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  1. Yesterday
  2. Ayshia

    Next Step?

    Hi, we work nights and days to bring as much content as possible. We believe it will satisfy our players for some time. But you need to be a little bit more patient : D
  3. Last week
  4. MagiciaN

    Next Step?

    okay... everybody is lvl 300+ , the game is about to finish, and dont have pvp yet. kkkkkkkk nt
  5. Hi, thank you for your opinion regarding Ki and life drain bonuses : ) We're aware some of the players might be unhappy with current bonuses. We monitore the situtation and if we consider they need some changes, we will for sure make them : ) Stay tuned to be always up to date ^^
  6. Bom pessoal, estou gravando alguns conteúdos sobre o jogo no youtube, notei que muita gente tem dificuldades em saber onde fica algum boss, mesmo pelo tutorial apenas com imagem, o video mostra o caminho exato até o local do boss, lembrando é apenas a (SALA 1 COMPLETA), então espero que ajude vocês, passa lá no video, custa nada valeu clã
  7. Hi! Well, it seems strange to me, damage reflect doesn't absorb damage so he should be getting the damage still. Anyway, it's best if you report him next time using ctrl + h in game : )
  8. I think you should rethink the flat and the% drain, flat and used at low level ... and high level percentage and percentage is much better .. set full drain% example 20 25% of 1000 in melee combat will drain 250 200, while the flat set full of about 150 120 melee combat will drain 150 120 ok and good for low level but the magic flat taking only 10% will drain 15 12, whereas% for high level will drain a lot but that example will beat about 5,000 6,000 in magic 10% and 500 600 per bixo if it is in an entire box 4000 4800 ... while the high level is quiet with drain the low level finds the game very difficult and leaves it .. I do not know if you want to let those who are high level with an advantage and lose new players ... they should improve the flat for those who begin and start playing and get interested in the game, drain to high and very good level
  9. Hi, I am level 62 Gohan and I am wondering what is the best jewelry to upgrade? The godness earings/rings seem good but are there better ones I should do? Also what about belt and necklace? Let me know
  10. Today i saw some guy afk in a slight skeleton cave. He was Level 19 goku and he was clearly afk with His pua collecting the loot. Well, i tought that He was with macro but He didnt even make a single move and didnt use a single spell whatsoever. Actually, it seems that he was using full damage reflect set and that IS not a violation of the rule. Is he playing by the Rules? I Mean... He was getting loot AFK afterall... Pleased someone can explain me that?
  11. You sure do. Look, me and my friends are newbies in the game and the life drain was helping us to discover our favorite classes to play without having to die a lot of times. Please change it back with the same bonus and 50-60% effectivity, that would be balancing
  12. I am sure that your arrogance treating about some common sense topic should be lowered. Lets keep it simple here. In my topic, my complaint was about flat bonuses. Me and my friends are newbies in the game, it means we are playing for 6~7 days and we knew nothing about the 32 bonuses there are in game (now 31, obviously). Yeah, we speak portuguese and we do not like your kind of arrogance. I ran the numbers here and for us (below level 80) there isnt the case buying a set full tier 5 to use and we are abviously not that strong or that rich. I suggested that the bonuses should be 50-60% of the original (it means like 7 days ago), to be balanced. Stop calculating these kind of subject like everyone is lvl 280+ closing boxes everywhere with their off-tank dude, you should know better. Now that it is clear to you, tell me mr know-it-all, how we get pass that? Everyone that is new in the game will need to create a buu and tank to everybody to play the game? Sure, you will have some answer to that
  13. it would be cool to actually have more control of the bonuses, so we could control our build and invest on it
  14. Hi, thanks for your opinion. Well, after the ki and life drain changes some people complained at it, saying it's useless and stuff. Now we reverted the changes and other complain that it was good before and now it's kinda bad. We'll keep an eye of the ki and life drain bonuses and we'll see if we need to do another changes. For now, we just want it to be balanced between AoE players and single target players. We want them both to be satisfied using ki and life drain bonuses and we'll do our best to do so : )
  15. Hi, did you check your quest pouch? It can be found in your equipment, next to the legs : D And are you sure you bought a Puar Stone? Not a Puar Skin? : )
  16. Hi, we're aware of that issue. There is really low amount of players who get disconnected during the server saves. We're currently working to fix that isue. For now, what I suggest is to be in safe zones during the saves. You've got 30 seconds pop up before so I believe it's enought time to hide in some safe spot : )
  17. A few updates ago my game started to give a problem, in every server save I'm just losing connection to the game, and I'll be back a few seconds later, in that time my internet behaves normally, I asked Wizi on discord but there were no answers, can someone help me?
  18. DMS

    Update 2.1.14

    Thanks for the explanation @Goblin! That is a good balance though because for dps which doesn't have much defense would have to block the monster to be able to drain higher amounts of ki and life and if they keep running casting spells it will be safer but at the same time won't recover that much. Interesting mechanics.
  19. Dufe replied in Discord that the table comparing % x Flat was wrong because it should be 2,5% instead of 5% (25% with best % Drain set x 10% = 2,5%) The new table should be: Damage on Technique | (25%x10%) 2,5% Life Drain | (300x10%) 30 Life Drain FLAT 100 | 2,5 | 30 500 | 12,5 | 30 1000 | 25 | 30 1200 | 30 | 30 2000 | 50 | 30 3000 | 75 | 30 With this correction i would say that im satisfied with the FLAT drain and the damage cap to become worse than % Drain, if that is the objective where FLAT is for low levels and % is for higher levels.
  20. Goblin

    Update 2.1.14

    @DMS There you go! Here is explained very well how it works! https://forum.saiyansreturn.com/index.php?/topic/2907-lets-explain-how-the-ki-drain-and-life-drainage-works-now-to-the-confused-people/ By the way when you cast a spell you will drain the 10% of the 25% of the hit you do for each monster you hit! For example let's calculate a final explosion of a vegeta lvl 280 - 290 range:full mana: 15750 explosion cuts the 24% of all this mana which is 3780.With the 3% of ki drain... If you hit 8 monsters with that spell hitting like 5000 all you get is 1200. Because 5000 x 8 = 40000. The 3% is actually 1200.Now that we have a 25% on the ki drain and only the 10% of it will work let's calculate: Same damage 5000 x 8 = 40000 The 25% of that is: 10000 right? Now let's calculate the 10% out of it which is: 1000.Just 200 mana points of difference the before and now the melee works with the full 25%.
  21. I bought a puar stone, the gems are gone but I cannot find my puar stone no matter where I look!
  22. DMS

    Update 2.1.14

    Forget it, I now understood that it gets only 10% when using techniques. Should it work by each hit of technique or only one time per technique regardless the times or monsters it hits?
  23. DMS

    Update 2.1.14

    I think Bonuses are not being received when hitting monsters with techniques (I'm Gohan by the way).
  24. Nice feedback, I'm fairly new to the game and haven't reached endgame yet. Good to know that meele attack scales right in higher levels. I guess it is my feeling at least for now, i'll play more and then we meet again in the future with a more solid ground by my side At the end, we at least found the issue regards life drain Great talk!
  25. Earlier
  26. I understand what are you trying to say but still you must admit that the T5 items are the endgame ones. The pool of bonuses is huge and even the values is a lottery. I find more then right that endgame players and high level players are able to find out rare items and rolling them to obtain the perfect set. Not to mention that the most broken bonus is more and less damage to a monster. That is a gamechanger bonus, very rare and also with many many variations... "if you get a lvl 1 item with 8% CD reduction, JACKPOT" What are the odds to that? That's what i mean. "creating different hunting spots... the current and major style is to group a bunch of mobs and spam techniques. If there were more places, and for a good range of levels, where people have to solo strong mobs with high risk and high rewards, meele would automatically gain relevance." There are already the bosses which requires a good melee to fight aganist them, You know better then me that is a bit weak to create hunting spots that allows you to hunt single monsters why? First of all the loot! More monster you kill, more loot you will gain, if they create a single monster to be hunted it will be abused for the loot (if they attach to him a good loot ratio). Melee is already a thing when you hunt if you use the right bonuses! As i said before! Also this game encourage the teamhunts because there are 4 different roles that merge perfectly together, and they do pretty well in rooms with many, many mobs! "but implementing something like a cleave where you could splash damage in adjacent mobs for a % of main target could improve meele in my opinion too." I dont know if you have an idea about how much damage dps deals on high level... Adding a bonus like that would litteraly break the game, linking AOE even to melee attacks... At least i think so! I understand what are you trying to say but still you must admit that the T5 items are the endgame ones. The pool of bonuses is huge and even the values is a lottery.
  27. Thanks for the response! I'm no game designer but maybe meele could be improved or at least encouraged by creating different hunting spots... the current and major style is to group a bunch of mobs and spam techniques. If there were more places, and for a good range of levels, where people have to solo strong mobs with high risk and high rewards, meele would automatically gain relevance. Increasing the quantity of existing bonuses is probably not desireable by everyone, but implementing something like a cleave where you could splash damage in adjacent mobs for a % of main target could improve meele in my opinion too. The flat system creates the possibility for low level players to be 2, 3, 4, maybe even 5, times more stronger in a certain way due to flat set, in comparison for higher levels where you are... 1.3? 1.6? time stronger with a % set. By merging the two i mean to find a common ground where low leves are not soo strong and high levels keeps a good advantage so the set ages well and you could, as you play, stay colecting all the pieces to get the perfect set and not have to sell the old rusty flat set. The same thing already occurs with CD reduction... if you get a lvl 1 item with 8% CD reduction, JACKPOT, you will use that for the rest of your life! If you find a lvl 1 60 life drain flat... great but it will stay in storage once you hit the barrier...
  28. I just love when someone helps in a topic, using numbers and arguments! Yeah melee may look a secondary thing but as you can see, it comes a lot good and does a great synergy with the drain bonuses, if they remove even that, then melee is really pointless. Don't you think? Players should just do come calculations and think before planning to make a set with bonuses, it's a fun part of the game even creating and mixing up different bonuses to reach the goal that you want (For example i use a set with ki drain %age, Ki reduction and attack speed) with items with more t5's... I putted so much effort and calculation to reach the set that now i use and works good! I don''t think that merging is a good idea for more then one reason: Flat as for all the other bonuses are made for low level players, since the %age won't affect so much in early game... So they are giving options to players, to create sets even for starter characters! Merge the two? If you mean to remove the flat bonus i can understand... But it can me modified to be more effective... But as you can see the %age works good and it's really valuable for all classes (ofc some classes will benefit more since the damage) But works pretty well for everyone. Concluding... They could raise a bit the flat value to give a point on using it untill level range 100 - 140/150? But i really hope that players will understand how these bonuses work because they are really well made imo and number talks!
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