#3.17 General
1 messages · Page 4 of 1
Unless the - accuracy applies first and then your + accuracy from whatever sources you have
They're likely not separate
I don't know if they stack with each other additively or multiplicatively though.
I'd assume the same way the current +accuracy% sources worked so far
I like the scroll above Samson’s head freaking out. Means players are less likely to miss story quests. I realize it might not be new, but it’s new to me. (Ignore the raids and bosses; idk who dropped them.)
So about anguish, it took me a long time to lvl up through T9
is it conceivable that T9 players will hit an "Ascension req" for anguish before they hit T10?
and do those ascensions get abandoned on tier 10 class promotion?
Actually, why are my Atk and Mag lower on beta than on live?
I know Selene Hands boost hybrid damage, but my understanding was that they don’t literally raise Atk and Mag, just increase damage. Was that an incorrect assumption?
This suggests that Selene Hands should boost all damage, not just hybrid damage. Like, imagine I were using Tidalseal without a Hybrid amity. Based on this, I’d expect it to do more damage on live compared to beta, because my Mag is higher on live (despite identical set).
should*?
I know Selene Hands boost hybrid damage, but my understanding was that they don’t literally raise Atk and Mag, just increase damage. Was that an incorrect assumption?
Yes
selene hands have always boosted atk/mag (stats). not "hybrid damage", that's always been a misnomer.
One sec, I'll copy the explanation
- 'Hybrid damage will be increased by %', Selene Hands/Arms, Hybrid Monster
- Your attack will be increased by % of your magic, and your magic will be increased by % of your attack
- This stacks additively
- This effects all skills and spells, since it increases your raw stats and is visible on the stats screen.
"hybrid damage" amity, and valhallan hybrid monster passive -- all three are the same thing.
they add a portion of atk to mag and vice versa, calculated out of combat.
This is why Selene hands are OP
Possibly would hit the requirement but I'd say not likely. Altar of Ascension is locked until t10 so you wouldnt be able to go past that point.
Having 5 selene hands in live adds 75% of your magic stat to your attack stat and vice versa
On a class like Deity or Beo this is just a 75% stats boost
So that implies a Hybrid amity is helpful, but not required for non-hybrid skills to benefit from Hands. Non-hybrid skills will get a damage boost even without the amity. Correct?
oh youre right, I cant even build an altar
The "hybrid damage" boost has literally no specific interactions with actual hybrid damage
Whether you hit the point where you're AL blocked likely depends on what the Anguish costs are one it goes live
is that good??
It only boosts hybrid damage as much as it boosts any other type of damage too
Yes as anguish is meant to be end game content
Yeah, so. I think the “fix” for Selene Hands is just to make them do what it says on the tin, and not far-and-away more than that?
Like, I can’t be the first person to suggest that, right? Is it simply infeasible to do that within the codebase?
That looks like their base stats with no summon stat buffs
Long time no see, welcome back
-# Oh you've been back you've just only posted in the channel I don't check in Orna Legends
Gotta keep that gs channel in OL alive 
I don't know the answers to your questions, but I know this answer: there are four types of hybrid in Orna
At least, the term "hybrid"
Yeah, idk what to say. I'll just be happily surprised if the 1.15x M1 boost of selenehands goes to a 1.1x M1 boost, let alone making celestial weapons on the same power-tier as competing T10 weapons (as originally intended).
+15% Hybrid powwa (verse4 hits 1.15 (x5) harder)
I’m aware. I actually helped (in a very minor way) to develop the definition of the fourth, “dynamic hybrid.” lol.
I painfully misunderstood which type Selene Hands were, lol. But to me the fix is now clear: Just change which type of Hybrid they are. And probably leave them at +10%, because +15% each was indeed kind of ridiculous—but they don’t need a ton of unrelated maluses if they’re not providing blanket boosts.
selene hands deserve the nerf
let it happen!
Would they give a bigger boost to verse 4 type skills if changed to that type of boost?
who knows
That would just be a 10% multiplier like prom hands right? Os that better or worse than 10% more offensive stats
there's probably a very very low AL threshhold that it would change over lol
I guess it's just m1 vs m2
also depends on if it's additive or multiplicitive
No.
At the very least, it would start being an M2 booster instead of M1 which is a drastic step down. (M1 is always better per-point than M2)
If you're asking a bunch of SS users to give up 1.5x or more player damage, then I wish you luck. 😅
Make it 25% more Hybrid Power, multiplicitive 🗣️
And then delete beoh 🗣
They’d theoretically give the exact same boost they do now (or could be tuned to do so), while no longer doing anything for skills that aren’t inherently hybrid (at least unless players put in more investment, eg. an amity).

The observation would be "All skills and spells are hybrid" amity lel
then we're cooking
As the others pointed out, the stat boosts they give currently are more impactful than a multiplier. So this wouldn't be a bad change but you might need to then rework the remaining "increased hybrid damage" effects
I'm not opposed to consistency
If you somehow someway get access to anguish 2.0 as a non-t10 class, you'll be able to get ang 1
I mean, I think a lot of SS users would be loath to give up their amity slot, but they could keep using SS as-is if they were willing to. At the least, it would seem (to me at least) a more relevant change than tacking on arbitrary maluses to things unrelated to hybrid damage.
Honestly, I wouldn’t be opposed to simplifying “hybrid” more broadly
As a concept it’s kind of a mess right now
I will simplify a formula we can use moving forward
Attk + Mag ^3 = Hybrid skills stat 
Most ss users are already using hybrid amity because of selene hands
At least that's what I hear
Knight (RS main) uses it for his RS ss build
Fwiw the actual hybrid amity is like a 1.5% damage boost for me on RS
Here is a full break down of how hybrid works
I don't consider that hybrid but I can see how it can be 
It uses a hybrid formula for enemy def/res
Fuximus may be about to say this, but the formula Verse/Beaststrikes uses is different than the hybrid amity
Anyone know of a reason to keep around the current function of %hybrid damage effects like selene hands?
Terminology probably
Because it's basically BeoH's identity?
Like the effects it does? or the literal name?
Are you trying to say that Sirith's guide isn't perfect? 
I keep deleting messages because there's a lot to say and be particular about 😅
Anyway -- I don't predict that NF is willing to change selene arms in a way that would make celestial weapons competitive with other T10 weapons (as was the original celestial weapon design). And that certainly SS benefits the most from selenearms right now, since there's not that many multipliers that apply to it.
Hybrid skills use 65% of your attack and 65% of your magic stat. Written as a formula,
(att*0.65)+(mag*0.65)
Which is uniquely different than (att+mag)/1.65 🙃
(1000*0.65)+(1000*0.65) = 1,300
(1000+1000)/1.65 = 1,212
Math is too damn picky about its number placement man
Honestly, let Beo keep it—but if anything this is all the more reason to make it less available to other classes.
Would we accept items that let Gilgs use Avidity? Or let Deities use Flasks? Same thing, in some sense. Let Beo be unique in this way.
Yeah I was thinking the same thing
Fair enough, I shall add a new "Dynamic Hybrid" paragraph 🫡
Or Beo use summons?
Glances around nervously
This isn't even about dynamic hybrid 
Keep HM as is, change all other hybrid damage effects to be an m2 multiplier on hybrid skills only
Just call it "Not Hybrid" Hybrid 
This is just how Verse differs from The Hybrid amity
and triple it
But give it to the next class
I guess I'm copy-pasting the whole damn Hybrid definition here so that we're clear lol
I kind of like this. SS has a higher m2 for gilga IIRC so there is precedent.
Yee that too
💀
Makes sense with most of beos skills and spells being hybrid
Orna has four definitions of Hybrid:
- 'All skills and spells cast will use both your Attack and Magic stats'
- All skills and spells will use
(Att+Mag)/1.66instead of just Att or Mag - This is roughly a 21% damage increase if your attack and magic are equal
- This has no effect at all on skills that are already hybrid, like Beaststrike or Verse
- This is not visible on the stats screen
- This also makes all attacks roll against an average of an enemy's defense and resistance. This is not normally relevant, but can be important if an enemy has certain buffs or during a Fomorian Houses event.
- 'Hybrid damage will be increased by %', Selene Hands/Arms, Hybrid Monster
- Your attack will be increased by % of your magic, and your magic will be increased by % of your attack
- This stacks additively
- This effects all skills and spells, since it increases your raw stats and is visible on the stats screen.
- Hybrid Skills
- Hybrid skills use 65% of your attack and 65% of your magic stat. Written as a formula,
(att*0.65)+(mag*0.65)
- 'Dynamic Hybrid' aka skills that use either attack or magic, whichever is higher.
- Sands of Aaru or God classes' Eventualus Apex skills are examples of this
- These skills follow the same def/res rules as the first type of hybrid. See above.
Wait, 1.66?
It might be 1.66 or it might be 1.65
The damage difference is so small that I couldn't get a reliable number due to Orna's normal 0.075% damage variance
I'd maybe vote for #2 to be turned into an M2 multiplier of #3 (besides beoH HM), and remove the -pet act malus from selene hands?
But that's a bigger chance to the game of course
Do #3 skills hit against average of def/res as well?
what is an hybrid?
Yes
Pretty sure it's an ancient Babylonian word meaning "SS does more damage"
0 means yes
Wintara have low resistance and infinite defense
ahh ty for the translation, hate to bother but could you also tell me where to find wood?
Low averaged with infinite equals infinite
In the woods brother
This and rarely in PvP are the only times the averaging matters at all
We gotta make the candles taller
a wish, while waiting for that proof of melancholy to drop
scanning the list of drops for "proof of" makes my eyes tired af
yea yeah boomer problems
I tired, lets see what odie is making
Also, end of dungeon should say "dungeon complete" eevn if i found ornates, imo this is a bug
Tru
Eventually dungeon complete at the top most top and under it if you found ornates/anguished gear
Oh baby don’t hurt me, don’t hurt me, no more
If the hotel has countably infinite rooms, but they’re all full, can I get a room? 
if each guest is willing to move to next room - yes 🗿
i love that I can slot all adorns as soon as anguished gear drops
and I dont think T8 bosses drop melancholy proofs
Uhhh... It will be an entry fee of 400$... Then 50$ for every minute spent in the hotel... And a very small service fee of 2000$ when you check out 
Interesting....
isnt "only on tier bosses drop proofs" rule remains the same?
i went over to melancholy thread for it
we'll see. thats my mirror's tier (8)
also the best tier
average Orna: Classic enjoyer
T5 best tier
T12 technically best I think
u wot?
This is sexy
I like that "berserk chance" is a malus for the world farming path.
Like, yes, more zerks is literally something I want 😄
Time to add berserk chance to raid path
See Raid Enraging
Berserk raids are actually a thing tho
I would bet a 100% enraged raid on turn one would be harder than 3x stats
idk why I dug for so long but I finally dredged this up
make berserk raids an anguish mechanic too easy 😏
Fully added 💪
(at least I think that's everything 😅 )
The best as always in the beo sheet
Since beo nerf on their Towerfall damage, lacuna + towerfall only do 3m dmg on raids.
Ultima still able to works with critical dmg, maybe deity will have more better performance on raids too
important: we need a code for hocs in beta, not everyone had some when he got mirrored
I mean I do so I am asking for other people
Or just make hoc exchange with towershard cost = 1
I believe the items in the runeshop are free
Skins, all kinds of packs...
You should probably be able to buy the HoC from there
Ah ok didn't try
It really free from the shop, i just try it
..theres a beo sheet?
does this mean I do less dmg or They do less dmg?
I think it means spells that cause self damage deal less damage to you? That's just a guess
That's a new bonus, I haven't seen it before and nothing else uses that wording
It's the Efficacious bonus
good call! that sounds right
this is epic, cant wait to hit 5999999
"Multi-turn damage reduction" would be more appropriate
"channeling" damage reduction
"spell casting" feels like a bad translation
but idk
the end of my T8/T9 anguish journey
these mobs are very killable still
so maybe thats good, itll inform players not on discord what's coming in t10 a little better
are everyone's path maluses the same?
or is there gonna be some seed winner who gets easy +% anguish gear for their raid path?
Why was perm effect fade added? Is it supposed to fix some cheese or is it just for difficulty
Yes
easy, because odie's actually a chaos time vampire
TwT
((actually i like it so shrug))
Ugh. I didn’t get any beta-ing done today. I was away from my OT at the time I downloaded it, then dealing with an irl crisis for the last 3-4 hours.
Tomorrow
Question do we know when the update will happen?
I'm farming anguish for scrolls 😂😂😂
Hoping to get at least 5
Will all guild lvls reset (hopefully not)
2 turns wide up Dude that's no different then using armour
i still see what i hope is a visual bug (but i have no idea if intended or not), anguish 1-4 are supposed to be without shackles, but once you unlock anguish 5, if you don't toggle shackles on, then 1-4 anguish have lowered rewards. Also exp / orn is at 75% reduction while proofs and anguished gear is a t95% reduction, again not sure if intended or not
When it goes to live yes
If you mean ang 2.0
Yeah i said ang 2.0 for that 😅
Good
We don't know, but it will be a lot closer if they do a live beta - not sure that will be feasible though for such a large change
@serene bluff wait we have the beta now don't we?
It's an open beta vs live
Meaning that it's on a different server vs live beta being on same server as actual
Sometimes they do a live beta too vs an open beta
Any major balance/mechanical change can't have a live beta
Shouldn't but has happened in the past
Not since the great themed dungeon fiasco 😆
Haha don't read my mind 😄
That's what killed lived betas for like three years - now Odie basically just does them with UI changes
Fair, I guess I am still spiteful from that themed dungeon live beta, and should rewire myself
We might get one for some of the client changes like the increased zoom limit, idk though
Conq was live beta
conq was okay as there wen't any widespread balance things
The anguish 1.0 was a live beta too no? Correct me if I'm wrong
zoom out please come to live soon 
Isn't the zoom out just the same as changing your dpi?
No, because changing DPI affects more than just the Map Display
There is that too, yes
Thats honestly an easy fix
🚮
I mean this game is literally why I have an android device
I bought a new cellphone not because i needed one, but because my old one couldnt handle orna very well 🫠
i bought a pixel for the exact purpose of changing DPi for Orna
Z Folds are awesome for Orna - you can play 3 at once
hey got a question about anguish gear,
if you have anguish lvl 4 gear, and are playing on anguish lvl 1, does it get the full anguish stat boost?
Yes plsss
actually is it broken? ive got an anguish helmet that gives +235 hp, and my hp doesnt change in fight, on status, or with different lvls of anguish
ill put a bug report
let's gooooo 1 turn channelalus
#patch-notes message
what was the trade? crit damage? redline? 3/5 GSH summons?
No more ss
Probably a bug
or maybe not
Same with CS, like it's substationally low. Ooooor not a bug lol
after al 30 each new level reduces spiked shield damage 🗿
I was trying to find a thread on this. But is there economy concerns with anguish gear vs existing gear. I have a ton of raid matts invested in my gear, and anguished gear seems to surpass this investment and demand more. Has this system been talked about somewhere?
Yes, I have seen it discussed, though I don’t remember precisely where. (It was not a conversation I felt I had anything to contribute, so I didn’t.)
I know this is probably less than helpful as a response, lol. But I can confirm the discussion you’re looking for exists. (IIRC the gist was something like “Requiring more mats is a deliberate design choice, to prolong the grind,” but that some people weren’t happy with that? IDR, I only skimmed it.)
Hmm. I might make a thread and talk about it once I get my beta mirror
I had suggest they just make ang equipment upgrade as godforged system
Too many upvote last time when i suggest here
#1369690605835387040 message
a bit above and below this are relavent discussions aswell as chicks recommendation with 12 positive reactions. seems there is a substantial group of people unhappy with the gearing economy being offered but as of now there hasnt been any real alterations or dicussion on if would be altered
*substantial group being the fact a random post got 12 reactions is quite the statement for the pop of the thread
So, we have been told that economic stuff will be discussed later. I don't know when.
They chagned Demon Forge tools from going back down to T10 thankfully though
er Level 10
I still have significant concerns for material gains regarding a 1:4 ratio to have the proofs I need and the material that I am blocked on. On top of the current chances already. That's already hard to figure out the odds on since every day can have a random amount of material available.
I know some of this can be adjusted post-release when more data is given, so I am patient, even if apprehensive.
Thanks Higs.
Also I am not sure I mentioned it but some Anguish EoD rewards on top of regular EoD would be really great idea
I have one big question... Because when I killed an anguished raid it didn't give me proofs of felling... Are they getting lostm
The materials sink is intentional and intense. The anguish guild is not intended to be a short term grind or a reward-driven grind, apparently
#1369690605835387040 message
I was already talking about it, but looking like some people really love to grind everything a second time...
Anguish resets every few lvl (idk, 5/10/15) your whole gear if you put it beyond lvl 10, stick at lvl 10 gear or farm every ornate a few anguish lvl again
Give a farmable object which puts gf gear on lvl 14 or lvl anguish (its getting no changed stats) but getting a chance per stat to get anguish stat of current level.
Farming all stats to anguish is slow enough, and once increased ang lvl,.chanche to get new (not anguished stat) to become one or lvl existing up
Anguish gear in earlier beta was 25 levels to fully reset and need upgrade
Hey uh, have you been able to replicate this since the "rebuffing" of anguish?
I'm curious because I just tried a summoner at 33 and it went... yeesh.
it went yeesh.
What was your total maluses etc
do you mind recording a bit? I just wat to see how it is as a fellow GS that's still waiting for their mirror 
I did. It's uploading
Blessed be the random 1 week of nitro
Otherwise I wouldn't be able to upload this half a gigabyte of video 
oh dear
Not with swansong as two-handed malus/fade chance malus is no where near as avoidable as it was, I need to actually take the time and go through the choices again and re-make a build
Fair enough. Then I suppose comparing my woes to your success yesterday isn't as straight forward
ah there we go
Yeah. it was.
And there's not much else I can do to optimise this
Technically I could grab a phaethon or cerunnos to buff the dragons. I probably should do that.
why not cele axe btw?
Summon stats, trying to squeeze as many as I can. The ward would probably have been better though, you're right.
I still stand firm on my statement that difficulty and challenge don't mean just increasing the time to do something, and that seems almost like double/triple the time to still fail at the end.
how else would you achieve difficulty in this game? Just curious
maybe not the increased time spent but an incrased chance of failing should be a side effect of higher difficulty
I actually ranted on this earlier; Difficulty has a lot of ways to be done - let me see if I can find it again
Right now, most dungeons end without enemies getting a single turn. Also very curious how difficulty can be added in a way other than enemies getting turns (and thus also slowing things down by a lot).
Unless you mean that it's okay when a single dungeon/raid takes 3x as long and gives 3x rewards.
Ok, so first the problem with increasing time, and then some alternatives:
Increasing the time it takes to complete fights creates several issues:
Double RNG Punishment: Players already face randomness in obtaining gear; making them endure longer fights adds a second layer of frustration
Artificial Challenge: Longer fights don't test skill - they test patience
Player Respect: Your most dedicated players value their time; making them spend more of it on the same content shows disrespect
Accessibility Concerns: Physical limitations (hand fatigue, attention spans) can make extended fights exclusionary
This is if rewards stayed at the same return - just adding time
I agree overall, though longer fights do have the potential for adding difficulty due to resource management (mana/HP/ward)
For sure the rewards need to justify the time
Things that can make a game harder without adding more time:
I will condense this so not to spam.
Pattern Recognition from the AI
Resource management of some type
Vulnerability windows
Counter systems
Environmental Interactions that have to be paid attention to
Optional Challenges
Escalation mechanics
Sacrifice Systems
We have had some of these through quest like Beastfelled where we can't use weapons etc - could add those challenges to dungeons and the like making it harder without adding time
I can't imagine not wearing a weapon wouldn't add time tbh
If the fight takes 3X as long and I get 3X the rewards then it for sure balances out
You have to swap to a Pet class to make it not take longer
That's not difficulty then, that's just a class swap
If you have anguish and you don't have your 100 AL it is difficulty
Hordes are starting to get dicey now around ang36-37. Being careful more runs take 5mins or so. Not sure if the rewards are worth an extra couple percent on proofs but more or less the Ang but horde weapons are usually easy to demon forge
Not all of those suggestions work well in Orna either, they are just examples of things that don't add time for just adding time's sake
The argument that longer fights dont add skill only exist if you haven't tested super high anguish fights
I get how this sounds coming from me of all people, and I don't mean to be that guy, but I do believe that Patience is a skill to a certain degree
There are a lot of fights in towers that even at ang 20 will kick your teeth in if you aren't paying attention/strategizing
They definitely take more skill and build tinkering and really focusing on what to kill first because of statuses and such now
They can kick your teeth in without taking 2 minutes per fight though is what I am saying
No?
Its a turn based RPG
I think that fundamentally, it is very hard to add difficulty to orna right now.
It's nigh impossible to kill a player other than by oneshotting. Due to augments amities and pets, we can easily regenerate nearly half our ward in a turn.
It's night impossible to debuff a player, with infinite access to panaceas, the debuffs come off as soon as they get on.
So what do you do? Do you just oneshot the player? That's not exactly a fun mechanic. People dislike that
We need to play a war of attrition then. Have maluses that lower regeneration and healing. Have the player slowly bleed to death. But then the monsters also need to not get oneshot. They need health and defenses, otherwise they can't bleed a player dry.
There is difficulty and resource management to be had there. Balancing Health, Mana, Ward, and keeping enemies in check with Stuns and Sleeps. But it's not an easy thing to make. Very hard balance to strike.
2 minutes per fight makes something that can be 20 minutes be 100 minutes
The only way to accomplish losing and maintaining the current time commitment is to just have them hit for a bazillion damage
Current orna is everything dies in 1 turn and dungeons take 60 seconds.
That just can't be the status quo for new anguish if we want any mechanics at all
yeah idk, I find the argument of "adding time for no reason" to be pretty hollow.
Enemies taking actions isn't offensive to me, and the point of the game isn't just that I maximize my enemy kills per time. Like if I have to pick "which is a better game" between enemies taking turns and getting slightly faster item drops, I'm going with the former instead of the latter.
And "1shot or be 1shot" is certainly what difficulty turns into if the game is not allowed to be slowed at all.
There are options like I said, vulnerability windows, etc
Changes in environment
I am not saying it has to be 1 turn fights
Thats true, but we are now in a state where the highest def/res is also worth not really much at the moment
The question was asked about what other options there are, I gave a whole bunch
Those are battle modifiers that straight up are not orna mechanics. The closest thing we've had to that were the Houses of Fomoria event.
Which, despite having loved it, was a despised event
If a full player and enemy turn takes 5 seconds
And every floor of a dungeon takes 3 turns
Dungeons now take a minimum of 2.5 minutes
Which is apparently too long?
Since I am not NF I can't give exacts on how to work those mechanics
certainly not going to turn my nose up at requiring players to pay attention to the screen (to select targeted enemies, to use different skills).
OG Fomoria was some of the best Orna gameplay in a while (and was much slower, but was delightful)
And people don't exactly love Yggdrasil or Cerus.
I loved House of Fomoria with all four houses as well
You really had to party and build out a plan and communicate
and at first it was harder/longer
oh man, original Fomoria event was easily the best event we've ever had
but when you had a great team it became fast again
I know its not about anguish really, but in a GPS game, optimizing for time is kinda better, since it means you can spend less time standing still / cover more dungeons / enemies while going to location, also can't give more attention while "on the go"
I like 2 minute dungeons since it means I can get more of them between buss stops / metro stations or while walking, since rewards are ultra small when it comes to MF/DF'ing gear and AL
imo that would be an argument for shrinking the number of floors in a dungeon.
I know I mentioned the time requirement for (original) towers as being too long. It was awkward sitting around in a WalMart parking lot taking 30+ minutes to walk through a 50-floor tower 😛
I have had the cops called on me before in Colorado for this game
OG Towers were more like an hour+ 😩 The awkward encounters I had back then
I dont mind LONG dungeons, but that would mean that all of them would be played back at home from the queue, and max I can get is 6 in 1 walk
Getting a tap on your window when you are out at 10:00 pm doing dungeons was a really awkward conversation
I had to riftbreak in a cemetary in the middle of the night, no cops called tho lol
Thankfully, I was on a public street a cemetary would be trespass lol
please, or a continious dungeon option where all the rewards come at the end upon completion
but that's out of the scope of this
why not go into cemetery, theres free loot 🗿
(joking of course
)
I used to rob cemeteries (In Ultima Online)
imagine the amount of "my game crashed and all my loot disappeared" messages in discord 
Allow a continue like there is now and that would go away
But yeah def off topic lol
I'm sorry but did you just reinvent Endless?
It's been mentioned before a lot
There was that or rewards at x number of floors etc
Horde Endless
Boss Endless
no like game would have to write protected dungeon cache data to phone memory like a maniac to save all drops, if its per floor, people would start to abuse rerolling and also there would be attempts at editing such cache - all in all - pain
Horde Boss Endless
boss endless sounds like infinite orns
Horde Boss Endless would actually make me cry
Horde Hard Boss Endless when 
dont forget anguish!
endless but without "clean your inventory to make your floor changes faster" 
mmm, Horde Boss Endless sounds like fun
I think we're all in agreement that content should have pretty tight time limits/upper bounds (because it's 'on the go'). That can mean the player completing the content or the player dying -- to be clear.
Right now, a lot of players have an expectation that a 25-floor dungeon can be cleared in like 25-30 total player turns (a few buffs then a whole bunch of oneshots, even in horde) with zero player deaths. As a result, enemies take no actions and always die. This isn't... great. It makes gameplay very thin and enemies identical. If it's unacceptable for a single dungeon to take longer, then they need to be less floors/fewer fights. 🤷♂️
For raids, the topic of "how much overall time should the average player put in per event/month" has been floating around. Something in the tens of hours seems about right, which in turn becomes something like a few minutes per-each "obtain scroll" and "kill summoned raid". Possibly increasing the raid duration (from 30s to 2minutes, 4x slower?) and raid rewards simultaneously is the right call.
<-- still takes hours to fully clear a 50f tower
2 minutes raiding still sounds depressingly fast. but I'm likely the minority with that opinions
clearly enemies need to be yeeting you out earlier 🙏
I agree, personally.
2 minutes when you need to kill thousands seems about right...khm khm, ofsc..khm khm...
It's supposed to be an epic fight with a giant overpowered monstrosity that requires the combined efforts of many heroes over multiple attempts to tackle!
That's how it was from tier 5 to 9.
Gone are the days of long raids and big time investments
Nah, I don't die (much). I just take forever to kill things.
Which...is better than the inverse, I suppose.
The point is 2 minute raiding isn't really 2 minutes and you are done, that's where the grind comes in for needing roughly 2,000 raids
The instant gratification, loot pinata also has a lot to do with this
if you made it 20 minute raiding and needing 200 raids I would be ok with that
Even if that age is long gone, the best time I've had raiding was in the earlier iteration of anguish (the one that was brutally difficult), where it took Me Konq and Yoshi a combined 15 or so minutes to kill down the beast
It feels not good to spend an hour or two playing a mobile game and not having anything to show from it
Try 9+ hours or 24 hours over a year period
thats what otherrealms raids felt like in early T9/10 - spend hours trying to kill those big things for thousands of mats and lots of gear, I didnt mind spending 6 hours straight trying to deal that damage, because rewards were worth time investment, nowadays, spending an hour for a raid that drops like 10 common items, feels like...meh
But this is only my opinion, other people have different ideas
Other realms are a 15 minute adventure now lol
For some, others still struggle, I would think the majority is in that struggle range
but again that's data that NF would have
Endless I think has the most "time invested : rewards earned" feeling to me, on a scale of time/rewards
yeah, not all players are t11 AL50+
ye...time was increased from 24 hours to 72, but dealing that damage became much MUCH easier
Oh yeah I'm aware.
I'm al 26 and it takes me like 20-30 minutes of just pressing ultima over and over again
I am all for longer with equal rewards for time btw - longer can be harder - but longer isn't the only way to make harder was my point earlier
thats another problem of wanting raids to be longer imo
Longer doesn't equal harder, sure
its still just pressing ultima over and over again
But harder does usually equal longer.
If it's not taking longer, it hasn't gotten harder lol
or we've become stronger
imagine the pain of economic rebalance for odie, if you need to make it 100 dungeons -> 5 dungeons while keeping same progression rate 
If you've become stronger, the game has gotten easier
To start, I hate to use other games as an example, but when raids first come out in other games, there is a learning curve. Once you learn it and power up, it becomes faster.
with every increase in difficulty, we've gotten new passives, new event gears, buffs to old ones...
There is usually different strategy to each fight, placement, skills needed, group makeup etc
and even with ang 2.0 we'll now be getting anguished gear
True, except for the part where we got an increase in difficulty
i meant ang 2.0 which were getting now
if I need to kill a 1000 jorms to get 1 item, yeah, no, I'm gonna bash against a wall and press 1 skill
So you can do Anguish 50 now in the 2.0 with the same level of ease as 1.0?
maybe increase in difficulty wasn't the right word? new challenges will be more accurate
There has definitely been an increase in difficulty
Not as harsh as a week ago of course
Nepsus was giving an example of new passives, new event gear, and a buff to old event gear
None of that is happening with anguish 2.0 - meaning they were referring to previous updates
To which I pointed out, previous updates did not introduce difficulty
New challenges is more accurate - Towers, per example
Sorry, I get that I was staying on topic for 3.17 beta - didn't follow that.
Mobile and desktop woes
back on desktop now 😄
Sinply add quick-time events to dungeons that must be completed or you take damage
Still fast dungeons, but harder
"you are moving too fast" ahh button in dungeons 
Also, killing 1000 jormies to get 1 item is a possibility, though not very statistically likely. That being said, increasing raid drops was a discussed/polled suggestion.
Some floors are replaced with memory hunt minigames
i myself have murdered 600 jorms for a hat
nearly got crucified by my kingdommates for mass surtercide
spending couple tries, developing strategy and dealing beeg damage to raids while receiving meaningful rewards for time spent would make raids feel like RAIDS and not glorified bosses
problem is, reward ↑ for time ↑ would technically change nothing in game, kill 1 raid instead of 10 for 10x rewards, a lot of people would complain
Killing 1 raid instead of 10 for 10x rewards, provided you took 10x as long to kill the raid wouldn't "change nothing" in the game - it'd make the game more like a game and less like a farming simulator.
That does also come with the issue of suddenly scrolls are 10x as reward dense
And likely need to be 10x harder to obtain.
no like I meant a lot of people who used to killing raids en masse would see same rewards for illusive "more time" (if balanced right its the same) which means more unnecessary headache for Odie
In the context of super raids I think that's actually a pretty great bonus
I liked the idea of "supercharged raids" with new anguish, beeg raid that needs a party but yields more rewards (which it currently doesnt, sadge)
Maybe anguish could scale cost? So a level 10 anguish would be 2 scrolls? Or something like that?
craftable anguished versions of scrolls for proofs 👀
I don't feel like this is necessarily true as this is essentially part of the reward of increasing your Anguish
Well. It IS the reward
Anguished raids have bonuses, simple as that
More anguish, more rewards from the raids
Right now they are not really giving more rewards, just higher chances of a reward if I am not mistaken
Right, I think they should give more rewards
And not even ornate
just more of a chance in a group to get a higher base rarity
or anguished if an ornate drops
Increased time spent on a single raid should correlate to increased rewards, essentially multiplying the rewards a single scroll can yield
That's... just math
non-anguished can also have less rewards. math 📈
though the rewards themselves are also not exactly equal. an anguished raid drops anguished items -- they're definitely only used in anguish itself, but they're "at least" as good as non-anguished drops plus they have some additional benefit.
I wanted to say "upgradable", so scroll + proofs 😅
Anguishable is still only a percent chance, right, and only ornate? Although we found out today you can use demon tools on any gear to make it anguished - reported it as a bug incase it's a bug.
I wish I could anguish my broken bog ._.
Dont we all... that would give us all master forged bogs 😄
well anguished ones but still
I know raids should take longer than 3-10 seconds but it's just been so long since they have 
10 seconds, man I am doing it wrong
I raided with someone who has 240 AL, and it was still 3-5 turns 😄 which is like 15-20 seconds.
20 seconds for 5 turns means extremely slow internet / cluttered inventory (or just looooong distance)
Long distance with a lot of clutter on the ground in term of raids
Or Summoner

10 vs 20 secs is the same difference for the argument being made. the argument being that raids are a total push over and it takes longer to run your menu dungeon as a T1 hard then it does to kill a raid.
"and you get a turn, and you get a turn, everybody gets a turn" 
In the dungeon's defense, it is hard
I just feel like at some point things have gone wrong if we've reached the point that we're aiming for 2000 raids
I tried to test "how long it takes for 1 turn" and accidentally killed a raid with 0 buffs and just realmstrikes spam in ~30-40 seconds 
Like, 2000 raids is the realm of "I am fishing for a very specific high ornate item"
Whereas for the most part of the game, getting a legendary does the job just fine
illusive ornate fsc
Or sometimes, you don't even get the item at all. It happens. You live with it, and you proceed
it's not a very prevalent mentality, I know
I'd be more than fine doing 20 high-difficulty (15m) raids over the course of an event, which drop x4 (as an example) as many items, and making due with whatever I got out of it
I mean, unless you fish, do anguish/monuments like a mad man, you don't get THAT much scrolls in the first place, and getting nothing for 50 killed raids while listening to "yeah I liked 500, yeah I'm at 600" in discord is kinda painful
If we go by fux's "tens of hours per event" estimate, and guesstimate 20 hours, that'd be 80 high-difficulty raids for 360 drops.
That is much more than reasonable, imho.
To be fair I see everything as a grind simulator as a endgame player, everything is grinding taking AL into account, alongside item target farming for specific builds
Out of curiosity - do you happen to be a HoA player?
I am already 20 hours into current event
I play HOA and orna lol
Me? I have 5 years in Orna and about a year in actual playtime in HoA
With alts 😭💀
Just curious because seeing the game as a farm/grind simulator is a very HoA-centric mentality
Not to say it doesn't exist in orna, ofc
*more like 1 famed and 359 mats that you need 10 000 of in modern orna economy 
And yeah I know about you Tyrm :p
I'm just not too familiar with Rice over here
Sorry I am in and out of convos
To be fair I also see pokemon go and monster hunter gps game both as farming/grind simulator at endgame for both of those, it tends to be what happens at endgame for most games honestly
Also, the only legendary I use is an FSC personally. Saying they work just fine isn't really true. I only max out at like 250k ward at 43 AL on Deity
People with lower AL walking around with 400K
Of course they're going to be weaker than other players wearing the same thing but at a higher quality lol
Though lets be real, legendary FSC vs ornate isn't making a 150k ward difference
I'm using 169% legy and difference with 190% ornate is 7%, that 7% matters a lot
But it works for PvE content. You don't need to minmax to beat orna content
It makes a very minimal difference.
It's the optimization mentality
But we've been stuck at the latest of games for such a long time, that the minimal difference was the only thing we could aim for
and that is very much ingrained in this game
Telling me something subpar works has a disconnect in my brain 😄
Let me tell you a horror story
even though I am using a standard Arisen Aaru helmt and chest in some content now
I don't check my ornates' qualities
i just gf it and don't look at the super low stats 😄
I do check every single ornates stats
I mean, I do when I get one. But I don't write it down.
And I won't compare it to any future ones.
And once I have one ornate that I wear, that's it - I'm not hunting for more
I will upgrade it 1 time and name it the percent
I forgot to rename this one but it's 199 too
Getting ornate is enough for me personally on some pieces, like I'm not crazy enough to grind for a 200% item it will happen when it does, if it does 🤣💀
I grind for 190+
let's look at it from different perspective, if aiming for high quality drops doesn't matter, what's the point of hunting items in the first place, I have same problem with new anguished gear, the difference seems miniscule for the mat and time required
When anguish drops, to start I am going to use any piece of gear that I anguish just to try it out
eventually it will be back to min/maxing
Also I can accept I am in a minority, but I think its a decently sized one
like 25% at least
It's why I can't play Gacha games
Anguish 2.0 atm feels like more of a grind fest lol, might stay vanilla honestly but that's just my opinion
It does feel grindier to me as well but that's because I am used to party horde and getting 200+ proofs for 20 dungeons
and we are running 30-35
There isn't lol.
There's no point.
People hunt for new items because they're shiny and new, but they're for the most part not going to be changing their game plan.
FSC was a massive improvement to items like FYC, but like, we didn't really need them.
I'm not disproving that they're better, I'm saying they're not needed. Because the base game is not hard. And it's only gotten easier.
Now, with a new source of hard content (ang 2), getting better items is obviously still best. But now you have sizeable increases in item power again (plus some items scale better than others due to how ward doesn't scale).
But you don't need to get a high ornate anguish item to compete with your non anguish item. Any red will do. (Provided the items are even remotely comparable in base stats)
The main thing that doesn't translate well is the "use a legendary", since those can't drop as anguished items.
It probably isn't, and it's probably fine to leave that as is
DT them not DF
I mean they have great gear to do that already with Pumpkinless, X and Y
maybe some others
Well to be fair so far DT Celestials makes it poor quality but I am not sure on the scaling
If I can DT a standard item though that becomes my item to level up my anguish until I am comfortable, depending on the initial cost for Demon Tools of course
DT a non-MF item bypasses the entire mat grind
it was live beta for hoa not for orna iirc
Ahh interesting
No it has to be MF but any quality gear - not sure if a bug or not
If not a bug it could actually get really interesting because standard gear dropping anguished could actually out perform current ornate gear
Just would have to figure some way to scale some of the static stats like dex at least
That would also wholly take away the argument for having to re-aquire ornate anguish gear until you hit a spot you are comfortable grinding ornates again
If you're looking for a very slowed down version of orna then it seems like ang 2.0 will be perfect for you. I for one do find it offensive when enemies take turns and prefer to nuke them all the second they appear on my screen.
Hopefully this idea that everything needs to be long, difficult, and tedious does not infect every part of the game and I can still enjoy it as the chill but grindy time killer it's always been for me
Why even play a turn based RPG at all than? Why not go play tap titans 2 or cookie clicker if you wanna one tap and destroy? Rolling through ang38 and it's a challenge and have use a bit of brain but it's doable and fun. That's just solo. Partying can go way higher and it's a multiplayer game so why not?
Runs have maybe increased by 2 minutes for much harder content imo. Sweeping and clearing is still around the same speed at lower anguish and is just as viable
Id love for ang 2.0 to make party play worth it. My brother got me into orna and I would love to smash some 200m raids as a team
Same. Honestly if it wasn't as clunky/slow as it was I'd do it immensely more as I enjoy it a lot more. Love big raids and loot pinatas after with friends
Bring back the dopamine!
Im not sure how much NF can do about the lag issues in party play, but fixing those + Ang 2.0 would absolutely revolutionize the game for me
"If it wasn't as clunky/slow as it was"
If party play feels clunky/slow, make sure that everyone in your party has a clean inventory
Party play yes (latency etc), not the rest of the game
It's pretty insane how much people with overfilled inventories slow down party play
I don't think inventory matters when I play in the US and buddies play in UK haha. Still some space when we play and inventories are clean
It helps for sure but
You'd be shocked. I don't want to name and shame, but a French friend and I were playing with another kingdom mate (with a very full inventory) and when it was just the two of us it was near instant but the full inventory person added huge wait times.
(I'm in the US to be clear)
Like it blew me away what the difference was
I find doing a good restart right before starting helps a lot too
Interesting
Obviously inventory size isn't everything and the game also can get laggy/glitchy for other reasons too
And, uh, HoA is a whole other issue
Ang 60 with friends and ornate loot pinatas please
paths of anguish are optional, so no worries there
also i think youre gonna like the agony one
and the despair
... ok i have a complaint, the names of these paths are a bummer
path of contentment
path of joy
..
It's anguish lol
The names are appropriate
-# I live in Despair, and also I like world farming.
Trying my best but really struggling with BeoA 
Surely even fenrir would be better than cactus?
Or you could try selene I guess?
is there a patch note channel? I can't find one and assume that it is user error
#patch-notes
Gear?
I think there's a bug with follower stats not from anguish gear not applying (same as anguish effects)
Also why that X is there I have no clue
That would make sense. Are you at 100% ward protection or just yoloing it?
I used DB floor 1 after stasising everything
What you didn't Demon tool your Offhand?
we already have a "usable" filter
So close to finishing a horde dungeon... 
Kind of agree with this honestly, orna already feels pretty slow paced getting to the point of 1 tapping anything takes much time and effort especially solo players with no prior experience
I think ang 2.0 might appease some players? But overall it's killing a lot, with how things are right now, it's adding much more tedious grind, it would be different if we could use anguish gear unshackled alongside our AL so we could see our efforts/progression, but honestly without that it feels like anguish gear just barely keeps you at a threshold and it's not fun to invest into, but everything is subtle to change atm it's hard to say what the final result will be
I might dabble in it from time to time to challenge myself but I don't think it's content I will grind on a daily basis. I kinda hope it's a success with the people it's aimed at because all this debate about balance is exhausting and I'd love to see Odie get back to making new events and gear
kind of hoping for
shackled on -> ALs and Anguished Gear stats goes down as its intended to be
unshackled -> no ALs / Anguished Gear stats penalized
I know its in patch notes, but does beta have follower ascension enabled? Try double checking live vs beta 🤔
From all the discussion I've seen anguish 2.0 definitely isn't for everyone. If in the future there's changes that make it more desirable for people who are looking for a way to grind faster that's great, but there's obviously a different thought process for the devs. Hard to say what the final outcome will look like considering we've had so many patches in the week or so that anguish 2.0's beta been out but I'll at the very least try to have some fun with it
Anguish is really a guild about rewarding those who are interested in overcoming challenges - something that both the current Anguish iteration and general endgame are lacking in. This is why the current Anguish guild failed imo
I don’t see it ever being a fast/efficient grind. There’s plenty of that elsewhere in the game
Additionally, it’s a great counterbalance to Ascension for those that want more reason to ascend
^ This is precisely what I like about Anguish. I like it when world mobs give me a run for my money while I’m world farming.
Am I weird? Maybe. (Well, definitely. But maybe in this way too.)
But that unironically sounds great
I don’t think that’s weird. I don’t play games that don’t challenge me, personally
Anguish has been a source of great fun especially in party play, watching your teammates either get picked off like flies or start to recover after an especially dangerous zerk enemy will never get tiring for me personally
Anguish 2.0 party play is so good
I'm sure the zerk fallen bosses agree 
Ugh guess that means I need to clean my inventory 😂
Personally ascension shackles make me not want to grind als for this content. There are other things I'll grind als for but 2.0 won't ever be one of them while shackles exist
Shackles help keep the difficulty and spirit of the guild, and of difficulty isn’t your thing, that’s okay 🙂
I'm just pointing out it's not actually a good motivation for ascension when all it does is unlocks the next level of difficulty. I just want you to understand that
Its the only reason I'll ever put points into ascensions again
Once I hit whatever the shackles limit is for my current max, ascensions will stop existing all together
Odie, you mentioned that you don't ever see it (Anguish, I presume?) as being a fast/efficient grind, and that there are plenty of that (fast and efficient grind?) elsewhere in the game.. I'm just curious, could you cite some examples?
I just feel like different people have different definitions of "fun" and "challenging"
Full tower clears (50 floors, all guardians past floor 20) take endgame players <12 minutes. Thats both fast and very efficient
Then eventually you'll hit a point where you'll never ascend again. Pretty sure I'm already past that point
i understand that ang 2.0 will not be a fast grind, but i disagree if it needs to be an "inefficient grind"
Anguish 0 right?
Hmm well anguish increases tower shards, and more tower shards means more resources to spend on mats for ascension so you can do anguished towers faster (and the loop begins) but then it's an AL sink which fine, could be hyper inflated. But that's not as bad as refineries, which granted, is being limited to 10 (but still)
So basically slow down ascensions and spend time engaging in the game huh?
Yeah, and im looking forward to it
I hate the ascension system, and the sooner I can disengage from it the better 🤷♂️
Time will tell if ascensions slow down or not. The reward loop is still very much a work in progress, and we might find ascensions accelerate again
Was it ever annouced that the there would be 100dungeons at the balor memory teleport
If history is any indicator, major game updates always speed up ascension progression
I mean, doesn't ascension just make things more efficient? You get more stats so you hit harder, tank more, and since efficient means maximum productivity with minimum wasted effort/expense, you get to do more things in less time = being faster
"efficient" or "pointless"?
why bother farming gear, if you have 100 ascensions, you can probably go around swashing everything with no weapon
"raids" become boss fights
ornate raid loot becomes an assumption, because you can kill 400 in a month
well gear helps you get to 100 ascensions faster than without, and if you spent that much time and effort then imo you should see some progress/change/improvement in your performance no?
"Raids" by definition are quick attacks, unless you meant "seige" where it takes days to conquer something
and you're welcome to it, and so are those that spend time and effort to grind out 100s of als
What was the purpose to bring such weaks raids into a such powercreep world that they were "boss" fights is the first question
i dont need to progress anywhere anymore, and i still take territory (and get it taken back from, which imo is fun)
well idk titan took a full few days to kill with everyone in the kingdom attacking it when jt came out
Zeus and the 3 arisen titans?
Arisen riftrougue was bit harder, but not tue to the raid itself, more to the summons around him
But I think giving multiple options to players is a great move 👍 promotes build diversity, creative thinking, and dedication to builds.
AL shackling kinda feels bad when your "excess" als don't matter anymore, depending on the Anguish level (especially when you ascended for the purpose of being able to do content more efficiently) but... Hehe it's funny.
Al shackles is a challenge cause you lose out on ALs
Unshackled als is also a challenge cause despite the ease due to ALs, you basically gain insignificant rewards, which requires you to do more to get the same as before 🤔 either way a challenge indeed
I remember Ang25 = Old Ang50 right.
Just watch the reward bonus compare.
Any logic inside?With extra negative battle modifiers.
And more higher al, the reward will getting more lower.
Stat wise not, but with the maluses i think yeah
what are the intended numbers /dynamics for anguished raids? is proof of felling intended to be removed and substituted with agony in anguished raid like it currently is on beta? are non t10 raids intended to drop proofs? how many proofs per kill are intended (we currently get 10 all the times it seems)? is anguish xp not intended to come from raids (i guess that's a bug?)? if xp is expected, how much?
I want to see an anguished ymir brilliant feathers
And swansong
And trevelyan's archistaff and an eastern regalia
If someone could satisfy my curiosity, it would be much appreciated
it's just 3% more att-mag-hp-mana per anguish level, + a random passive from the list (if you dropped it, currently not if you use tools to anguish the item)
Will demon worked ones get passives as well in the future?
Supposedly
not even anguish saves trev staff lack of mag 
#tripleThe2hMalus
#QuadrupleThe2hMalus
It’s the T6 one, though
I mean, not that the T9 one has a lot more mag, but yeah
Well it's dodgeable now
So at least that's that
But there's no 1H weapon malus
Despite 2H weapons often being riskier and less defensive (which is a negative in Anguish anyway), they are the type of weapon hurt by maluses. So why use the riskier option that forces you to take bad other options, when taking the 2h maluses but using a 1h weapon is a win/win situaiton?
Not so good aeo dmg than 2h skills?
There comes a point (I think ~ang11? Not 100% with all the changes) where you have to pick between 2H maluse and Permeant Stat fall off, and imo the stat fall off is a big nono and makes Ang Hordes next to impossible
Ah, I see
As a summoner, it's hard to notice when that happens
Part of me wonders if you could take the permanent stat falloff in party play, and have your party mates buff you up instead
But party mates can't cast zerks on you
And you quite often have picks between 2H malus and Crit malus which both kill 90% of 2H weapons, especially -Crit with it being back to multiplying making even -10 crit Dmg a massive decrease (which is why I was advocating for it to stay additive but alas
)
Or snotra/Gunnr.
It's funny; additive crit bonuses are better for Anguish
It is actively bad for using crits in anguish that crits are still multiplicative 😆
I do think odie still intends on pushing the crit nerf, just not at the same time
100%! I really wanna try this and use an Asgard summit weapon for free Gunnr and have a party member give the rest of the buffs
I meaaaan.
At that point you can take the 2h malus since you're using asgard summit?
Fair enough hahaha
I know Odie's data seems to say otherwise, but I feel the slow drip and sword of Damaclese of nerfs hovering above people causes more player anxiety than just getting the nerfs done and moving on to new content
I do prefer the big explosion - everyone is scrambling, metas are all dead, and need to be reformed
But that is personal preference.
Like, crits are gonna get nerfed
No really they will
Eventually they're getting nerfed
Watch out! Nerfs coming soon ™️
I hate the new ™️
me too
I would also say 1 big boom and finito
Anyway Sirith if you wanna test party anguish at some point, I can
I'll come with support summoner
I just feel having a bonus damage multiply restricts future item releases, because even the smallest bonus like 10% crit Dmg and result in a 60% Dmg increase or something
I'm down!! I'm free for the next hour - hour and a half if you wanna test some things
Slides
That is not how math works but I get what you're saying lol
things that have too many multipliers:
BP, SS, Crit
All of which need to be adjusted
How does crit have too many multipliers? Maybe I'm misunderstanding what you mean
Crit is just crit
Too many sources of crit multipliers is debatable I guess. Mainly just prom hands might be too much
each prom hand is a multiplier, each amity is a multiplier, your equipment can have some mutliplier, some class has another multiplier
and i have not touch on ultima yet
*Crit is crit buddy
There's a whole lot of skills that benefit from multipliers like this, but often they have multiple options/even more sources
There's also classes/skills that rely on raw stat gains that crit classes don't have great access to
Those raw stat gains are almost always more important than multipliers in the long run
There's give and take everywhere, and like I said maybe prom hands need tweaks
ultima and towerfall have too many multipliers, but crit doesnt, things like +10% crit damage Is meh, crit chain is VERY specific, so you end up with prom hands and crit amities, which aren't really usable together in every case scenario, yes you can pull out an oracle with prom hands, but most of the times you become glass cannon that just hopes everything dies in 1 hit, with new system this is harder
oracle + prom hands still looses in damage to SS with same AL...
I just said random numbers but yeah you get what I mean 😅
The most crit bonus Dmg you can get theoretically from items is 4.307x by stacking 5x prom hands, lost art, double crit amity and fallen sky Cowl
Hmm, is there a bestial bond that boosts crit damage?
Yeah Fenrir
So add 14% to that lol
Ah so 4.953x
Do we know if class mult is applied as 1.25x or is built into base crit mult
The class multipliers are part of the classes and were still multiplicative
So 6.191x if you're playing RS/Heretic
I feel like the BeoH I fight near me is doing close to this, lol
Yeah I meant if we're doing a cross-class comparison
I'm not sure what you meant by the other option, but they are applied as 1.25x
Or rather the base crit multiplier of 2x damage is replaced by 2.5x, which in essence is the same thing
If we really want to hurt crit I think targeting prom hand's massive crit chance is the better target
bristles bristles its all bristles, this will only hurt early T10 and lower
(since they still use ashen pinions or dont have a lot of them for full crit), T11 are known for being so lazy that even casting wyrm song is "too long" so they run 100% base crit
Friendly Neighborhood "Doesn't know anything about T11" here. Just here to double check, but RS/Heretic have access to Bestial Bond Lv. 2?
If not, I hope those class mults weren't added onto that 14% you don't have.
now do ultima with old multipliers, where 2 amities can theoretically give x5.597 alone (2 elements + 40% crit) 
Yeahhh I realized that afterwards 😅
Class base crit always likes to screw up my math going between BeoH and RS/Heretic (and my spreadsheets
)
Remember that your choices matter - if mix the lower EXP/Orn bonuses, that will affect the total bonus
the is ANG25 - enemy stats are at 550% (vs the 1000% in Ang 1.0 / Ang 50). that makes up for the malus
No ward absorption either? 😮
Guess I gotta look at the malus options again
these are despair/melancholy, per the example i'm responding to
-30% crit chance / -15% crit Dmg 
just don't use 2H crit, ez
You underestimate my dedication to Swansong 
so we all can agree sirith using swansong for everything is the sole reason for -2h % existence

Instead of 2h malus, ban sirith 🙌
I'm more concerned about the viability of Slice/Cleave, which where looking like they might have a great place in Anguish 2.0 but being targeted by maluses on two fronts makes them completely unworkable
Forcing melee to resort to CS
While mages have their pick of Ara Vesta spells to use
But also mostly without crit, this could still be doable yeah
You can try to dodge crit or 2h maluses, but dodging both is difficult
Permabuff fade 40% 
good
Odie is allergic to permanent statuses
permabuffs were a mistake
And may not necessarily, except for some less 2h weapons
Its not perma its also temporary
After every content i have to rebuff
it shouldn't affect temps, no
cries in no celestial classes yet
But are the basic spells of the game
Temp buffs are more reliable than perma in high ang 👀
Windtamer shield?
Deities stay winning
If not, you can get it in June
And horvus I think 🤔
Deity cs and deity windtamer
mimic + aaru robe meta is even stronger 
Got someone in #👋│general offering me some griffins, which I plan to hit this afternoon. So 🤞
Odie, does critical poise help maintain permanent (now temporary) statuses?
Maybe we can get some more/different buffing pets
If critical poise helps, maybe Realmshifter Corvus suddenly wants it again 😆
it would, yeah
That's great news for Heretics, very cool
Gilga CDpoise next update?
Agree 100%, it just really feels like lack of options, I understand that full AoE may be a bit too strong, but there is no non-critting "chain-dmg" skills/spells (besides storming tempest, which probably has too little penetration to do anything at Ang 25 anyways)
I get anguish is gonna be slower and harder, but in towers if I have to kill every enemy 1 by 1 and somehow tank every hit that comes in-between that gonna feel a little too dragged out
Confirmed?
Would or does, 2 pairs of different
Uh, Storming Tempest has an M1 of 2.5

It's going to be one the premier Anguish 2.0 options in this iteration. It's not hit by any maluses
And yet somehow I keep forgetting about it in my examples
I was always under the impression it had bad pen... Interesting 🤔
Hnggg I still want critpoise to affect positive buffs only
It uses magic Dmg correct?
I do actually want to dig into the beta, but live is conspiring to take all my free time 
Yee so still a non-option for "melee" classes
Like, corvus?
Yes, Realmshifter stays losing
Does this mean Magic Dagger is technically Wind damage?
No
So magic dagger rolls against enemy defense
Storming tempest and other "wind" magic still roll against res
Is wind damage based off both att and def?
No
It's just magic
Take your heretical self, equip that shield, and go wild in full mage gear
Pure magic but physical element. I thought that's what corvus spells should have been
If only I had a decent windtamer shield
Whats the best mag weapon a pure warrior has access to?
Fey Menja's Staff? Maybe?
Oh, the Arisen Fey Crowsong, duh
Imma keep that in mind ty s2
To pull from D&D, don’t think of it as physical. Think of it as Force, or whatever. If physical is the “neutral state” of weapon damage, it’s the neutral state of magic. Ignore this. Extremely bad analogy.
Wait. An enemy resistant to Physical would, or would not, resist Wind damage?
Because if they would, my analogy falls apart. lol
We spend too many turns not attacking for it to be very beneficial 😥
Would
RIP
Physical functions exactly as an element in Orna, like Earth or Dragon
Okay, ignore that analogy then
Shoutout to my favourite wacky weapon in T3, Cutlass ||Software 🤍||
which has Physical Element
The only functionality of a weapon having a physical element is that you're not allowed to enchant it with a different element
All weapons, unless otherwise elemented, are invisibly enchanted with physical

Can someone give a quick summary of today's log of messages? I feel like there are too many and I would hate to repeat something covered 😄 Feel free to DM if you can Sirith 😄
All these chats on this side have 25+ new messages lol
and that's just this side
- Anguish hates 2h weapons
- Odie likes buff fade
- Windtamer shield is the item to have for Anguish 2.0
Awesome
Also DT tools are not restricted to any quality item
Confirmed by the man himself
Yeah that one was pretty easy to test in beta lol
I thought it was a bug
I just assumed it was intentional but good to have confirmation
Does Anguish Gear only drop ornate?
Yes
More specifically, only ornates drop anguished
The Anguish gear % chance is the chance any given ornate is anguished
Yarp
I dont like buff fade. I spend too much time at the start of a content piece buffing up already. I dont want to have to rebuff along the way. Just sayin...
So I've been swapping between path choices a lot recently, I can see myself doing it alot in the future when testing and trying out different builds, I think I would honestly like it more if every anguish level you got to unlock a choice and then need a pathspur to unlock the others, but once unlocked they stay unlocked and then have an option to "save loadout" but for your anguish choices, even if the unlock wasn't permanent and you could just save choices in a "load out" kind of way and it costs the pathspurs every time to swap.
I've already easily used 100-120+ pathspurs trying out different anguish combos and I'm okay paying them to swap things around when things go live, but it's getting a little tedious constantly going in, going through each choice and changing them every time.
Though I may be an outlier here with my obsession of trying out builds and combos...
(Sorry for the wall of text, started typing this when chat was dead 😅)
Server patch just went out
Permanent fade buff now 1%
2H malus now 3%
Crit chance down to 6%
And crit damage down to 8%
Status protection down to 1%
Accuracy down to 1%
Zerks down to 3% 😦
Shoulda bumped up the zerk chance!
Actually, the values fluctuate level to level somewhat?
The gist was fixing the bug where maluses were always offered at their max %
Zerk chance is my favorite bonus in the Despair path
Er, I mean malus, definitely a malus, need to make it bigger
Lol
Do you want more feedback on the maluses with the bug fix, or are there more malus changes in the works?
I am ok with perma buffs having a chance to fade, would like them to be condense a little more so we don't lose them while we are buffing them though
Anguish Horde Endless when?
Also not sure if I like it being a chance to fade per mob, maybe per floor for Dungeons?
Dont we have temp buffs just do that?
Whats next random ward resets?
This incentivizes using gear that grants temp buff skills to followers, or can grant it on it's own, which may be an interesting dynamic to explore if you really wanted to lean into the permanent buffs fading
which mages also have better access to than melee classes
no reason to stop now
Tinkering around with the usual tower set up post malus bug fix, plus other observations
- the reduction to both the 2H malus and the permanent buff fade chance are great. Both are still impactful, but not so much to the point of either killing 2H weapons entirely or making content be permanently buffless. Im masochistic so id argue the buff fade chance could be bumped up to 2%. 🙂
- the reduction to crit malus is cool, but the malus is probably still too harsh. Having to stack pinions is a pretty big malus already, and the lowest I've seen for crit chance is 5%. Maybe remove the damage multiplier part?
- as a realmshifter, the fire/water/earth/lightning malus was already a freebie so the reduction makes it more free. My honest impression was these could have been buffed to be 10%, but the heretics would probably come for me in the night
- the arcane/dragon/holy/dark malus is slightly more impactful since dragon damage is occasionally required, id have left it at 5% static though.
- the damage from x enemy are low key the most troublesome because of very specific mobs, and at least towers required me to not stack too much northern. I liked the static 5% here too, the lower values nerf the overall difficulty too much
- ward fail is still problematic and just not a good malus
- ward absorption still causes major issues for realm raiding and dungeons. Its kills the choice completely for raids, and is disproportionately worse in dungeons than for any other class. I know we can avoid it now, but i dont love only getting 2 or 3 options while other classes get four
- id have left accuracy and status protection at 2% as well
Oh, I'm curious on why Odie likes Buff fade (I suppose more than other maluses)
Cause its a really good malus
He said it today earlier that Permanent buffs were a mistake
I just don't like that it's per mob hit
for the fade chance
A mistake ?! 😰
2% would be 10.4% chance per group of 5 mobs
The whole game kinda depends on it now
I feel like it was a joke lol
Yeah, I wonder if he's trolling us
context; wow 40% perm buff fade chance?
perm buffs were a mistake

There are RPG games with only temporary buffs
But it means enemies ALSO have fading chance
feels weird, I thought it was per turn
The worst is, the malus ignore temporary buffs, in the end temp buffs will last longer than permanent ones, the irony
Unless it was a bug, when it was higher, it was almost a 24% chance per floor loss
working similar to how Avidity or CD works I think they are per boss no?
Im under the impression that the game was balanced with permabuffs in mind. I can see tmm being king with fade chance unless some more pets can become efficient buff providers too 🤔
This is not a criticism on how odie views orna, but on how pets might be seen in ang 2.0
Permanent buff fade chance solves a "problem" in that people can't spend 40 turns getting every buff under the sun on floor 1 of a dungeon, and then steamroll the rest of it
It forces some degree of interaction with what is otherwise static player power, and forces continuous strategy around when its safe to buff/recover beyond just the start of the dungeon
It also stops people from doing 3 or 4 gear swaps to get otherwise not available buffs and then keeping those the whole dungeon as well
Aah, snapshoting, yes the bane of challenge
I understand better the idea
It would be interesting if the Positive buff duration could work to slow down the fading chance
I dont think anybody would enjoy a meta where we queued 5 dungeons, did 3 spec swaps, two gear swaps, and then blasted away
Yeah i agree. Which in theory it should(?) If crit poise affects it which Odie confirmed
2x 40% crit amities and possibly Prometheus is the most theyre doing, but even that is a little sweaty
yes, the game was build around it and it's not something i could take out
but if i could go back in time...
If only there was a game teased to comeback to the old days ... mmmh 🤔
heh, it still has perma statuses
maybe not a joke then!
Well it wouldn't be THAT late to correct that "recent" error like the multiplicative ward 
🙊
Im not sure if im on board with the perma fade, i like to play fragile high dps setups already and we gonna get locks on ang lv pve content already so no switches for me (knly have deity at 70AL) i just pop mimic+snotra/gunnr and go brr.
This explains some Aidle decisions...
I just dont quite understand how we went from permabuffs being literally non-issue forever to them now being persona non grata.
If I had to guess, Odie probably hasn't liked them ever since snapshotting cheese
If you choose all the highest orn boost will be 225%, and the luck bonus giving by battle modifiers is fix, it will be only 100% about.
That's a sensible guess.
Compare to 1.0 luck bonus, it is 200%
And 2.0 didnt giving any gold bonus too.
Ang 2.0 is lot harder with battle modifiers, I think reward should suit the challenge.
Another problem i saw on battle modifiers, if you planning to changing between teamplay & solo, you required a lot token to change your battle modifiers.
Regarding the pathspurs, I think Sirith had a great idea that the first unlock each level is free, and then we can permanently unlock the other options using a pathspur
Having to pay everytime we want to experiment/change parties/whatever is probably going to be not enjoyable
Yes when i wish to experiment other playstyle, it will required another cost for token.
it's likely fruitless to look at luck bonus fwiw, we're often capping luck before anguish bonus
And something about shackles, do shackles got a decrease limited for the ang reward?
luck bonus in anguish is only useful for raids, which didn't exist in anguish 1.0
I wonder if someone like byre 300al, how his reward on 25ang
We still need basic 200% luck to using a rod
Endless meta already a thing
I had experience high ang, we are unable to maxing luck if using a rod.
what about key return in dungeons? old anguish allowed us to swap luck gear and still cap luck using anguish bonus, with new, harder anguish, we won't cap luck and loose keys rapidly
With shackles + we are unable to equip luck equipment because those monster almost 1-2 shot us.
i have a 135% luck bonus an ANG25 meloncholy. this means i am already hitting cap for underworld, chaos, battleground, and valleys by only using a dowsing rod (1.35 x 1.5 x 2.0 = 4.05)
cap is 4.0
Wait, those dungeons have built in luck bonus??
yes
I.. I thought they had extra End of Gauntlet rewards
a fire was just called in at cade labs
valleys are a key sinkhole even with 800% luck 
Upon completion doesn't mean End of Dungeon rewards, and it means just Luck?
it doesnt mean EOD rewards but luck bonus???
Slightly confusing
obviously you should read "upon completion" as "after every battle"
Obvs!
As opposed to "Upon completion of the dungeon" yep
but also
replace that dungeon with shrine of luck
and you conveniently have (1.35 x 1.5 x 2.0 = 4.05) again
fortunately if that makes you mad you can take your anger out on the odie raid soon 
I'm just worried that with less luck, new anguish would make alt key farm abuse even worse 
I ain't never heard of these dungeon types, so clearly they don't matter at all 
thanks for the info though 👍
I mean it does mean extra EoD rewards
Like, that is very easy to show and prove lol
It means 2.0 dungeon got extra x2 luck now?
So it's both yeah, gotcha.
can we buy shrines with anguish proofs then? 👉 👈 please?
Sorry im not good in english, sometime may be confuse
Shrines are really easy to get other places and you probably have more important things to buy with anguish proofs lol
that is true yes, I have travelers guild for that
Because the rod just 1.5
~6 deep dungeons fuel a shrine
no, you already have that luck running those dungeons. you likely don't need half that luck gear you're already using, and the anguish bonus is useless
Keys also dont require max luck
T11 dungeons are key positive with just dowsing rod iirc
So a rod with 1.5 will just max 400% luck right?Okie i get it
wdym, im doing max luck + anguish and they still going down 
Bad RNG ¯_(ツ)_/¯
what bwubble said, max luck in dungeon is overrated. it used to be 2.0 iirc
Small sample sizes can skew the results
If you clear 100 dungeons you'll have more keys
They are just barely key positive iirc
But a single death can mess that up pretty bad
And about the ang proof drops, it is pretty low compare to old 50
because they are worth more.
dropping less quarters is better than dropping more pennies
Im able to get 70+ with 5 x no theme dungeon
Anguish 2.0 is meant to be more challenging now so don't expect the same gains as before with similar difficulty
I need to wait the Ang shop update
So i will know new proof worth or not
Well everyone will compare before do a challenge
words about mat cost rebalance been said at the start of beta, dont look at them right now
If the reward dont suit it, it become a suffer
Exactly. Anguish haha
If real Anguish should remove all reward lol

So the guild still build on reward system
isnt the point to add difficulty lvls beyond anguish 50?
we're redoing Anguish because it was too easy. suggesting 2.0 should be the same difficulty as 1.0 invalidates this whole effort and is not a reasonable argument
Thats the way to encourage player doing it
my only problem with less rewards is that new anguish has AL requirements, and they are pretty high, only those who ran refineries / anguish dungeons like crazy can afford such AL's
I think everyone accept the challange, but the reward need to scale more
herbalism guild when
Unlucky my al cap at 97, im only able to do 37ang / 38ang
If i got more al i will able to do more test.
are you on a schedule to meet ascension lvl 100?
i hear this a lot but i'm not certain we've been keen on suggesting what those rewards are
