this patch ~4%), but also the base def/res. celestials attach a multiplier to their base class, and realm has awful base def/res
Dorito is set up to be popular/fun/appealing, and it's unique in that it favours building dexterity where Realm otherwise doesn't care to (MF overrides dex dodge, Realm hits accuracy cap in PvE by default ~always). It's just a bit confusing, and a little unfocused. Dorito having the highest stage of Avidity is cool, and I think it fits the "even more dextrous rogue" theme it has going for it. finagles those extra turns more easily, which is cool.
specific problem points i can see (not all need to be changed):
- dorito's base HP//base ward is a bit too low. 12.6k HP for RS/D is eh compared to Beo/H's 15.6k, Deity's 12.7k, even Heretic's 11.1k. Dorito trades a lot of damage (HT) for survivability, so feels like that base ward should be there
- dorito's base dex is questionable. it should at minimum be the same as base Realm, but probably should be higher than RS and RS/C. there's a cool decision between more dex (thus more dorado passive) or more HP/ward (thus your more usual tanking)
- dorito has low base def/res at 443 (base lv. 250). for reference gilga's at 674, beo's at 337def/1113res, deity's at 1058def/res.
- dorado's "recover from a status effect" is ~useless. it's a realmshifter that wants to redline, so not getting statused is the goal, not to be statused for less. 1 turn is often lethal (yes, i know you don't need 1hp, but this is still a point of consideration). it could be outright removed, improved in effect or replaced.
- having warrior gear, and needing to build dex is confusing, and sort of clashes. as more gear with both ward and dex exists, this will be better
- (if this is outdated then ignore) having realm's light still is weird. dorito shouldn't be the torch class lol
potential solutions (not all should be implemented):
- increase base HP and/or dex. HP can potentially stay as is, but it just makes sense to have a more respectable base stats. the idea of "starts with lower dex so you have to build dex and it rewards you for it" is kinda cool, but I don't think that's a common thought with players as much as the lower dex is simply confusing
- dorito absolutely should have a higher def/res multiplier. atm dorito has a 1.2x def/res mult placing it at 443 def/res (lv 250 base). a multiplier of 2.0x would give it 738def/res which makes more sense as a bulkier class (even if much of that bulk is meant to be from dodges)
- consider replacing dorado dex "recover from statuses quicker"'s effect with something else. contenders:
-- "negative status have less impact on you": multiplier to stun chance, DoT damage
-- "positive statuses last longer": same as Heretic/Corvus passive/amity, but requires dex investment
-- "avidity's chance to go again" (!! best one imo): remove avidity III, but allow avidity to be built into through dex for Dorado
-- "increased absorption with ward skills": allows easier redlining and (with investment) 100% abs via WoO. effect cap should be below 18% as 0.18x abs gets WoO to 100% abs - add more thief/war gear with dex. now that Gilga/U has thief access there's a lot more meaning to make warrior/ward-y items with good dex. some of this exists already (eg. riftrogue) but they're not common, and tend to have low dex
sorry, this one's a lot more unfocused. it's also long as fuck š
Keep going, we let you cook
this is related i swear: how many celestial RS use Raider spec? is RS main class to use Raider? maybe fixing the broken -health (i.e ward) vs +atk of the spec could help balance..
i'd add to this, ability to use gilga skills without penalty, tbh. that'd also give it more identity
getting there
e.g. chained shield without penalty, or less of a penalty
that's what i'm typing up rn
So, as someone whoās been maining Dorado pretty much since it released, I have some comments on some of those topics:
- the first one is the base dex, that definitely has always shocked me when compared to base realm, you end up using 1 piece of high dex gear just to match base realmās dex.
- base hp/ward definitely could use a boost but, like gilga, dorado scales very well with ALs and good gear
- avidity 3 honestly makes sense to me and I donāt think we should really be changing that until we get to test it thoroughly
- Dex is definitely a problematic stat for the reasons major pointed out, we either need some base changes there or new warrior gear that includes dex. I agree that dex is massively overvalued in the gear we currently have
- I no longer think we should have gilga skills with no penalty. Iād only like to see that happen if we got Bastille. Otherwise, starting at 100% ward already offsets much of that penalty
Regarding the debuffs lasting less, I agree itās not useful since the whole point is to not get statused at all
If we are doing bastille stats not lasting long makes sense
I honestly believe Bastille would be a nerf to Dorado and just make it too similar to Gilga
In a vacuum it might make sense, but when put in practice the numbers just donāt add up
i agree with bordo
Starting at 50% ward will destroy doradoās current tower speed and the 1.6x boost will severely nerf its horde capabilities when compared to resurgenceās 2.1x
It would nuke the class for sure
If safety is the goal I would rather have resurgence 2 max at 20% remaining Hp. Two quads and you are in passive
this is the way, leaves 20% hp as a safety for status
Plus removes immunity gear dependents
and you know we aren't going to being berserks
Ward = dex on thiefs gear is laughed at even in the oldest shabbash'es videos and they didnt do anything about it for years.
If your hp is and odd number, you can always 2x quad and 2x double edge if safety is what you want
Hi. Im a New realmshifter. Is realmspikes a really Bad weapon ?
But then one miasma
dorito thoughts v2: resurgence v bastille
resurgence is okay, but remembering the pre-HT days for Realm I can't help but dislike it. it doesn't feel good to be locked out of berserks, and jumping up/down in health for variable passive is also mediocre. damage inconsistency, particularly with Orna's damage calc (theshold-y) variable att/mag stats can very often feel bad.
bastille is also okay, but it loses a lot of the thief flavouring. i'm really fond of the idea of enabling full powered SS1/2/3, Chained Shield for RS/Dorado (which I'm assuming Bastille would do). I think SS on Dorado is a great option to allow the class to build into. dorito doesn't have gilga/deity's ward, but it has a great attack stat, so it's a fun different thing. the main concern is Bastille's lower stat bonus -- 1.5x/1.6x for bastille I/II respectively versus 2.0x/2.1x on resurgence I/II respectively. a lower stat passive like this can very easily force SS1/2 usage to have enough piercing (see: Gilga's att stat)
potentially a hybrid version of the two would be ideal? considerations:
- +stats on low ward
- +stats on high ward
- +stats (frontloaded, similar to beo/h) on dex (dex -> att/def/res)
- +stats on low hp
- +stats on high hp
any combination of these effects would be cool. i think the most unique/thematic/interesting ones are full hp, low ward since they're unique. least unique/thematic would be frontloaded stats on dex, since it's sorta weird, and I also think it's 100% okay for Beo/H to be "the" frontloaded monster.
Something like.. (all at once this time):
- remove
Resurgence II(+stats on low hp) - remove
Dorado's Guardeffect (autoward, ward regen) - add
Dorado's Guard(or different name, main idea is the effect):You become more powerful as your HP and Ward decrease in battle. Additionally, ward recovers each turn.vague/rough number ideas are +50% ward (max at 0 ward, begins at 100% ward), +50% HP (max at 0 HP, begins at 100% HP), 3% ward regen (same as current), 5 autoward (same as current), removes SS/DW penalties as if its a Gilga
the main idea here would be can use SS/CS, can have a high stat boost (but hard to do with SS, easier with non-SS), hybridised ward/hp passive for thematic/gameplay reasons. unsure about stat numbers, but you get the idea. some total higher than bastille I/II
https://discord.com/channels/448527960056791051/905399210575294484 this is probably a better channel right now. But a simple answer is that it isnāt great.
I honestly donāt mind having to cleans one debuff if av3 is a thing, when you start cleaning up floors that wonāt matter as much
Im sorry
the reason i'm not a fan of this as much is really just because of Odie's original design idea with Resurgence (though that may have changed). back during the pre-HT days, and the discussions that eventually led to High Tenacity, this idea (max resurgence at higher than 1hp. usually 20%HP) came up frequently.
Odie said he didn't fancy it as much because the idea behind Resurgence wasn't a "kinda dead" thing, it was a "very close to death" thing. granted, that's the same reasoning for it scaling from 50% (instead of 100%), but I think for Dorito specifically scaling from 100% is okay
All good š No one is upset
Don't be sorry! The more information the better! As long as it's relevant (and this is), it's more than welcome and needed!!! š
Dorado can already use CS/SS though. People have been using it to great effect in towers especially
all this to say: I agree with and I'm a fan of Resurgence's design philosophy being "almost fuckin' dead" rather than just "damaged"
I truly donāt like any solution that makes us āgilga clonesā, I feel like dorado has a really cool identity imo. Av3 and eventually having resurgence 2 start scaling from 100% are the changes I think would help it most
yeah, but I mean without the 0.5x penalty. I know it has that T1 power that Gilga doesn't have (att stat and full ward), but that's mostly a product of ascensions boosting your ward to heavens and beyond, rather than Dorito itself being good with those effects by base
in my opinion, anyways
I agree, I don't want it to clone Gilga, hence why I prefer bastille inversed of "+stats as ward fades" instead of bastille's "+stats as ward recovers"
Isnāt that what happens to gilga players as well? Iāve tried using my gear with my low AL gilga and itās terrible, it always struck me as a AL dependent class
Dorito essentially uses it ward as a literal extension of its health. Ward as it is already mostly functions as health extended, but Dorito with +stats on low ward and low hp makes that official
In practical terms, how would one use that passive for the current content? If we need to lower our ward to get the stat boosts that dorado desperately needs, then weāll be leaving the tankier thief in a position of risk
it's primarily gear dependent for Gilga, but (at least for me) even with top notch gear my SS/CS damage just isn't enough for Realm
You can spend your own ward through SS (most practical venture for the "tanky" ones), or you can build less ward, or you can force yourself to take more damage (eg. bear's def--/res--)
But how does the proposed change fix that? Stats wise, it looks like youāll still have to set up to do damage, while people who can use it currently will also be forced to setup now
Interesting I donāt think I knew that. I know that intention and identity can change for the good of the game (See crit SS convos)
The issue with the red line theme, as I am sure you know. Is that it doesnāt compete with blue line, while still being offered as an alternative. Changing identity for competitive ability has happened before and I think it is ok to consider now in this case. But it is always up to the devs to decide š
Thanks for sharing you knowledge and putting forward well thought out concepts with potential solutions.
That sounds very anti-turn economy, especially in content like towers where other classes are already attacking turn 1 for fast clears
the big change from current would be scaling beginning from 100%, rather than 50%. I'd originally had the numbers at 50% ward, 80% HP, but I think that might be overboard.
(genuine question) how often do you stick to 1HP/status lethal territory with Dorito for the stat boost? and also in what content?
I do it all the time in horde boss dungeons
50ward/80hp woud retain similarities/options to current Dorito, but my primary concern is it being too overboard
how many? less people use raider, more use berserker, at least i believe that is the case
zerk 3 is a consumable š
okay, so it'd be a stat loss in horde boss, but an improvement in Towers (unless you're getting hit to sub-50% hp immediately)
it's an improvement in Towers because you'd lose ward, which is a stat boost
so you'd start off at 100% ward in your suggestion right major?
In towers Iām already killing 1-2 enemies per turn with CS, that would just force ward management to be able to consistently CS enemies
so the first CS is the weakest
to be clear here, I'm not intending to push my specific idea, but I want to get something across that isn't just resurgence and isn't just bastille, since I think the class could be a lot more interesting with a hybridised passive
yeah
say the gilga penalty is removed, first CS hits for 100k
the first CS is the weakest for that version of Dorito, but it's the same strength as current dorito
actually wait, yeah it'd be twice as good as current Dorito since no SS/CS penalty
no, because you'd be losing ward
Hybridised passives in games like this usually end up feeling subpar in my opinion, despite usually looking cool in concept
your att would increase (+pierce), but your ward would decrease (-post-pierce)
against a typical enemy is that more or less damage
So, tower cleanup would be the same/slightly faster and horde would be weaker? I truly donāt think thatās what we should be aiming for
I think they can work well as long as there's sufficient integration or diversity and I genuinely think there is thanks to SS/CS existing (and it'd be good if there were more ward spending skills)
yeah, hence my original numbers having been 50ward/80hp, but i was unsure about strength. what do you think about that?
Playing to lower ward feels bad, especially in a world where gilgas can use SS3 at no ward cost. Weād just have more risk for less reward in this scenario
i'm gonna hold out for this and hoping there's just.. ara strikes II š
**Still to come this week
[PvE/PvP] Additional skills for some celestial classes **
I think it could work for towers but horde dungeons would still be left worse. As someone who has been trying to make realm horde a thing, I truly dislike that, sorry
fwiw Dorado could also have the same effect of SS3 no ward cost. that's done by accumulating as much ward regen/turn as you're spending
no, that's fair. no need to apologise. this is why i'm talking about this stuff at all. discussions are š
Thatās my current build. But that would be antagonist to a lower ward = more stats passive
i'm understanding more stuff, and getting a better idea of goals/problems
Fwiw, I think dorado horde will be in a very good spot after the new passive changes. People just need to realize that thereās more ways to redline than zerks
which one? just the "go again" mechanic?
Which is why I never agreed with HT being proposed for Dorado, the 2.1x boost is good enough without zerks
(replied to wrong post)
Ye
so the idea behind 50/80 would be that you can still have almost as much as current dorito, but it'd potentially promote skill choice diversity. a mix of SS and non-SS skills could be good as you gain/lose ward
I understand that, and itās a fair sentiment. I just donāt like what Bastille means for horde
i also don't like that we'd be straight up using gilga skills tbh
I agree with that latter bit, I even talked about it in #šāgeneral recently because someone was saying HT-less redlining is mediocre. You'd say the main thing to focus on solving/improving re:Dorado is horde content?
like ward / gilga is such a strong identity
if there are just straight up other skills (fingers crossed)
so we're not recycling existing skills / passives, that'd be much better
both Avidity and any Dorito changes should (imo) include new spells alongside it. avidity with cleanse/debuff interplay should have more cleanse/debuff spells introduced. likewise Dorito hybrid bastille should have more ways to spend ward
like dorito being NOT HT/zerk based is GREAT
I don't think either idea really works well without new skills
Realm got absolutely fucked regarding celestial skills. It really needs new stuff and improvements to the existing stuff
yeah you almost need a new skill, then i think the focus around what the passive can be is easier to solve tbh
I think Corvus and Dorado need new original skills regardless.
yep
Im not sure dorado horde needs much improving after avidity3 tbh, but Iāll only be able to comment on that after I test it out. Resurgence starting at 100% would be a welcome change there I believe but Iām not sure much else will be needed
Sorti 2 using ward and giving ward turns would be interesting
right now we're trying to solve what the passive should be... but that'll always just be a mutiplier, we need the core mechanic to be good, i.e. new skills
I always felt like Sortie should regen ward to make up for it being weaker
so I'm thinking about changes to them with an expanded design space for skills in mind (eg. more commonly useful cleanses/debuffs with new Avidity, or more ward-spending skills with bastile-ish Dorito)
Do any ward regen skills crit?
If anything, it might need some cleanse related skill
No
hmm, okay. you really don't mind not having berserks in most/all content?
spend ward to cleanse status -> bam
Warrior gear and dex passive feels weird interaction. I'd like to see base dex increased and more interaction with current passive. It has nice concept, but haven't found it beneficial with current scaling. Resurgence could start from 100%, but it's not necessary.
I think it scales great with dex
I'm just trying to get a better idea of Dorito gameplay since I don't have nearly enough experience myself to speak on it with full authority. I'm approaching it from a long-time base Realm and general Orna perspective
i think for dorito, no ZERK-BASED redline is almost a core tenet of the celestial class
Honestly no. Iāve raided with Dorito, done towers and horde, and pvpād with it. If anything, itās a relief not feeling like I need to always be swapping to raider or bringing my chimera along
what does this mean
sorry, fixed
realized i missed the important part, no ZERK based
major idea
major pillar of what the class stands for
right, okay
Quad edge is such a massive boon
tenet is a new word to me š
quad edge is the only skill I think is worth a damn on the Realm celestials
RS2 and Sortie2 are okay, but they're absolutely not "i'm getting this celestial for that skill" caliber
eg. CS, AV, Ultimastrikes, Godstrike/seal3s
I have the perfect video of me using dorito to clear a tower in a very representative not gimmicky build
fwiw strike3s critting is huge for realm imo
and also, obviously, Ultimastrikes in 2 turns
all of which doesn't solve horde turn economy sad noises
that's poised to just clown on titans
ye, i'm banking on avidity changes for that
banking hard on avidity changes for that
Iāve been playing Dorado 95% of the time pretty much since it released. Itās honestly such a breath of fresh air after playing base realm for so long. I truly wouldnāt like to see such a massive change (resurgence-> bastille) at the same time weāre already getting a new core mechanic that will boost us
What if the dex passive let go of curing aliments, and gained increased ward protection as dex goes up. So dex build, Woo and an amnity could give 100% ward protection.
I really think that weighting is going to be necessary to change much re: turn economy
without boosted weighting for cleanse/debuffs i'm verrrryyyy skeptical about their practicality
yeah, that's fair. that's part of the reason I don't support bastille directly
so 100% absorb from woo?
You can do that with fallen sky mail fwiw
it at least has to be a hybridised version, if at all
need 2 amity tho
oh, yeah. this was also a favourite of mine but i'd just.. forgotten about it
If you invest
Dorado's Guard could provide bonus ward abs
Happy to remind you š
add it you clown
Im at 2% battery so forgive me if I stop engaging for a while š Increased ward absorption definitely sounds interesting
i'd like it to be not amity dependent
In summary: it is hard to balance the ward dex relationship for dorito. Building full ward makes it gilga lite, but full dex and the thief aspect is missing (base and covis do the same but better)
-- "increased absorption with ward skills": allows easier redlining and (with investment) 100% abs via WoO. effect cap should be below 18% as 0.18x abs gets WoO to 100% abs
my ideal (if this effect were to be added) would be maxed dorado passive and one other +abs source (fallen sky, 1x amity) would get you to 100% abs via WoO
issue is then you can't use full boosters
so probably a cap of 15% on Dorado. hell, make it a cap of 10% and then give dorado rampart 4 or 5 that has 90% abs
whereas if it's dex scaled, then at least via acensions you can still use full boost
Betting a better ROI on dex investment is a win for Dorito, having some peak at the skills could help gain insights as to how a passive could also be brought into the theme
or fallen sky = boots and not chest
give dorado rampart 5 with 5 turns ward, 90% abs and no regen, then throw rampart 4 on a TG celestial or in the arcanist
I don't think just Dorado should allow 1 turn 100% abs, but maybe that's overly cautious
Only issue would be actually having warrior gear with decent dex to make tanky builds work
realistically better access to 1 turn 100% abs is a gigantic help in horde/party content
yep ^
then getting status wouldn't be so bad
etc. etc. etc.
it's still annoying but that's ok
at least you don't die
yeah, that's where new gear would have to come in imo. bits and pieces of this exist, but it's not common or potent
eg. ARR's 50 dex
or celestial weaponry dex
those are the two best options in the game atm by far
yeah, I think i'm more or less convinced away from bastille effects for Dorado then. I'm wondering about improvements to Resurgence II, but beyond that, the stat passive is alright
Dorado does have many things over pre-HT Realm to make berserk-less gameplay work
namely steadfast, accuracy, warrior gear
zerkless = so cool btw
Big win no zerk
like, this patch is making me excited to actually play realm again
it's been many months
zerkless horde is the dream, mostly because of inability to deal with status at 1hp in booster
so going down the direction of solving horde on the zerkless variant (dorito) is really interesting
I've been playing Beo/GS ~exclusively lately. Realm had just become too painful, but this is looking potentially better
I think Resurgence improvements that are worth considering would be:
- higher boost (2.25x?), or
- quicker scaling (from 60%? 80%? 100?)
same scaling, max benefit at 20% is fine
I still don't think capping resurgence at >1HP is good. It breaks the theme too much for me
Man I am going to find 4 more towers so I can get Dorito
just raise the floor
so 2x quad gets you the max benefit
you can still zerk and also get the max benefit
honestly, yeah, this is making me want to grind out some towers to get Dorito and a celestial bow
maybe even a greatbow
since it'll have 6 slots š±
Yah that is neat! I do wish it had 7. But it is what it is
regarding quad I still prefer quicker scaling than higher floor. even with +20% to the floor you'd be getting little stats on 1x quad edge (60% HP with 70% start) would be 22% stats (10/50 * 110) whereas max 1hp, starting 100% HP would be 44% stats (40/100 * 110 = 44)
But yea, Iām really excited to try dorado with these new changes. Slight changes to resurgence 2 might still be needed, in line with what you proposed earlier, but itās looking really fun atm
you got any idea where the Dorado dex cap sits at? I'm just not sure if I can get enough dex without celestial thief weaponry
lost me
it's looking a good amount better for Dorito specifically, yeah. it suffers way less from Realm's turn economy issues thanks to steadfast
I donāt think anyone has done extensive testing on that, at least to my knowledge
realmshifters and math, oil and water 
@scenic knoll what are the chances i don't get this math after 3 tries
I'm not saying bastille is the only option, but the new passive isn't going to fix the core issue with horde in that we simultaneously lack damage and die easy
1x quad edge is -40% HP so from full HP that takes you down to 60%
atm scaling stats at 50%, so no benefit
if you raise the floor by 20% then scaling starts at 70% and ends at 20% (50% range) meaning you're 10% into resurgence (60% HP with start at 70% is 10% in)
if you raise the start to 100% then scaling starts at 100% and ends at 1% (100% range) meaning you're 40% into resurgence (60% HP with start at 100% is 40% in)
If you get a second attack than it definitely fixed the damage issue. The base stats buffs also help with that
actually, if the issue is not one shotting things, then avidity helps the most there
In T11 boss horde? Fallen realm is going to feast on your soul
i mean i'm ok with starting at 100% š
the things that avidity does not improve are:
- turns lost to statuses (lost turn or cleansing it)
- vs multiple enemies where you one shot any you hit
Iāve been running t11 horde in boosters, fallen realm isnāt really a threat
agree
Resurgence 2 + golems is insane tankiness
Are you smacking them to low health, or single target?
also being able to use gunnr instead of snotra = win
Smacking them to ~10% hp half the time because I lack the attack to consistently one shot
i zero fallen realms as deity in boosters without getting close to blueline
Theyāve never once put me at risk
What is a possible improvement to the second point? I can't see a problem there
Worth mentioning that these fixes mainly allow end game rs farm horde. Most new players will find another class easier to farm horde dungeons
Heretic and Anubis are the scary ones because of gunnr and sigils
Hrm, if fallen realms don't obliterate you at low health then I don't see a problem
that second bit is not necessarily problematic. it only is if you're forced to kill them one by one. even 2 by 2 against 5 is iffy, particularly with CS being a 67% chance to hit 2
none of the changes this patch helps with that, as it's just a (melee) AoE availability ""issue""
Last time I let one get low it murdered my face >_> but that wasn't with proper buffs either
I was just pointing out what aspects of horde avidity doesn't help with
Ohh, I see the problem now, I thought that you were saying that with AOE spells, mb
I donāt use golems btw since Iām saving turns. I just mentioned it because I know not using it is a commodity from my ALs
what ascension are ye at? @stark hound
Currently 50, started running horde boss at around 43 I believe
jesus christ
yeah I could never š
even in Orna (before I retired and moved to Aethric) i stopped at Asc25
I'm 5 and lacking orns š
granted I could have kept going, but I got blocked by pure draconite and I just didn't kill 18k ymirs like @cold vine
Ok fallen realms hit like noodles apparently
To RS yeah you can defense through it np
Follow up question:
If the bird gets nerfed, does Dorado fall apart in current state? How much do you rely on DC Bord?
For Towers it would hurt a lot especially with my nerfed AV2
Also, I have no idea how yall deal with divine bastion and keeping ward up without yeeting your phone. It's hell
oh right, who cares about chim zerk given AP
I'm still not in the AP w/ Realm mindset lol
But right now I'm not dependent on ap in Towers
Oh I don't use AP in towers at all. More thinking horde boss in T11
I know it's the hilarious minority, but I actually like being crap at horde. Having to kill things one at a time is part of the class fantasy to me. The new passive is so close to making it possible.
The addendum then is that the fact that classes do solo as fast and as well and safer pushes the game toward "everyone should be able to do anything".
AP is definitely an important part of horde with Dorado. I donāt know what the plans are for AP but Iād rather see it lose power in other areas (block chance, ward upkeep with attack spells) than DC but weāll see what happens there
Avidity 3 should help alleviate that though
In what scenario?
T11 horde boss
Gunnr takes DB, and I haven't used DB in a dungeon in like a year. I hate it
I donāt have to upkeep ward, the regen from dorado more than makes up for the damage I take
Ah sorry, upkeep ward turns
Phoenix gives me the turns needed. If they nerf that, Iāll just use the warrior legs that give infinite turns
Dorado should have a skill that recovers ward and can crit
I also use GS4 whenever 1 solo mob survives/evades my sweep
Guess I need more action rate then, or a good pair of legs
preferably melee elementless (so matches weapon/affinity) too
screw WoL =/
and I generally prefer melee elementless over hard-locked "physical"
idk if sortie 1 needs the improvement
sortie 2 should get buffed, but idk if with ward regen
i was thinking a new skill
I don't think Sortie 2 should exist
me neither lol
Or, 4D chess here, we all advocate for ascensions to get capped at 50 and then horde mode dungeons in farm gear don't matter anymore
it's insulting in its current state, and having just "Sortie" was cool to be a skill without v2/v3/etc
Better or worse than Realm Strikes 2?
With mages they have Magic Chakram, Unstable, Ara vesta family.
RS: You get a 2 at the end of your skill
How does Hexacut compare to Pavane?
I don't remember, gonna check it
I haven't unlocked a celestail class yet, tho I have the shards.. and it didn't dawn on my that both rs celestial classes lose recharge.. does that make hard mode difficult?
I wouldn't touch hardmode with them
Base RS is still amazing there though
Corvus was pointless anyways since Critical Chain didn't stay between floors
I thought the whole reason bloodshift and high tenacity worked was because of recharge
It's not what they're for is really all I can say ĀÆ_(ć)_/ĀÆ
gotcha
M2 is 3.425 with hexacut
M2 is 6.5 with Pavane
Now hard endless Corvus? Yeah.
I think the math is right
The screen shake of crit is too satisfying to give up anyways
my kind of ideal set of full changes to Dorado...:
- increase dex multipler from 0.85x -> 1.2x / 737 -> 1040 (may need to increase dex required for max
Dorado) - increase def/res multiplier from 1.2x -> 2.0x / 443 -> 738
- replace
Doradopassive effect "recover from a status effect" with "absorption from ward skills" (max 10% / 1.1x) - resurgence scales starting at 100% HP
- add
Rampart IVto skill list:Grants Ward for 4 turns and increases damage absorption to 90%. - add
<skill>to skill list: <single hit, decent piercing, recovers ward, can crit>
in addition to the already present:
- slight base Realm stat improvements
- added Avidity III
non-dorado specific stuff:
- add more items with ward and dex
- add more items with dex that don't suck coconuts
w/ 2095 att
M1=1, M2={0.25-1.1}x6 avg. 4.05
^
why is my min m2 counting as 0.04 in my calculations then?
Isn't the lower value also divided by 6?
i'm using the beta display which has gotten some changes (improvements!)
eg. note it says the number of hits
beta power range is min - max of one hit
makes sense
which is what it always should have been
This I can definitely subscribe to. Donāt think all of these would be necessary (might make the class a bit overtuned) but they are definitely steps in the direction that would make Dorado feel very good to play
Yes
which do you think may be oversteps?
eg. here's hexacut on live with an att stat of 3777
also, it's the higher value divided by the number of hits
live power is min of one hit to max of ALL hits
so the absolute minimum and absolute maximum a skill can deal
While I do like the idea of increased ward absorption, Iām not sure NF wants to go the route of allowing for turn 1 100% absorption without a major takeaway (currently you need a specific piece of armor and 2 amities, aka Oracle)
oh, that'd still require another source of +abs for 1 turn 100%
with ramp4 it'd by 1.1x90, so 99%
So rampart IV might be too much I think
ward abs effects are multiplicative š
I suppose 99% is problematic in PvP..? I don't think Dorito is overbearing there, though
or that Dorito is that difficult to take down. maybe harder with the changes this patch, though
Youād still be getting 100 with either 1 amity or the fallen mail
yeah, you'd need one other source
wait, do single hits ever miss? Why wouldn't it be (min) (# hits)?
so still a pretty big opportunity cost
Dorado is good in pvp but not oppressive imo. I still get land taken from me quite easily, even with max ward + warden
? yeah, single hits can miss. maybe i'm misunderstanding the question though
yeah, that's about what I thought. the ramp4 and innate abs boost would quicker be a pvp boost than make it problematic in PvP
As in, for the 6 cuts of hexacut. I don't think I've ever seen a single hit out of RS miss for example, it's either it hits or it doesn't.
Still, this is me being majorly nitpicky, I do agree with the list as a whole
the idea is just making setup for horde/party content more tolerable
yeah, you're correct. power is just weird like that
i worded that poorly/incorrectly
it's not absolute min to absolute max
power is just weird, though with the beta it's gotten a ton better
Fair, thatās a good point. Iāve mostly been doing horde as solo with dorado but having to cast DB in parties is so painful
ya, that's the killer
fair enough lol. Still way better than the LCS from D2 lol
DB in parties is absolutely god awful
even 85% from WoO isn't enough to comfortably redline in parties
but 99% would be (or 94% with 1.1x abs, but no ramp4)
I think 99%/94% would be. 99% maybe if you're the carry and getting the most turns, 94% is also okay. 85% is enough if you're just sitting there being carried though (obviously), since no need to redline/quad
another cool skill would be something that consumes ward and cleanses negative effects
bonus points if it includes perm stat debuffs or something rarer like blight/toxic. more bonus points if it's more expensive on non-realms
It would have to bypass the chance at not acting from the debuff though
But Iād gladly pay a ton of ward for that
Corvus should get an Outrage-eqsue (pokemon) skill. locks you in, dealing damage each turn for 2-4 turns and stunning you at the end of it
Oh alright, that makes sense
something like M1=1, M2=around 5-6, locks you in for (randomly) 2-3(? 3-4? 2-4?) turns, 10% crit, stuns you at the end. maybe a custom stun "exhausted" or w/e, so you can't immune it through gear
What's the topic here now?
nothing specific. i was just talking about realm skill changes/additions
I see
BTW, ultimastrikes are decent now
Cele bow, 5 hands, no affinity, did more damage than rstrikes with dark sigil
Against fey yeti with prism wall up. About the same without the sigil
I'm trying to run horde boss as Dorado and envision the places where avidity will make a difference, and I still absolutely hate it
Still get statuses constantly, not enough damage to reliably one shot the fallen mobs, using an Affinity still results in half the later floors being resistant/immune
Avidity will surely help, but it just fundamentally is not at all fun to play for me
Power to yall if you do though, I'll just be sticking to hard boss and T8 alt farm
Does the avidity work like a debuff - so stuff like assassin spec boosts it's proc chance, or more like lugus, or Deity self-dc passive?
I believe it's a static chance to proc
otherwise you could very easily get to 100% avidity lol
Per mob
so yeah, kinda like Deity's thing except it also takes the turn from the enemy hit
Oh neat, thanks^^
It basically skips the enemies turn and goes straight back to you
Imagine you're 1v1ing someone in uno and you drop a reverse or a skip
Wrong amity lol
That's all I got lol
bet
Great spiked shield
hey, i have non-crit skills
The T Atk ++ buff does wonders for that build btw. CS is still mediocre with no buffs even at AL50
ngl this is a surprising amount of ward
unsure what I expected, but not this
ok lmao i got mark/executed
Thatās around what Iām running, but Iām using Ymir charm and briny
Thatās one of the few floors where I always WoO
yeah, i wasn't really looking to run a tower. just needed things to hit with the setups
What spec are you running?
Sweep is only good for Haiti, skoll and Anubis pretty much
yeah, that's what i figured
I think that bulwark eats too much into your ward though
yeah i don't have a higher quality on this beta
back to FYC (legendary)
this is alright
it's not great, but it's alright
Once you start getting the buffs it gets pretty consistent
I really dislike that it's a chance for CS/AV2 to hit a second enemy
Better than the crit build, and less time needed
I want my skills to be consistent, not to randomly take 5x as long on a floor =/
yeah, it seems safer too
Much
WoO and emergency ward of light 3 means youāre super safe
what spec do you run?
Im yet to die in a tower
making me want to play realm again lol
Usually zwei but mostly because Iām too lazy to swap from doing dungeons. Cata would be ideal
I really want to know the scaling and cap of the Dorado passive, but I do not want to do that testing š
fun. this is what AV2 does unbuffed T1 š
maybe not in this patch though
either way. this feels okay, if not a little odd
Yea, AV2 was excessive š
it feels half like realm and half something else, but not even exactly gilga
making me want to play realm again on live lol
but my thief gear in Aethric is a travesty
I honestly like it a lot, super refreshing gameplay shift from regular realm
i wish the strike/seal3s were given more than 5% crit chance. it feels like the original set of crit stuff were given variable crit chance, but then all the new stuff just has 5%
godstrike/seal3s having 20% base crit wouldn't be out of line at all
great
@wicked crater Why don't you have at least legendary bulwark?
because i didn't have it upgraded when i got this mirror
Hmm
Well the best is to get good bulwark
I am confused about your number of ascensions.
Do you have a higher number of ascensions in other class?
no
I just don't play a ton
the ascension grind (read: alting, refineries) is a god awful experience for me so I just don't do it
Understandable
Can the wording change on Avidity To not say steals turn. Since we don't end up with the turn it sounds a bit misleading. Maybe something about tricking the enemy out of their turn. just being nit picky xD
It could literally say realm had a tough day and sat on the toilet and birthed a turnā¦. As long as I get to act again before the enemy does
Also back to back sweeps with fast animation š
The correct wording would be lose a turn instead of steal a turn.
Should just say realmshifted when you steal a turn
Go all the way, throw it up in the red GTA font, B&W filter everything else w/ slow-mo
But can turn off animation via settings right? š
Nope only speed them up
So does it work with raids?
It does
Based on what Ive read thats where it shines too on single enemies not on horde.
The new changes mentioned by Odie would make it shine in horde as well. Iām assuming those arenāt still live in the beta yet since theyāll take time to implement
They aren't live as of ~15 minutes ago. I keep checking so I can test - too much hype
Just checked, they arenāt. Makes sense, it will take some time to get them operational
Honestly the VD freaking pisses me off. One of the iconic parts of the class, that has slowly been chipped away at with the VD helms, and now we're lesser? Come on.
Aaaand complaining about something that's a non issue I guess
Itās reverted already
The VD boost is back
Realm strikes nerf.. meh. Annoying, if nothing changes with how easy it is to stack def and get zeroed out, I'll continue only pvping for war...
And now itās awkward
Oof. Just a bit.
Proc chance on new mechanic? Anybody figure out if it's possible to increase chance by assassin?
Well I'll see how it is once patch goes live
Instead of just...testing now in beta and giving feedback?
My question is, when will realms get skills comparable to Ara Vesta 2 and Chained shield?
It's only in PvP
PvP only, I see they're getting separate values which is also in the skill description
But yes, the realmstrikes nerf wasn't necessarily needed as most have already expressed it gets 0'd pretty easily
It can't even 1 tap summons if the GS is running benefactor and if they aren't sortie will also 1 shot 90% of the time
!skill realmstriked
No matches found!
!skill realmstrikes
No matches found!
Well ignoring the absolute embarrassment right there,
Rstrikes 1 has an m1 of 1 while sortie has an m1 of 1.8 meaning its simply better for pvp
Yes. I know it is pvp only. But the m1 is only at 1
If rstrikes aren't getting 0'd turn 1 (which isn't the case for me yet) they're gonna get 0'd after golems or deific
That's what I just said.
It wasn't a necessary nerf but it changes little since the skill isn't used in the first place
Yeah, I also feel like that wasn't a very necessary nerf, even at 228 I've started using sortie to deal DMG in wars or arena
Even if I try to use Realm Strikes to kill someone, there's still a base 10% miss chance (I use a Riftrogue helmet)
I was heretic i unlocked Gilgamesh, then Beowulf and realmshifter. I like realmshifter. Risky abd i know its very Bad but being raider i put more than 1m to Morrigan with realmstrikes. Now im tryin with charmer. I like this class very much
Can't wait for the update
It's got better damage output than heretic before you unlock the big boy mage spells
Before bloodshift it'll be harder yes, luckily I hope bloodshift is being moved to 230 for my fellow realmshifter brothers and sisters
I'd need only 2 levels to reach it!! pog
Also, any thought on recharge healing 25% of hp & mana?
A nerf tbh
It's more consistent than 10-50% and it's a bit lower than the 30% average we had
Less potential mana regen but consistent
More potential hp regen
With recharge 2 I could use rstrikes several turns in a row if recharge rolled low% for hp, leaving me ~1k-1,5k hp
How does the potential hp regen compare to zerks from raider + chimera or similar?
Assuming no DoT boosting amity, 999+999+5% from zerk 1
You'll be receiving about uhh, 2300? 2400? Self damage
What's your hp in raids?
All 3 zerks you'll be getting back under 200hp each crit
999 then + 420 with raider + chimera
I think it's way better. since it's consistent you can bank on it healing you for certain amounts much, much more often and it won't bring you out of resurgence in one fell swoop as often
been asking for recharge II -> I for literal years š
fun fact: Orna used to cache in-battle values so once upon a time Recharge II was consistent on a per-battle basis
It would be for me around 681 net positive for me, net negative 159 for me at 3 zerk
so sometimes (before HT days) you'd get runs where recharge was only healing 10% and it was glorious
Pre bloodshift, it's good, you can account for the hp loss, it'll require actual management of base stats before you can consistently use crits
Post bloodshift, it's sorta a nerf
It seems a very good change for me
Although, it might even prevent the use of bloodshift
Get your hp to the sweetspot, and you can stay on 1hp without needing to worry about overhealing
Sadly you'll need to manage that every level
This change would work perfectly if the max range of resurgance were increased, or made berserk apply after healing
since now you would always be 25% hp pre-bloodshift
If berserk is after healing, you would stay at 1 hp always
that's also something i'd talked about in the past. the healing/damage order is really unfortunate for Realm
Resurgence should start at max hp change my mind
In my opinion, resutgance should be 100-1% instead of 50-1%, but berserk should apply after healing
all this stuff makes me want to pick up dorito
but i don't have the heart to grind 210k tower shards atm
my motivation is shot to hell lol
It completely negates the option of infinite optimal dmg, yeah :/
and it's even aethric, so the classes are cheaper
I completely understand how you feel, it's the same for me tbh, I've been looking even before I reached T10 ways to try to make RS better without catha, only for it to be a RS catha that is in simple words "better"
I don't have my Orna gear in Aethric for Realm, so I really would like to have a celestial bow or axe to make Dorito work, but that's a lot of shards lol
Gilga with Celestials got new skills such as CC, or completely new type of playstyle,
Heretic got Ara vesta family, and some interesting dmg options such as chakrm or thinblade,
Deity got the new incredible passives that now work with phoenix
Meanwhile RS only got a 2 on it's most "iconic" skills:
- Realm Strikes 2
- Sortie 2
- Realmshift 2
- (2+2) Edge
While in the meantime, RS is still being held on by it's own restrictions on (almost) all the possible cases
Not to mention the celestial nyx atrocity
Something that doesn't exist cannot hurt me
Celestial nyx is not real
I can get by the fact there's no new ideas for the t9 nyx skills but I'd rather have had the update delayed while they think of something than a copy pasted base nyx skill list on both celestial classes
Also, realized it's named realmshifter changes when the changes came to the thief classline all together
Another thing to note is that Nyx Hercules, got completetly removed from any passive healing such as life syphon, recharge or ward regen
Currently there's little to absolutely no reason to buy any t9 celestial other than auriga solely for the griffin summon that happens to be good pre-240
Ward of light III, maybe, Brynhild II maybe
Brynh is if we actually find out exactly how it works
There's no known differences between brynhild 1 and 2
Ward of light 3 maybe
But damaging ward regen for melee comes from classes with the third costing 15k tower shards vs mages who just gotta wait for theirs to appear in an arcanist
Also, transference is elementless while WoL is holy, meaning transference sees more use due to not being immuned/resisted at all
Although both skills will regen ward to the same extent even if you hit a 0
ward of light has a "high" m1 though, it can help against non-holy immune enemies
gonna check the m1 of wol3, 1s
1.7
It's 0.3 less than Omnistrike III, but regens ward & blinds
Sortie 2 is literally 1.9 m1 instead of 1.8 btw
With realm: Yes, but not exactly with other classes, since it heals from ward%, so deity or gilga could work against tough match-ups with net neutral ward
Sabatour so far has allowed me to melt the ward of any gilga or deity I met in the arena
I'm talking about 1 shooting their ward, and some had 36k regen /turn
when I was T10 with Nyx (because I had to use all my orns for the chrismas pet event), sabotaur was almost mandatory against enemies with ward
I got F.chimera + Phoenix + Mimic, Got down to 0 but didn't took long before I got the class since +100% rewards amity
Now I just unlocked Deity with Rs & tower achievements (up to f20 or smth) and then reached f50 with deity and bought all the classes (except Heretic & GS lines)
Anyways, any ideas with Corvus Endless atm?
After it goes live, it'll turn meta for rs endless
I don't think this was talked about before so I'd like to share my thoughts about this.
Change from recharge II to recharge is actually hurting RS swash a lot ;/ I dont like it at all.
Reasons:
Let's say you have 1k mana in your final build (quite optimistic - you need very good feros). Now, if you crit and will be getting less than 200 mana per turn you will end up potting (because after the buffing phase you will have like 400-500), which sucks a lot for such a glass cannon spec. Additionally, I didn't actually mind recharging to full HP especially for KG raids where swash really shines. Most folks won't be able to acquire even this 1k mana and will be running with around 800 which means you have to get the full 25% recharge bonus to stay even. It will be pretty much unplayable because potting up will get very frequent.
It also affects PvP, where as swash, you can end up with like 600 mana and sometimes you need to use your basic to be able to hit your realmstrikes/sortie II again (that's especially annoying vs second chancers or extremely defense stacked deity where you need to start buffing to do any damage).
Its quite annoying because usually you wont be critting without bloodshift anyway so this change is good only for some niche situations. I guess it's a change only useful in some desperate endless situations where you have to attack and casting bloodshift would put your life at risk (which may not occur anymore as corvus may become endless meta for thief line).
Not specifically about swash but was talked about
Crit chain, no recharge, mindless sortie spam and occasional sleep > mana potion maybe
Maybe with a +40% crit dmg 5% max mana regen you can just go to sleep
Sortie costs 40/80 mana, meaning that to be net negative for it you need to have less than 200/400 mana,
With Realmstrikes you need 800 mana considering you have 3 riftrogue,, but if you don't have any you would need around 920 mana
Recharge 1 is 25% hp/mana, so you get fairly quite some mana back.
u get almost the same amount as u spend in the best case scenario only
u dont always get 25% with recharge
its the maximum amount
even with recharge II u could get out of mana as swash using realmstrikes at ~900-1000 mana
This is on Hidden Info, I think it is always 25%
That's because 10% of 1000 is 100, being net negative sometimes but possitives on other
Huh, so its always 25%. Then it would actually not be that bad. I thought it works as recharge II having a range
If this is true then i think it may be ok
Nope, recharge is only worse by 5% healin on average but it's more consistent
Yep, recharge 1 is fixed 25%
Recharge 2 has a range, but more regen potential
The change to recharge 1 also makes things like endless much more manageable. Youāll no longer be healing for 50% on a floor where you can afford to use bloodshift, just to get smacked by a zerk mob in the next floor
I donāt think itās fair to talk about lack of skills atm when weāve already been told theyāll be adding new ones this week
Corvus for no recharge
Hp can be sweetspotted so you regain 0 after zerks
Otherwise, you can afford a few crit heals before you encounter a sleepable enemy
https://cdn.discordapp.com/attachments/1064444313989304330/1097736038610370591/Screenshot_20230417-210950.png
I don't know when that was posted, but this was shared around. I just want to say I really like this. On one hand i wish it was predictable, like depending on the passive level, gain an extra turn every 4-3-2 turns or something, so you know when you can possibly pull some 2 turn skills etc. But at the same time, Nothing wrong with not knowing.
I also like that it is more self contained by giving you free actions vs stealing actions, otherwise a party run of RS could be funny, with each having a chance to steal mobs or raid boss turn resulting in high chances of mobs never attacking. It seems easier to balance gear around a personal bonus then a debuff.
Again, this change avoids haivng 2-3 RS doing raids that the boss never gets to do an action
Give dorado ward regen on crit
That would be nice
That might be a little strong, don't you think
It's more manageable but the heal is applied after the degen so you will always be at 25%
Yea but, from my experience, being at 25% isnāt a run ender. Being at 50% though, that can go wrong really quick
I think its because of how HT is implemented. You actually heal 1st, otherwise u would die to dots when going for skill like osmostrike/wol on other classes while on low hp, I guess
I think one of the good buff which won't be game breaking for RS is decrease in the mana cost for some skills.
Nyx has the worse time with mana, since they don't have any mana regen passives
I am currently getting help switching to attuner to finish my T9 because I am tired of the swordplay - mana pot rotation
@kind raft @stark hound
New avidity mechanic is live, will test soonish
Thanks for the heads up, Iāll get to testing!
curious if it will proc in a row
It does
Quick overview before I get pulled into work junk:
- it procs on everything now. Regular attack, skills, debuffs, potions, etc
- when attacking, it doesn't have to be successful. I got procs on immune and misses
- it can proc multiple times in a row
- most importantly, it is truly "go again" and not "steal a turn". If it procs, you immediately get another turn before any enemy gets the chance to act again
- proc rate using sweep is higher than with potions/single skills due to the multi proc chance from AoE
what about ally aoe? š¤
can you Pray forever with realm/cleric?
Honestly? This feels really good. It solves the horde problem while speeding up content that was slower due to the buffing phase being huge
Probably, can bust out some summons and test later today
The proc rate isnāt overwhelmingly high, it feels like a good balance but Iāll have to run some more dungeons
Any tips to finding dungeons in the beta? They always seem much rarer than in live
Yeah it definitely isn't super high, took a lot of attempts to get x2 in a row
Build a fortress
o_O
I would really like to test this in beta
out of date client
phew š
Oh, my bad!
Hope we get mirror requests accepted soon for us normies
that's how it used to be hehe
#šālate-game-ā10 message
I am confused about the fourth point. If it really just lets you go again instead of any enemy acting instead of stealing a turn, how come major actually had his turn stolen (all the immortals acted again, and he could not act)
or is that a change in how it works?
since that was back when it was specific to being stolen via attacks and now it is via using anything
I think the changes werenāt live when that happened to Major
I am supprised it is still a proc per targets, and not a passive thing. Makes going for swipe feels less bad if it is buffed with more turn economie
Does that mean you could proc 2 extra turns from a single swipe actions?
It's a change. Yesterday was a steal mechanic and enemies would still act if their specific turn wasn't stolen
Today it is a go again and only needs to proc once for realm to get an additional turn before the enemies go
It does not.
Sweep at 4 targets is x4 chance to proc, but it still will only give 1 turn
Unless I got really unlucky in my ~200 punches
Avidity also procs with charging skill turns
Oooohhhhh that is nice
Yea, it works on DB as well
when duking out damage you can also ""Doublecast"" one turn skills like realmstrikes
It is just not on an turn timer, so you can't plan around it
Which makes sense, since one of the issues to solve was having to DB everytime
so DB on horde is a bit better turn economy wise now huh
What is DB again?
divine bastion
It is only better if you get lucky
unless we could know ahead of doing the action, it is still safer to use a 1 turn ward first
Why? Youāre going to be using DB turn 1, youāre not at risk of dieing
i'm most likely going to be dorito on horde anyway
You can golems beforehand if youāre low on defensive stats
no need for woo turn 1
This is honestly a great solution imo. Feels fresh, different from every other class and solves so many of the issues we brought up
Horde party only with Realms haha
it would had been more broken with stealing turns
Exactly. We shouldnāt be as good as heretic or deity ara in horde, but this feels like we can actually compete and complete this type of content
Indeed yes
avidity activates with pet action or only with RS action?
yeah this is what i wanted dorito to be during release, a horde solution
this is hype as fuck
On another point, I'm not that thrilled of that passive to be available for mobs / boss... Especially now that AI can identify our weak element. I've died F74 vs an immortal magus with 2nd and crit. Felt really bad when we can climb very High without problems. Now they'll 2nd chance, can miss and act again š triple threat
Beautiful š³
idgi, you used sweep 4 times but all the enemies aren't dead? š¤
im still realmshifter ok
it's no mage's dance
I too would like to fuck all šÆšÆšÆ
well that's just sweep
I like to imagine that when you gain additional turns, you're still doing the action in the same timeframe
I can get to 300k per mob with 14 al heretic
with CS it's ntb
so you just swept four times in like a second
But with all the zerks and attack buffs
I could only reach 150k max at 1 hp
Should the pet beable to act as well? I bet there is some challenge with detangleing the turn order there. But 1.2 times to proc a temp buff or w/e is probably a bit too much. It might just be enough to act as realm
It also doesnāt make sense that your pet also gets a go-again
nah pet can just watch us do extra turns
actually, why not
extra chances for DC
because birb is getting nerfed anyway
y'all ready for some double acting fallen realms?
i just got clowned on by two of em
If anything, I think the pet also acting can bring more variety to the pet slot. You can have chimera for zerk and cleanup duty, you can even have something like cactus if you can get some follower stats in your build to help clear second chancers
yeah sweep fucking sucks for damage
Cool about pet activities. Always worth the question imo
You need gunnr and atk + and ++
And redline Iām assuming. Which realm were you using?
As beo variant has a passive that pet acts twice. This kinda beats that out a little
what about the mana cost :c ?
Oh, hey that's new
yeah it is
i was wondering if it was going to make it to live
that's pretty expensive for scrolls and DMs though
Indeed !
two scrolls for a max tower run is an atrocious return
Get that Perseus gear while you can
Also worth noting that sequencing should probably be off limits for classes with avidity. As you could theoretically cast a single spell 4 times before an opponent could move
theoretically you can cast something an infinite number of times before they move
wild
Man, you guys are still going strong
our core mechanic is cool now. hopefully y'all are next
I still think weights would do a lot for build variety
offer a higher avidity chance for debuffs and cleansing
duelist could have been the melee dualcast instead, but this is better
atm i don't see cleansing/debuffing being overly used which is unfortunate, but more turns for damage is nice, particular for hordes
the world where you can consistently debuff -> attack things as a reliable strategy š ā
you got mirror account bwubs?
Heals, Dispells and Debuffs with Higher avidity chance
Buffs with Medium avidity chance
Attacks with lower avidity chance?
yeah that was what major proposed
I'd say buff/attack stay at the current chance, but debuff/cleanse doubled chance
upon trying it with avidity chance on attack this feels good, particularly in horde
I just still think boosted chances for debuff/cleanse would be amazing for variety and (again) feel
we can finally full fomor items, and nag belts, then amadan stasis on repeat
and stasis lock amorri again
Thatās what I wanted. With 1/2/3 having different weights for the appropriate class use. Ie base higher chance of attack while Dorito higher chance for multi turn or buff or clense to go again
Ect
I'm legitimately gushing over the idea of being able to consistently perform a debuff and attack in one turn
debuffs don't see much play outside of the most difficult things in pve (well, just endless), so a reason to use them would be š
everyone: debuff then attack
poo: debuff then debuff some more
could be 0 with bricriu bow xD
yea, i love some non one shot meta
not to play against, but you can gear for immunities
i'm mainly thinking about pve
tbh
I'd love to actually have a status build in pve
Yeah make those other classes deal it for once š
i wish we can do it in pve though for real
Good news is I don't need to farm Oceanus anymore to build around ultimastrikes ahah
with a higher chance for Avidity on debuffs and fomorian gear (so you're not forced to use assassin), that sounds like a really interesting/unique build avenue to go down
outside of just petrifying raids that aren't petrify immune
then finally give nyx celestials some celestial skills, and give it a multi-target smoke bomb and stun dart
New celestial(?) / spec / item with "Your opponents cannot be immune to your damage-dealing status effects"
the only pve debuff play we've done is either stun/sleep on endless or petrifying on OR
give dorado a skill that cleanses effects, but you can never be stunned when using it so you can actually cleanse blight using a skill, rather than sometimes "couldn't move!" and just die
yeah, and i'd love to see more of it
like.. i'd genuinely use an AoE stun dart to open a pegasus tower encounter, probably get a second turn from doing it and then kill em off
there's some people probably doing doom on raids now, but it's still raids
(in this theoretical world where 1) avidity procs more often on debuffs, and 2) aoe debuffs exist)
would be nice to do it in horde boss or somewhere outside
it'd also bring back using passive debuff stuff like swordplay, assassin jewels, teardrops etc. since those apply debuffs which would feed into avidity chances
idk. i just like all the possible build options that an avidity with bonuses on debuff/cleanse would bring
strength aside, it just sounds fun, unique to pve and thematic to the thief line
There's no weights right now are there? In my (very low) sample of 100 turns, Avidity triggered 13 times (13%). About 1 out of every 7 or 8 actions. This was mostly WoO + mana pot alternating against a T10 mob.
yeah, no weights
same chance for attacks, skills, items, etc.
you do get a chance per enemy hit, though
so you get much more avidity procs when damaging hordes
So in this case, the Avidity proc is based on whether you applied a status, whether you could have applied one, or whether it's a status move (vs a pure attack)?
So in horde it will trigger more often with AoE?
yep
Because 1v1 it's a very low proc rate
it's a chance per enemy hit, but you can only ever get one bonus turn
(In my small tests)
yeah, we should test proc rates for sure
What I mean is, what defines whether it counts as a debuff for weighting
since you mentioned *adorning
I'd say it should be bonus avidity chances for each status applied or cleansed
gotcha
but probably need some sort of diminishment for hordes, otherwise eg. spores + mage's dance + aoe is like.. 5 enemy hits and 0-7 status per enemy
I'm in a horde, but just clicking WoO... so each turn it only has 1 chance to trigger.. but if I was doing AoE attacks instead, it would have multiple chances. ? Seems weird.
yes. it's just like all proc chances
imagine you're a deity, you hit 5 things, DC passive procs more often
or lugus, phoenix gear
etc.
cries in Beo
The current proc rate seems to me to be somewhere between 10-15% (Avidity II), needs more tests though. Very small sample (100 single actions)
i'm most interested in avidity 3 because i'm quite enjoying dorito
i blame @stark hound š
I will sing the praises of the flaming spicy Dorito all day
ok we can lock this thread and ship to release now
no further questions your honor
realms rest their case
long live turn economy
I'd still fight for increased avidity procs on debuffs and cleanses until the beta is over
I think the chance at some really cool builds is right there š©
Yeah I think where it could really shine is in debuffs and cleanses, moreso than attacks
just wonky in hordes now because attacks make it trigger much more often
I don't think it's a "moreso" or "more than". just another build option/skill choice that can easily coexist with current avidity
I'd rather see a higher proc rate for buffs/cleanses, which I think we agree on. I just worry that attack procs are looking high in a horde environment
it's pretty high in hordes, but in fairness that's where Realm needed the help
My little Bricriu's bow works acceptably well with my RS/Raider... clears most floors with 1 click, but sure not as good as other options.
needs a comparable wall of text to explain it
don't tempt me
You have a word count quota to fulfill 𤔠š¶ get to work
Negative - hoping to get one when it opens up to non patreons
For beta would be nice to be able to buy event only items in the titan shop
I do agree it would open up some interesting build paths. As long as it doesnāt come at the cost of a lower proc on attack rolls Iām all for it
It is nerfed
It's dc proc chance was harshly nerfed
now it is 3% instead of 4.5%?
It doesn't proc dc as often as it did before.
Like if it was once in every 3-4 turns with 15% chance
Now it's once in every 7-8 turns even with 18% chance
My experience doesnāt match those numbers either
it'll be situationally different, due to the nature of the bug.
ie: when ward is inactive, the chance of DC was higher (due to it also being a Ward granting skill)
would be difficult to put a % number behind it
Ah, that makes sense. Appreciate the clarification
Are you able to use Oceanus lungs to quickcast the already aviditied spell?
Yes, the description of the augment is misleading, i've writen about it a few times (also as a suggestion to correct it)
It work for skills as well
So it would work like usual
Well, was before this beta, i havn't tested it in the new version but I don't see where it would have been changed
Oceanus lungs would he something interesting to use with Ultimatrikes then imo, no that we have avidity and Lungs
Problem is still being a M2 skill
Oh, wait, you meant like 2 turns Ultimastrikes being avidited and then quickcasted with lungs to make it instant ? Uh, that I couldn't say ! I guess it's best as a combo for 3 turns spells such as DB2... Increases the chances to shorten the casting time
Or Arcane Strikes 4, to find some use for it
If oceanus procs and then avidity on hit
Otherwise I think using a multi turn skill itself doesn't count
Ah yes maybe in that order
Odie did say it'll be changed to where every action will have a chance to trigger it
Might need a few tests
Now if waiting on a multi turn skill counts it'll be neat
it does
Yes that was the point of my original note about Oceanus farming
Not being necessary anymore for ultimastrikes, but it it can work with both, would need to see that
Well, I'll do the test ahah
It's still worth farming since you don't want to rely on avidity to proc just to get a free 2 turn skill out
my understanding of the mechanics are that quickcast is "on cast, roll if this skill takes 1 less turn" whereas avidity determines whether you get a turn immediately following
changing turns taken versus giving you more turns
if that makes sense
so short answer: no, qc should be decided upon initial casting, then avidity can proc for any turn thereafter
This looks more broken than the prom hands
is this a facetious statement, or š
It's one single point of data. Does it do that every cast?
That got teased with plague doctor spec, right?
ish? that was a community contest winner, but we don't know what the implementation of it might look like
Can anyone tell me if Bloodshift was moved down to 230 ?
besides, I think it would suck if statuses were relegated to one spec
Well I could go and find the message but I'm 99% sure some nf member said it
well, "plague doctor" is very obviously statuses
No I mean that's it's a WIP
no
it'll be in the game at some point, but yeah if it's WIP that's news to me
Ultimastrikes with lungs + procs (+sleep ahah)
Yes, a bit less instant fun without the lungs...
Would more lungs make it more efficient to and cast spells or skills faster?
I'm already maxed on Lungs for the 2h weap
May i Ask a question ? I mean an other one...
1.1^X
X being number of Lungs
10% per lung
And it's 1.1^X because it stacks with sequencer for 100% with 5 lungs
60% chance to Quickcast on 2h
Wow that's a good %
It's 77% as far as my testing has gone
What is the point with realm lights ? Will this passive be still active After the update ?
That's like getting sequencer but in gear
Hopefully yes
Is ultimastrikes good damage?
The passive is already reverted back to being there and no mention to take away again - So it should be š¤
And what's the M1 value of it?
Thanks a lot !
Lol
Funny enough
As always, Melee class gets sad skills
Ultima is 4 and Ultima 2 is 6
Ultima strikes which is much harder to get is M1 of 1
That's just amazing
Ultima is now 3.2 and 1.2 M2
Skill
We have high raiding spells
Even 2.5 M1 is good for us
Realmstrike should be 2.5 
Amorri dead
That would make everyone cry