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Info Item Team Thread - Item/ingredient/major Id Changes, Updates & More

Discussion in 'Wynncraft' started by Selvut283, Jun 2, 2020.

  1. SpotAction

    SpotAction Well-Known Adventurer

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    It’s now a copypasta
     
  2. SpotAction

    SpotAction Well-Known Adventurer

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    Fix collapse what are y’all doing with that shi. Bros added a melee major id and dipped in a Fing spellbound update…
     
  3. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    Eh
    4/10 complaint
    the last one was more memeable
     
  4. Castti

    Castti Kookie HERO

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    YO item team WHERE the Hell are the changes to toxo, How long DOES it take to FIX a weapon ffs. The item team slower than a FROZEN FORT GRIND PARTY WITH NO SCROLLS OR FOOD OR COSMIC ARMOR USERS. SMH SMH SMH. my 3 13k POISON TOXOs ARE NOW WORTH 1/3 of their ORIGINAL PRICE BECAUsE OF u GUYs. SMH SMH SMH
     
    one_ood, Wackolo, SpotAction and 2 others like this.
  5. SpotAction

    SpotAction Well-Known Adventurer

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    So u guys do like the ones that seem more offensive
     
  6. LuCoolUs

    LuCoolUs Nerd CHAMPION

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    imagine complaining to the Item team about "fixing toxo" when toxo was literally not touched and the new combat system just broke poison in generall (no offense to the people just memeing it as a copy paste just the original post)
     
    WithTheFish, touhoku, Castti and 2 others like this.
  7. Wackolo

    Wackolo the converger CHAMPION

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    XD
     
  8. starx280

    starx280 The boy who cried lunar VIP

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    Hmmm... I’ve been doing some testing with lunar and realized it got harder to get spells out because the -mr is constant and actually matters now because it can drain mana either faster or slower instead of just draining once every 5 seconds... the intel nerf and heavier spell costs play a factor in this too, so much so that even getting 2 spells out is a pretty tight and inconsistent window...

    Not to mention you used to be able to use a defensive option with the 4 mana you generated in 1.20 before it gets drained... you can’t do that anymore so you’re a sitting duck at zero mana :/

    I think the new way mana regen works really hurts lunar, so I’d like to see a buff to the -mana regen to remedy that and make it drain slower plz :D
     
  9. CGS

    CGS Raw Emerald Farmer CHAMPION

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    What if all healing had water % damage taken into consideration when gaining health? Raw health regen, life steal, spells, and potions all get multiplied by a portion of your water damage %.

    Fluid healing would just add an additional multiplier to it.
     
  10. DungeonBee

    DungeonBee Hunter of the Realm

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    Lightbender already strong. That would just make it op.
     
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  11. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    Heal buff moment
     
  12. CGS

    CGS Raw Emerald Farmer CHAMPION

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    I disagree with this, (the op part, yes of course they would be strong).

    Orphion's Pulse is the only reason I dip into light bender. I don't really find anything else in that tree very useful.

    Light bender has trouble triggering things like fortitude because healing things that are full hp doesn't count towards it. If you are over 11k hp, The Ophanim don't have enough health lost per attack to trigger it, even if fully invested.

    More Ophanim orbs also does not matter, you get almost the same dps for have 2 and winded vs having 6 or 8.

    Archanist doesn't have heal, Light bender can't trigger fortify consistently, so you are kinda left with Rift walker hybrids.
     
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  13. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    I don't know what you're talking about but fortitude is easy to trigger??? More orbs = more health to heal, making it easier to trigger abilities such as Fortitude and Sunflare. Healing 2 orbs with 4k health is drastically different from 6 orbs with 4k health.
    Let's just say you have 10k Health (so 12k health must be healed), and you have 6 orbs, 4k total health, and they're all at half health (so 2k).
    Healing the orbs back to full health (excluding damage you've received) will hit that 12k health requirement (and it can be done in a single heal w/ Orphion's Pulse)

    Brainlessly spamming heal sometimes isn't the answer to being an efficient support role (nor should it ever be)
     
  14. CGS

    CGS Raw Emerald Farmer CHAMPION

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    Yes, that is why I said if you are over 11k hp it is harder. (Sorry that I stated it like it was impossible)
    Yes you are right that if you want to trigger fortify, you have to wait until most of your orbs are red. But I have been running a build with 21k hp, so my experience might be completely different.
     
    Last edited: Sep 28, 2022
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  15. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    Ah gotcha, didn't think about pure tank builds with high HP levels. Hmmm...would be nice if Orbs had health that scaled with your own max health but I'm not sure if that would be too overpowered
     
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  16. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    I think they'd need to rework or replace the Ophanim health upgrades (which honestly I'd be fine with).
    Honestly, I think that's a design flaw with Lightbender more than anything; literally all of its support capabilities are tied to the heal spell, meaning that like 90% of its gameplay loop has to be routed through it, and nearly all of Lightbender's allotted 'power budget' goes into it. In addition, a lot of its abilities just immediately activate on healing thresholds or on its next heal, which means you don't really have a lot of control over when they go off (especially since you don't really have a way to track how much you've healed), and their short durations mean that when they do proc it's hard to take full advantage of them before they're gone.

    Finally, a lot of the buffs just aren't really worth the effort to keep up compared to other buffs; a 60% damage buff is nice, but because it's only up like 33% of the time with optimal play (something that's incredibly difficult to pull off, and often requires you to actively avoid healing teammates until you can get the maximum burst heal possible), and you have no way of knowing or controlling when it procs, it's usually not worth the effort compared to, say, Ragnarokkr or Vengeful Spirit, which are comparatively stronger buffs that give roughly the same boost in overall DPS with way less effort. Similarly, by the time you can use sunflare you usually don't need it, because whatever damaged your team enough to let you heal up to sunflare is also probably what you'd have used sunflare on to begin with.

    The end result is that the optimal play with Lightbender is usually just to spam heals and left clicks with Ophanim up, especially in solo play where the buffs are a lot harder to build up to, if not straight up impossible
     
    Last edited: Sep 28, 2022
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  17. CGS

    CGS Raw Emerald Farmer CHAMPION

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    Time lock is triggered with shift+heal, I think it would be nice if sunflare and other buffs could be triggered the same way. But free invincibility on cooldown will be op. Maybe take the the mana/blood pool idea and apply it here, but make it a healing pool.

    For example, each time you heal something you gain some % to a health pool. Holding shift and casting a spell will cast one of your buffs and cost some % of the pool. Sunflare could cost 100% while something like lightweaver could cost 10%, fortitude could cost 40%.

    A step further and you could give archanist heal back and have a hybrid mage with a healing pool and mana pool. Mana pool could be triggered with shift heal, and arcane transfer could block only Orphion's Pulse.

    Just some wishful thinking.
     
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  18. touhoku

    touhoku heavy spell pioneer Item Team CHAMPION

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    I don't think this is a good idea at all -- it way over centralizes healing power into an ID that a) already exists with a distribution not appropriate for this change and b) has an entirely different effect.

    water weapons already have an inherent advantage in spell by virtue of intelligence req being generally speaking an assumption more than a requirement of spell builds, giving another even stronger inherent advantage seems like a choice that essentially makes water% and water as a whole not clean or satisfying
     
  19. Endistic

    Endistic Acolyte Enjoyer HERO

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    i feel like dodge and wind prison have good synergy
     
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  20. starx280

    starx280 The boy who cried lunar VIP

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    Wait did wind prison get changed