Put it this way. Ignore what's being shown on the stats screen. Then each treat each weapon as each one hits using their own stats. So when hitting with your first weapon, you calculate from a damage of 10 with a 30% crit chance. Then when your character swings his second sword, that will deal the 50 damage with a 0% crit chance. If you total your chances for both weapons, then what you see in the stats page is correct. This is the same with on-hit effect chances. Only the weapon that has it, will be able to perform that effect at that chance, and since you are swinging 2 swords alternately, basically the chance is halved.
It's not to give the players a break, but personally, i like having that as a sort of break from the chaos. The idea though is that it is entirely optional. You can skip those treasure chests in the foggy areas. You dont have to waste your time for one chest that has a very high chance it'll be a useless item, and a very low chance of being a legendary if you dont want to.
what is "team heroes?" what does that refer to? sometimes i got a bonus that says +5 damage to team heroes.
Oh really ? prove it then , show us the picture of legendary that are worse than a common weapon . Gosh..., I got 6 legendary by now , and all of them are great and a lot better than others ,seriously have no idea what are you trash talking about
There are some cases in which an epic outclasses a legendary, and it's mostly based on preference. I've sold quite a few legendaries based on the fact that they didn't suit what I was looking for. 8-9/10 Legendary is pretty good but some epics are still as good too.
The way I see it the Legendaries are more akin to something like an "Exotic," in which they are usually very unique when it comes to qualities, rather than simply "better" in flat damage or something of the like. Take my repeater rifle I got. It only has +9 damage and overheats after 10-15 shots or so. BUT it fires extremely fast, has 25% crit, and 1000 range making it very very lethal
Submitted update! Once again, this is the change-log... probably the biggest balance change is that mana no longer regenerates with active duration abilities, meaning you can't perma-chain things anymore - will also make some of the mana skills more powerful. Improved run animations Improved general hit detection, especially when very close to enemies Fixed several crashes Fixed a bug with huge amount of Trolls spawning on Wave 30 Fixed slowdown associated with Plague Mummies Improved MFi controller stability Tweaked endless balance to ramp up significantly faster Various balance tweaks Versus mode balancing Capped reset skill cost to 30 Enemies are stronger after completing the game There will always be at least one attack on your lands after beating the game Heroes cant hurt the keep in versus mode with arrows until a wall is down You can no longer push Bannermen Mana no longer recovers while an ability is currently active
Mana Channel still works for a Grandmaster if Heightened senses is activated right? Or does it just stop any mana altogether?
Aw crap I was just starting to enjoy pushing my bannermen around. Great job with the game Foursaken Media! It'll need a lot of tweaking and I appreciate the coming tweaks! Could you please change the physics in regards to your hero and a rock the size of a pancake, because I always run into those and can't move, and it would be so much nicer to just walk over them!
Like everything in the list except troll reduction in wave 30. They seem to do no harm as they always line up perfectly for my penetrating shots . Seriously though I hope it fixes most of the crashes we're seeing.
I think it means mana will stop regen if any active effect is on. It is Indeed a big change, especially for those long lasting active effects. Mana channel may still work. We'll find out soon.
Tons of legendaries have worse stats than epics. The thing is, the status is more a reflection of only one stat at minimum. That means a legendary Rune can have a normal stat of +5 bonus to damage, but have one legend-tier stat like 35% chance to poison on hit. That is crap. I'd take an epic rune with +15 damage over that anytime. I dont have any anymore, but i have sold a dozen legendaries since beta, and a few in the release build. EDIT: I'll buy some gems later and if i get a crap legendary i will share it here.
Sure. The two legendary swords: 1. Omega Blade 11 DMG | 13% CRIT| 3 STA per Attack Slow attack speed 2. Sword of Decimation 9 DMG | 0 STA per attack Epics 1. Phantom Sword 30 DMG | 5 STA per attack 2. Guardian Sword 60 dmg | 10% crit | 10 STA per attack Half damage if used in one hand Common 1. Lesser sword 30 dmg | 10 ap | 10 sta per attack half damage if used in one hand 2. Rusty sword 45 dmg | 10 sta per attack half damage if used in one hand I understand that the legendary have lower stamina requirement, but that has actually never come into play for me so far... maybe there needs to be a tweak to how much a "good stamina attribute" affects the others? Also, can someone explain the exact effects of armor piercing? I've seen weapons with like 75 armor piercing, but I have no idea what that means and how that correlates with damage.
Yeah... Stamina differences can lower your overall DPS if you are attacking non-stop, but there isnt really a situation we should just keep attacking.