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  Click here to go to the first Archeage Team post in this thread.   Thread: Archers Unite

  1. #2571
    Quote Originally Posted by Kavy View Post
    Despite having quit all those years ago, and still seeing this beautiful thread alive and kicking. All the more spicy when you consider the amount of people in KR/NA who rerolled into archery when 4.5 hit ... The bloody irony.

    Can't help but feel this was XL's game plan all along, gimp a class for years to ensure only a select few still play it, then make it FOTY for who knows how many years to come. BAM! Everyone and their nan is now either swiping or circulating into a gold sink on a scale like never before.

    But hey, in Archers Unite we trust
    Whats funny, is that archers are simply hard hitters like the rest of the group now. The other classes are hitting just as hard if not harder, as they always have been. Ppl simply saw and thought; "br and mage got "nerfed" and archers got buffed, ARCHERMETALULGGL2P!!!"

    Only for half of them to find out that br and mage are BETTER than they were berfore, thanks to the reduction in mobility, and movement speed being a LULstat due to songcraft meta/terrible push back mechanics (they prettt much still get in range, if you push them before their gap closing animation ends...... when it should cancel the skill all together), which coupled with crit dmg gems, made everyone do more dmg than any of us needed.

    Then you have mist hellspear... deaths vengeance> shadowstep> feign death, which will cc u even before their character registers that theyre even close enough to hit you, and siimply too muxh cc in all support trees in general. I'm fizzled out. Potatoe life, and free patron here I come.
    Pew
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  2. #2572
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    Quote Originally Posted by Trusivraj View Post
    Whats funny, is that archers are simply hard hitters like the rest of the group now. The other classes are hitting just as hard if not harder, as they always have been. Ppl simply saw and thought; "br and mage got "nerfed" and archers got buffed, ARCHERMETALULGGL2P!!!"

    Only for half of them to find out that br and mage are BETTER than they were berfore, thanks to the reduction in mobility, and movement speed being a LULstat due to songcraft meta/terrible push back mechanics (they prettt much still get in range, if you push them before their gap closing animation ends...... when it should cancel the skill all together), which coupled with crit dmg gems, made everyone do more dmg than any of us needed.

    Then you have mist hellspear... deaths vengeance> shadowstep> feign death, which will cc u even before their character registers that theyre even close enough to hit you, and siimply too muxh cc in all support trees in general. I'm fizzled out. Potatoe life, and free patron here I come.
    The latest changes coming to KR, imo is going to hit archers hard, because we rely on a lot of different abilities to get the job done. If they go with only 15 active skill points I will need to drop 6 skills from my setup.

  3. #2573
    Quote Originally Posted by Edwardo View Post
    The latest changes coming to KR, imo is going to hit archers hard, because we rely on a lot of different abilities to get the job done. If they go with only 15 active skill points I will need to drop 6 skills from my setup.
    Gawd dayum!!! Wtf is this world coming to?!?!
    Pew
    <The Oracle God>
    ♤Lord of Halcyona♤


    Youtube Channel:
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  4. #2574
    Quote Originally Posted by Edwardo View Post
    The latest changes coming to KR, imo is going to hit archers hard, because we rely on a lot of different abilities to get the job done. If they go with only 15 active skill points I will need to drop 6 skills from my setup.
    It may or may not. From what I read, passives are now auto-unlock and will not require points. I am more tweaked about the loss of the abyssal skills as they migrate it all into a new tree. SOOOOO glad I spent the time and effort to unlock all that cr@p.

  5. #2575
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    Do we know the impact of resilience on crit rate now? Is there a point to go above 100% crit rate to mitigate the resilience?

    I'm asking because I want to know if I should go for crit rate or def pen on Hiram.

  6. #2576
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    Hello again today i craft Epherium earrings but dont know what should i choose Wave for Decr received dmg % , Flame for Evasion % or Lighting for Hp

  7. #2577
    I believe it acts as, if you have 100%, no matter how much you have past 100%, it cancels out, even after the resil is applied, because it calculates as tho you have more than 100% but ONLY the 100% is being factored, while anything above it simply removed, so just go def pen. We have the dmg to make it worth it now.

    As for earrings, as an archer, and evasion being the best against 2/3 dmg types, go evasion, or %dmg reduction (or mix 1 of each)
    Pew
    <The Oracle God>
    ♤Lord of Halcyona♤


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  8. #2578
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    Make sense and since I don't see any reliable way to test… Def pen it'll be.
    Thx

  9. #2579
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    Quote Originally Posted by Trusivraj View Post
    I believe it acts as, if you have 100%, no matter how much you have past 100%, it cancels out, even after the resil is applied, because it calculates as tho you have more than 100% but ONLY the 100% is being factored, while anything above it simply removed, so just go def pen.
    Where did you read that? It is not how accuracy works. Even though your character sheet says 100%, you actually have more and it counts towards accuracy reduction. It is why blazing arrow 'effect' is so useless. With the stat changes you are just cancelling out the extra accuracy the new stats give.

  10. #2580
    Senior Member Cohiba's Avatar
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    Quote Originally Posted by Trusivraj View Post
    I believe it acts as, if you have 100%, no matter how much you have past 100%, it cancels out, even after the resil is applied, because it calculates as tho you have more than 100% but ONLY the 100% is being factored, while anything above it simply removed, so just go def pen. We have the dmg to make it worth it now.

    As for earrings, as an archer, and evasion being the best against 2/3 dmg types, go evasion, or %dmg reduction (or mix 1 of each)
    That is actually not factually correct.
    Resilience and crit rate are both very much linear stats with no caps whatsoever.
    Resilience flat out reduces the crit rate and crit damage bonus of the person attacking you, by 2.5% crit rate and 10% crit damage bonus per 1k resilience.
    This means that at 10k resilience, you reduce the enemies' crit rate by -25% (flat reduction, so 25% crit chance becomes 0%) and their crit damage bonus by -100% (also flat, this DOES GO INTO NEGATIVE, unlike def pen).
    What that means, is that if you have 120% crit rate and +50% crit damage (ridiculous numbers, just an example).. you would crit every single hit on 0 resilience targets and your crits would do 1.5x the damage of non-crits.
    Now if the target has 10k resilience, you would have 95% crit rate and -50% crit damage. That indeed means that you will be critting 95% of all hits, and those crits will do HALF the damage of the non-crits that you do.

    Stacking crit rate above 100% is very much effective and basically necessary. Since the average dps has between 4 and 7k resilience, it's recommended to reach about 115% crit rate (fully buffed with double recurve and song stacks as ebonsong). That should basically guarantee crits on almost everyone.

    And for earrings.... unless you have no problem with mages at all, I would recommend lightning earrings here.
    Considering how strong agility is right now and how little stamina people have, they are a very effective way of making you tankier without giving you too many useless stats.

    P. S. If anyone does not believe my numbers, feel free to visit me on EU - Retribution server and I will gladly demonstrate/prove these numbers through a relatively short series of tests and calculations.
    Mirijuana
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