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    Best posts made by maze

    • Reagent Enchanting Spreadsheet (Update 2020-Oct-14)

      Hello Fractured Community~!
      This spread sheet is no longer functional! It got to a point that to many users were using it and that means we needed an upgrade....A website. However I'm not really good at that stuff and that's here Ostaff stepped up and took over the project.

      Check it out: here https://forum.fracturedmmo.com/topic/12213/new-enchantment-finder-system-for-you

      As for myself: I intend to keep helping and giving guidance to the community thought wiki updates, pushing data to those who make websites (Ostaff website pulls from the wiki)

      as there is nolonger a need for this spreadsheet I'll discontinue it from this point on.
      Thank you for all the help in the last few test and I hope to see everyone continue and make this community great!

      posted in Discussions & Feedback
      maze
      maze
    • [Feedback] Party Knowledge sharing feels bad

      Feedback:

      Currently knowledge is rewarded to the best DPS on a creature. It feels awful for everyone else who gets no knowledge or 1%. I'm not sure if that's a bug or not, but it feels shitty.

      My suggestion is giving party's the option to chose how Knowledge is rewarded by a toggle in the party window.

      • DPS: reward based on dps on the monster.
      • Shared: rewarded to everyone locally regardless if they hit the monster or not.
      • Leech: gives all knowledge to the person with the least amount of knowledge on the current killed monster.
      posted in Discussions & Feedback
      maze
      maze
    • {Spell List} spell list of test: a2.4.2c (Dec 31, 2020)

      This is in game images of skills and their captions. A list like this is normally made each test by the wiki team to update the wiki. I'm posting this one here to allow people to use the images for their character builds and/or reference.

      Use "Ctrl+F " to find skills faster

      This list is currently up to date with patch: a2.4.2c

      Word of Power:stun
      alt text

      Death Mark
      alt text

      Bleeding Strike
      alt text

      Blinding Strike
      alt text

      Crippling Strike
      alt text

      Word of power: Silence
      alt text

      Word of power: heal
      alt text

      word of power: kill
      alt text

      Assassinate
      alt text

      Strike wounds
      alt text

      Enrage
      alt text

      Second Wind
      alt text

      Bash
      alt text

      Frenzy
      alt text

      Warcry
      alt text

      Inspire
      alt text

      Poison
      alt text

      Fireball
      alt text

      Cobweb
      alt text

      Entangling web
      alt text

      Magic Missiles
      alt text

      Ice spikes
      alt text

      Poisoning Strike
      alt text

      Chilling Touch
      alt text

      Paralyzing Touch
      alt text

      Blight
      alt text

      Heavy Blow
      alt text

      Mage Armor
      alt text

      Protection from fire
      alt text

      Protection from poison
      alt text

      Slow
      alt text

      Firebolt
      alt text

      Earthquake
      alt text

      Tectonic Outburst
      alt text

      Net trap
      alt text

      Concussive Strike
      alt text

      Totem of wildfire
      alt text

      Relocate
      alt text

      Frost Blast
      alt text

      Minor healing
      alt text

      Verdant Regrowth
      alt text

      Shockwave
      alt text

      Absorb
      alt text

      Shocking lash
      alt text

      Totem of decay
      alt text

      Infectious burst
      alt text

      Power shot
      alt text

      Ricochet
      alt text

      Shadow Walk
      alt text

      Shadow Step
      alt text

      Shadow dance
      alt text

      Shield block
      alt text

      Healing wave
      alt text

      deep freeze
      alt text

      Eviscerate
      alt text

      Shocking Touch
      alt text

      Ignore Armor
      alt text

      Acid Breath
      alt text

      Disrupting Strike
      alt text

      Static Discharge
      alt text

      Relentless Style
      alt text

      Resolve
      alt text

      Acid Shell
      alt text

      Double Shot
      alt text

      Acid Sphere
      alt text

      Acid Arrows
      alt text

      Boon of tenacity
      alt text

      Shatter Wards
      alt text

      posted in Character Builds
      maze
      maze
    • Enchanting - my thoughts & hopes

      Enchanting has been fun for me.

      I made a full spreadsheet for enchanting; and it's been linked around the community to the point that it became impossible to use at high traffic times.

      Many of the community reached out to me to make their own or to help me with the spreadsheets; Advising, helping, and research.
      And now a final product has come about that I can get behind @Ostaff 's Enchanting Helper.

      Why is this all important?
      In my research to collecting items, writing down reagents, scanning over aspects and seeing more items will be added each patch.
      #1 There will be duplicated reagent aspects values at some point.
      #2 There will always be "these items are the best way to get tier X enchant" with no point in throwing in other items.
      #3 With Enchanting helpers you'll know what items you'll need for the best outcome.

      The more items that come out this wont change, and enchanting becomes stagnate.

      My hopes.
      Enchanting needs to change, keeping current aspects system in place.
      add bonus and/or negative stat to Reagent items.

      ideally - example's:

      Fox tail -
      [when enchanted onto any armor {+1 armor}]

      Lavender-
      [when enchanted onto gloves {+1 maximum bow damage}]

      Goblin Tongue-
      [Unique: when enchanted onto trinket {-1 willpower, +10 damage to goblins}]

      not everything needs a bonus - ideally bonus would be saved for rare or uncommon items.
      and Unique bonus could only be granted once incase the same items are used a multiply times (ie 5 fox tails +5 def).

      Why?
      This both adds another variable into enchanting & makes enchanting more interesting.
      You'll have to sort out reagents for their bonus + enchant outcome.
      Adding an item for a bonus might add more enchanting outcomes; making a RNG process.

      again example:
      Enchanting Armor with [Magic Resistance]
      using either:
      1* Antlers, 1* bear claws, 1* Lavender
      The outcome is only [Magic Resistance]
      adding another item would normally make the outcome more
      Example: adding a foxtail into the mix would make the outcome [Magic Resistance], [Endurance Regeneration Bonus], [Mana Regeneration Bonus], & [Shock Resistance]
      Normally there would be no point in doing this; it adds the risk of getting an un-desired enchant.
      But it add risk and reward, opens up a new mid/maxing and a bit more progression.

      You don't need to risk it. but in this case you'd get [Magic Resistance] [1+ Def]

      Item bonus~
      These can range from small stats, have more effect if the item was common, uncommon or rare.
      Example: low grade foxtail, foxtail, High grade foxtail, exotic foxtail.
      Fox tail -
      [when enchanted onto any armor {+1 armor}]
      {exotic} Fox tail -
      [when enchanted onto any armor {+3 armor}]

      a system like this would add worth to high quality ingredients, make it worth grinding out some things, and not just be I need a foxtail...kill 10 foxs and be good.

      What do you guys think?
      any other ideas to that might make enchanting interesting?
      The basic enchanting right now is great, but it will definitely need more.

      posted in Discussions & Feedback
      maze
      maze
    • RE: When the Mod sides with trolls...

      he was not zeroing out just one person.
      So many recruiters have just been straight up spamming that is driving people nuts.

      Global chat needs to be refined, and muting needs to be added.
      Faction/ town/ guild/ party chats need to be also added.

      posted in Discussions & Feedback
      maze
      maze
    • [QoL] Dead bodys don't need "this body has no loot" and bodys that do have loot need to be highlighted when hovered

      Dead body's don't need "this body has no loot"
      Bodys that do have loot need to be highlighted when hovered
      Video to show how annoying it is looking for bodys in grass

      https://i.gyazo.com/1c492584465812aa9fd69c4e595acb89.mp4

      posted in Discussions & Feedback
      maze
      maze
    • RE: The Shadow Empire

      Shadow Empire is open and friendly~
      We have a large group but the group does not suffer from big group syndrome.
      The leaders and officers will actively take part, seek and meet each player in the guild.

      Since fractured is not currently up 24/7~ we've bee getting other games running within the group.
      Atlas and soon to be New World.
      Great ways to get to know people in the community.

      posted in Guild Recruitment
      maze
      maze
    • RE: Welcome to Bartertown

      I come here to think and tinker.
      Plants, rocks, weird parts from dead things; I need it all and where better then Bartertown.
      I work for science for the shadow empire!~ but what is a scientist without resources?!
      So I shall call Bartertown my home~ setup shop and deal with anyone who seeks knowledge.

      But don't get me wrong. Outside of Bartertown, you best not get in my way.
      I'll do anything for

      .

      posted in Town Planning
      maze
      maze
    • RE: Reagent Enchanting Spreadsheet (Update 2020-Oct-14)

      Update 2020-July-15:
      LittleMiss and I have been working on the sheets again~ and so have a few of the community members!
      I don't think we worked out anything solid to use. (Some of the code just made the sheets to slow or freeze).
      We've reduce the clutter, removed a few pages that we think (Character helper sheet's mainly) were no longer needed or used (maybe I'm mistaken?).
      We hope with the next test to update the wiki (https://fractured.gamepedia.com/Fractured) with a bunch of new information~ yay towns.
      and at some point we might buckle down again to work on the spread sheet.
      Again if anyone else feels like they wish to take the data from the spreadsheets and make their own. feel free.

      posted in Discussions & Feedback
      maze
      maze
    • Legacy- no longer works [DPS][Unarmed][Light Armor][Solo] Shocking Touch of the Shadow Dancer

      This Legacy build no longer works, many of the skills have been changed, equipment and skill tree. I would not attempt trying to follow this build at all.

      Hay everyone, today I'll discuss one of my favorite builds~ Unarmed DPS. I have been refining it since last test and it was made mainly because metal weapons took so long to make...
      a-a-and
      The Shocking Touch of the Shadow Dancer was born.
      Because if it was not going to be stabbing anyone soon~ I might as well punch em'.

      The build was made up to fight legends; and incase one of the legends had high armor and magical resistance we needed a true damage, damage dealer.

      So using shadow dance in combined with the touch skills and unarmed damage, I ended up with a unique build; a hybrid DPS, dealing magic, physical and true damage.
      The gear is cheap to make, and will mainly take enchanting to get the ideal armor sets. This guide will walk you down everything from main skills, to possible skills to pick, gear, enchants and talents.

      SHORT GUIDE:
      MAX Attack speed + 3 types of damages.
      Base Stats~
      STR10, DEX18, INT15, CON18, PER10, CHA6

      Main skills~
      alt text
      R - [Shadow dance] for true damage
      T - [Shocking touch] for Magic damage
      D - [Frenzy] for speed
      G - [Shield block] for block/tankness.
      E - [Second wind] for big heal
      Q - [bash] for extra attack/stun
      W - [Shadow Step] for gap closer
      F - Bandage

      Armor~
      -Light armor - ghoul leather (has lots of stealth; stealth means pure damage)
      -Light wood Shield

      Enchants
      -CON, DEX on amulet
      -Stealth on armor + shield
      if you're having mana problems, mana regen enchant can help
      for the rest of the enchanting slots ACC or health regen is also very viable

      Talents~
      alt text

      LONG GUIDE:

      KEY MECHANICS: Many of the skills are toggled passives; so you only need to turn them on then ignore them. The only other skills you'll have to worry about is healing and possible 1-2 other skills depending on your own taste. True damage requires gear, and Passive/stance skills require sustainable mana (ie 5/mana sec); meaning this build might take some effort in setting up, but I'll take you thought the steps of early game. Lastly your main DPS will be from True damage, screw the rest (Jk you do all the dmg's still...).

      PRO's:
      -Never have a weapon that breaks!
      -Sustainable damage rate: Physical, Magic, & true damage! you can hit any type of mob even [[wisp]]!.
      -Pretty tanky in general vs pve; mainly from [Shield block]
      --Can Solo/face tank [Mountain Trolls] & [Treants]

      CON's:
      -Medium damage that's not as high as a Mage or some other Melee DPS types
      -pvp: not very good in 1 v1
      -No CC skills, you're pretty much just a straight damage dealer

      STATS:
      Stats can get a little confusing with all the skills in the game. I'll break down the reasons why I pick each stat and also show you were the build can change depending on your varying play styles.

      Strength: 10
      STR adds damage to Melee unarmed attacks. None of the skill in the build scale from STR. The scaling of damage is not great over other stats so picking 6 STR or 10 STR is not a bad idea.

      Each point of STR adds 3% to Melee Damage
      using relentless style to test Max base damage
      STR(6) you get 36 dmg (with unarmed talents & STR(7) 56 dmg)
      STR(10) you get 41 dmg (with unarmed talents & STR(11)  62 dmg)
      STR(18) you get 49 dmg (with unarmed talents & STR(19)  74 dmg)
      STR(20) you get 58 dmg ()
      
      also 
      {cost 10 points to get from 6 to 10} 
      {cost 30 points to get from 6 to 18} 
      {cost 20 point to get from 10 to 18} 
      

      Dexterity: 14 - 18
      DEX adds a bit of attack speed and will scale with our main skill [Shadow Dance]. the main idea here is pure damage can't blocked or reduce with any amount of armor. This makes it ideal for taking down legends or high armor foes.
      The main way to increase Pure damage in this build is by increasing attack speeds and stealth.

      Each point of Dex past 10 dex adds 1% more attack speed. No bonus is given at 20 DEX or past.
      [Shadow Dance] gives {Dex*2=Stealth} then damage by {Stealth/4}. if you have 20 Dex you'll do 10 extra pure damage.
      Base Stealth is 0. From talents you can gain up to 130 (120 stealth, 5 for each DEX past 18). Enchantment on gear can push Stealth up to 500. 
      

      Intelligence: 12 -18 (24 memory and 26/s mana regen)
      INT is the base for your mana regen and touch skill damage. each INT point adds 3 magic damage to touch skills.
      This is also helpful for [Mage armor] and [Minor healing].
      I suggest 14 if you want some room to play with skills, or 18 if you wish to max touch/magic damage.
      You don't need to worry about mana regen, as your talents and gear can pretty much cover all the mana regen you'll ever need. Magic damage is pretty much the lowest damage you can gain from the build unless you change the build of course 😉

      Constitution: 18
      CON is mainly used for frenzy, it gives you 1% more attack speed per CON.
      also shield block, what with 20 CON you can block every 3.6sec. This can allow you to solo most PvE content.
      If you don't expect to soloing anything ever then you can lose the CON and use the point's else where.
      But I don't expect to talk about this in this guide.

      Perception: 6
      So PER... a sort of black sheep of the stats. It's either really good or really bad. ACC comes from PER, it's honestly...meh.
      I don't go for crit either in my build. if you were to build for crit the max damage you get would be getting is 187 (should be 220 but scaling is weird in my test); top that off with the randomness crit does you could get a 60! crit or 150! crit. So I just don't build for it.
      Magic damage, and pure damage also don't crit.

      I've already tested this and also have the math of what ACC vs EVA is...
      Most mobs have 160EVA. Humanoid having 300-400. 
      
      PER6 ACC90 vs EVA270 (no talents) expected miss rate 20%
      PER13 ACC395 vs EVA270  (with talents) expected miss rate 16%
      
      PER20 ACC640 vs EVA270 (Full talents),  expected miss rate 14%
      
      PER6 ACC90 vs EVA500 expected miss rate 37%
      PER13 ACC395 vs EVA270  (with talents) expected miss rate 30%
      

      **charisma: 6 **
      CHA is only luck, it's not needed unless you're trying to sneak in critical damage or are trying to get more out of melee damage. I normally go with 6.

      Ending notes: I commonly do STR10, DEX18, INT15, CON18, PER10, CHA6

      SKILLS:
      The skills are limited to unarmed skills & light armor.
      alt text

      You can only have one stance skill, so we pick shadow dance. The other stance being Relentless style, what sadly can't be used.
      -[Shadow Dance] - [DEX*2=Stealth Bonus] [Stealth/4 = DMG]

      You can only have one weapon modifier active, IE one touch skill. you can pick from
      -[Shocking Touch] - [int *3 = Shock DMG]
      or
      -[Chilling Touch] - [int *3 = Ice DMG]
      or
      -[Paralyzing Touch] -

      and then a staple of attacking fast with unarmed
      -[Frenzy] - attack speed is increased by CON%
      With it's new changes of not being able to heal during use, you'll need to toggle this skill on and off for max damage outputs.

      alt text

      So with the main skills out of the way let's talk about defense. How are we going to stop mobs from melting our face the moment we enter battle?

      For that we look at Shield Block, Mage Armor, & a heal skill.
      Shield block is a pretty strong all around defense skill. with High CON (we'll be aiming at 22con) you'll be blocking every 3.6 sec.
      Mage Armor is mainly to bring the Magic Resistance up, it's a sorta wild card pick and only needed when you expect heavy magic dealing fights.

      Healing skills I go with
      -[Minor Healing]
      and/or [Second Wind]

      I rotate my last 2 skills out commonly
      -[Bash] good for extra damage and a bit of a stun
      -[Shadow Step] a gap closer and helps with getting out of CC, you need to be close to do damage after all.
      -[Boon of Tenacity] or [Resolve] both are anti CC. Resolve helps with making you immune for a while.

      -[Absorb] is great for early game or if you for whatever reason have mana problems.
      -[Relocate] is a good skill to use when you're just farming.

      And lastly not a skill but normally takes up a slot on my bar
      ~bandages of course

      For PvP it's better to become a mage interrupter using [Paralyzing Touch] -
      [Paralyzing Touch] stuns a target for 0.20 of a sec. This might not seem like a lot, but it will nearly shutdown a mage from using any skills until they get away from you.

      Talents:
      The main talents to pick up ASAP is [Meditate I], II and III. This will solve most mana problems. if you're spamming skills like [Bash] then that would be the only reason you will start to run out of mana.
      alt text

      Next work to picking up [Martial Artist].
      [Martial artist] will add a lot of physical damage to your attacks, on your way there you have the choice of Brawler talents and Skirmisher talents. these two talents are useless and add no damage to unarmed skills. they only add damage to Melee weapons.
      alt text

      You'll need sustain/ life regen when solo, so it's best to pickup some HP regen.
      alt text

      Lastly you want to pick up [Robust I] and II for the extra CON (more attack speed).

      Other node's I go for is [Master pugilist] for the 5% free bash, [Titan fighter] for 50% more critical damage, the other Dex Node + [furtive III] to get the extra stealth for pure damage.

      An example of the talents I use while Solo
      alt text

      As group DPS I run less sustain hp and more DPS
      alt text

      Gear:
      LIGHT GEAR!!! There is so little you can pick but the best gear TO pick is ghoul. it's easy to farm and gives you stealth as a base boost. When you just start, it might be a little hard to get (and you also need access to tanning tubs....) so pick scholars. no need to go all out on it.
      -Ghoul leather gear
      -Wooden buckler
      -Wolf Teeth Necklace or Bear Claws Pendant

      Enchants:
      Enchants are pretty easy to figure out
      Necklace : CON + DEX + Stealth bonus
      Armor : Stealth bonus
      Shield : Stealth bonus

      Ending Notes: There's many holes in the build and room for improvement; such as ways you can up the DPS of the build; but the build was mainly for hunting legends or high armored foes. True Damage was always the goal. You could easily up the DPS with other unarmed magic skills or by being more of a grass cannon and upping physical damage + critical. Either way will reduce the amount of True damage you do. Thank you for reading my build and you're welcome to build off it.

      Some videos of me pvping:
      Lost 1 v 2 (maze vs prosti & Frajola) - https://i.gyazo.com/edf00084247923367cbf3f786020ff03.mp4

      posted in Character Builds
      maze
      maze
    • Playing with melee~ possible new meta

      Just doing some testing with some of the weapons with the new talents.
      the range, the aoe and damage. seeing how the weapons work in the current alpha.
      I didn't add any enchants mainly because there was no point. testing them at base gives the same effect.

      The results I found; with the new talent's:
      Quarterstaff with the talent "Shield Breaker" This boost DPS and gives you a free stun randomly.
      On top of it's already passive of to Stun.
      5% seems tiny but it happens way more often; and in group mob packs you'll see the mobs get stun very often.
      With the new armor update crushing has become even more powerful. every mob currently in Alpha has low Crush armor.
      So you'll be seeing boosted DPS hit with crushing + "Shield Breaker"
      After more testing I was able to burst most mobs down quickly and keep a few mobs stunned locked.

      I think we'll be seeing more Mace/ Quarterstaff builds because of this talent.
      We already do see people stun locking mobs to death. this talent just added to it.

      so that's my conclusion for now~ Quarterstaff is the new king of melee.

      You don't really need to read all this bellow...

      Spear:
      Video: https://i.gyazo.com/55b5d654dddaca7d3fc9702342b8906e.mp4
      alt text
      spear has been king of Melee for along time. Namely for its high base damage, it's extra range the ability to hit all enemy in front of you.
      The spear only benefits from a few melee talents.
      it's damage is the highest (during the video we saw crits of 500)
      it's speed is average (out of the 3 melee speed slow, average, fast)

      Dagger
      Video: https://i.gyazo.com/e940179dd4476887d8e643d598434298.mp4
      alt text
      The dagger has long been the underdog of the melee meta.
      We'll likely see it more in the future when enemys have much higher armor.
      It's group clear is the worse of the melee weapons.
      it's new talent "Swash buckler" can be a hit or a miss, I find it's very bad compared to "relentless"
      it's damage is alright (during the video we saw crits of 350)

      Axe
      Video: https://i.gyazo.com/636ef9c9d3769b7f0290d88bb13d74da.mp4
      alt text
      I find not a lot of people use the axe.
      It's damage, damage type and speed are the same as the Dagger.
      The Axe is also considered a light weapon, so you can pick up all the light weapon damage talents.
      In the video we were hitting 370 crits.

      Quarterstaff
      Video: https://i.gyazo.com/6257970ebfbbe9b3c2a19610f3a176eb.mp4
      alt text
      I'll be fair. this one surprised me.
      It's Aoe is the same range as a spear, maybe a little wider.
      It's damage, we hit a few 500's in the video, it cleared just as fast as the spear.
      it's speed is average again same as spear.
      But the game changer was the talent.
      we picked up the "Shield breaker" talent. what gives us 5% chance to use the skill bash a good stun.
      It went off a lot more then I expected it to and dealt a lot more damage because of it.

      Club
      Video:https://i.gyazo.com/c9d69bf353246e2358357929849a2b0e.mp4
      alt text
      This one felt weird it; it was AoE but it stop hitting the enemy randomly sometimes.
      it stun from "Shield Breaker" talent went off A LOT.
      you could likely make a guild called the billy bat police, go around waking people with clubs and perma stun them.
      It's damage largest crit was 350.
      It's Fast attack speed.
      and it's damage is the same as dagger.

      Hammer / Mace
      Video:https://i.gyazo.com/9ffa34ff343acf03e9a43d38c2538952.mp4
      alt text
      Another Club like AoE range. Janky AoE-ness
      It's slower but does more damage.
      It's highest damage in the video was 412.
      It's attack is average.
      Another weapon that can pick up "Shield Breaker"

      posted in Discussions & Feedback
      maze
      maze
    • Bugs from test alpha 2

      These are the bug's I experienced during alpha 2 testing

      • Paralyzing touch can't be used with any 1-handed. (https://gyazo.com/313e9bb0d9ee508f66e4dd97c4a80cb7)

      • No requirement on what armor is needed on skills

      • House fireplace will path find weirdly sometimes and be unable to cook/sleep

      • Peasant double bed opens to destroy the moment you click on it (example at the start of gif 2: https://i.gyazo.com/fd07582a93796abf490570bf1112bd57.mp4)

      • Objects can't be moved/places in spots they should be able (example at end of gif 2: https://i.gyazo.com/fd07582a93796abf490570bf1112bd57.mp4)

      • when alt+tab'ing while over an item the info box will stay forever stuck to the screen until you relog. (https://i.gyazo.com/6def505e3739da8e117ebd3a81036530.mp4)

      • chest/table on the bottom of your house are hard to interact with. (https://i.gyazo.com/9b7762e76b5710e055a3948716bdbeb9.mp4)

      • the text on Gray wolf, stag, & brown bear headdress say they give stats. the text either needs to be removed or there's a bug not adding the stats to the headdress (https://gyazo.com/1785256548293a3b753b38f09146242c)

      • Having no rights to a random bear (likely leeshed all the way there) that I killed from full hp. location 3760W & 1895N

      • Have no rights to "lich spider" when it just spawned in front of me.

      • When "lich spider" would use a spell the client lag's for a moment

      • (solved~ Blight killed me) randomly die'ing with full energy+full food+full green bar but 1hp; when hit by "Spider Lich"

      • Blight has no description on what it really does

      • leashing an enemy it returns to its starting spot. if you are able to trap it with your body and a cliff so it can't pathfind you can sit there and kill it (https://i.gyazo.com/88455c37e287e223b028e3fdbe3cefaf.mp4) plz fix this by making enemys avoid all attacks when returning to their spot, maybe heal a bit too.

      • When cutting down a tree, sometimes a few logs will become unclickable.

      • hand cart grefing. putting hand cards infront of someones door

      posted in Bug Reports - Closed
      maze
      maze
    • RE: Is Alt-Spamming even a bad thing?

      I have a game called haven and hearth.
      Character progression there is progress thought "study objects" what take time to study~ because of that the game is geared to pumping out as many study objects as possible and having as many alts since an alt can only study a few "study objects" at a time.

      In general it leaves a real bad taste in my month~ I use about 80-100 alts in that game.
      -Alts for watching monster spawns (about 30 alts are used for just this)
      -Alts for crafting (tailoring, mining, fighting, farming, butcher, cooking, ect)
      -Alts for transporting (about 2 alts are used for this~ since its faster to teleport stuff back to home using an alt)

      Just to sort the alts I have to have account for each job (mazefarmer, mazewatcher1, mazewatcher2....)
      It's become such a chore but to stay competitive you need to do it...the people resort to botting to keep track of stuff and have bots do small task...then more alts/bots are made....

      My point is alts will be used for small to great task regardless. the best you can do is reduce the need for them as much as possible.

      rare monsters are camped by alt/bots in a lot of games.
      I found the best way to protect rare mobs was place them in areas were people can't log out in. or get kicked out of the area.

      posted in Discussions & Feedback
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    • RE: New World by Amazon - Anyone interested?

      I'll be playing it. I have nothing to lose.
      I played all the Alphas (other then the current beta) and followed, and even played with the devs in other games.
      I get their views, and they've made major changes since the first alpha.
      They use to have a tiered pvp like albion then scrapped the idea because it gates all the high level areas to pvp players killing it for PvE players.
      PvP players seem to jumpship before they even play games. They saw this in Alpha/beta apparently.

      Town fights were pretty fun. and the Economy for tier 6+ (dev server 8+) made town fights + Economy make a lot of sense.
      The building area of towns is only so big. if you want tier 8+ items. you need to make a giant building that pretty much takes up the full protected area. you can then expand outside your town. but if anyone declares war on your town they can attack that region. while the inner ring is time gates to 4 hours once a week.
      if the tier 8 building burns....it really hurts...the resources to even make it took 2 weeks to get.

      New world really felt like an MMO, in the idea of needing to have a group to do things. not having a group meant you were unable to get to high tier or kill hard mobs.

      posted in Off Topic
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    • RE: Reagent Enchanting Spreadsheet (Update 2020-Oct-14)

      @Logain I FIGURED IT OUT.... why was that so hard.. lol

      the correct formula for Evasion is EvasionChance=(EVA/(12.5+(ACC/100))) armor is not correctly imputed to his Evasion chart. So now the real question is how much does armor really lower Evasion, if at all.

      posted in Discussions & Feedback
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    • RE: Is there any lowest chance to hit ?

      The more I work on these values the more these values just feel unfair. in a melee fight Evasion sub par...I mean you need to heavily invest in to it just to dodge someone with 0 acc....
      Ontop of that Evasion does not dodge Magic.

      Thinking back to it. Mages were pretty OP in the testing phase. They had heavy amount's of CC. I think Evasion should reduce CC duration~ on top of being a little more effective to dodging when it comes to melee.

      The real point of Evasion in most games is to not get stunned or take repeated heavy damage (dodge the stun move) but with magic being so heavy CC atm...I think evasion needs a look at.

      and again~ the math formal does not make any sense...how did you guys code it in?

      alt text

      posted in Questions & Answers
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    • RE: Dungeons that are time locked

      Was gonna tell you a story~ but rather just agree on this.

      Few dungeons that open during fullmoon's on leapyear days or w/e.
      They don't need broken items or anything. just cool little secrets for treasure hunters. possible cosmetics and titles.

      Some dungeons only opening when all enemys in a camp are killed or a number.
      World bosses all get killed within an hour a secret dungeon opens for an hour and has all the world bosses in a small room.

      small things like this can give both completion-est things to do for along time and hardcore guilds a challenge to face. some challenges are not ment to be beaten 😉

      posted in Discussions & Feedback
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    • [Archer] Overview of the Archer

      alt text

      The Archer, the classic DPS of many game's, but what's its state currently in fractured?

      Weapons:
      Currently we have 3 bow types to pick from; these bows will determine most of the skills you'll be able to use.
      if using any Light weapon skills (death mark, shadow walk, ect), + slow/CC skills + heal = Short bow
      if your only planning to use the basic + word of stun + a heal = heavy bow.

      As for arrows there is Stone, Bone and Metal; with no damage changes with whatever arrow you use.

      -Primitive Long Bow
      alt text

      -Short Bow
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      -Long Bow
      alt text

      Armor & enchants:
      There is no currently set type of armor for an archer. but many of the archer skills use light armor and medium armor.

      Skills:
      There is a few notable archer/bow skills, but many other skills can be used with a bow.

      Bow skills:
      Power shot
      d7176acd-2b52-4d2a-913d-1006a877193e-image.png
      Ricochet
      fdb42a0d-313d-4bc8-873e-98658258eb76-image.png
      Double Shot
      f5c3d31a-2c94-4bac-95e8-de35fed0aba7-image.png
      Acid Arrows
      53daf64d-1bb4-4485-a98f-b37ce2eb2b4d-image.png

      Other skills that can be used with a bow (Pretty much any skill that says "Any").
      I won't list them mainly because there is plenty, I would suggest looking thought this list:
      https://forum.fracturedmmo.com/topic/13049/spell-list-currently-up-to-date-with-test-a2-4-2c

      Stats & Talents:
      Most Archer/bow skills scale with Perception for damage, Dexterity for cooldown.
      I would suggest stacking attack speed and critical as much as possible.

      as for talents
      -Good shot I, II, III will give you 56% more damage with range weapons
      -Titan fighter gives 50% more critical damage

      good for short bow
      -Skirmisher I, II will give you 32% more damage with light weapons

      -Sharpshooter can also help with large packs of mobs, but is not the best when fighting 1 on 1: projectiles have 30% chance to pierce thought multiply enemy's.
      -Inevitable: a good talent for a 100% critical that can also critical getting you crits up over 500

      for mana problems - always take Meditation talent's

      Closing statement:
      The current Archer is good, and will likely get better with more skills variety just remember. you can do all the DPS in the world, but don't forget your arrows....
      alt text


      Things I would like to see added to Archer skills.
      Rain arrows (classic AoE)
      Cone Arrow (a skill like Ice Spike but for archer)
      Elemental Arrow (a much more mana heavy version of the chilling touch, shocking touch skills, Acid Arrow was a good example)
      Smoke arrow (applies invisibility to everyone inside it and until they leave it)
      Wall of fire arrow (lays down a line of fire arrows, adding a dot damage to anyone who walks thought it)

      posted in Character Builds
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    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      This fight between losing gear in PvP or PvE astounds me.

      You are given many chances to not lose gear in PvE. Most people turn tail at the 2ed death to heal, and thats normally in a group of people.

      if your solo, then you should know your limits and go back to the pub.

      For PvP, you have a choose to what world you live on. Pick and be wise.

      As for end game content of asroids. There is risk vs reward. if you wish to wonder into risky areas, forsee you might die and bring trash tier items you're willing to lose.

      Planning is part of the game.

      posted in Discussions & Feedback
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