Posts by Laminox

    Start by saying that for me (European player) I can almost always play the budokai party (I say this because I think the budokai party is the most fun), for now in the Pre open beta only the budokai kid. Speaking with many American people, I noticed that the current schedule is almost impossible for them to play budokai because it would be morning in their schedules. Now I ask myself one thing, how come the server has been changed in America (because apparently there are more Americans playing) and make budokai in times almost impossible for them? Almost all budokai are morning for them (school, work etc.). If I can I would like to make 2 suggestions:


    1- Make all budokai at 6.00 pm (GMT + 1) because in America it should be around 1.00 pm and in China 11 pm (a time that could please almost everyone


    2- Have 2 budokai kid and 2 budokai adult (party, because I think you all think the party is much more played and nice) a week at different times, for example: the first budokai equal to 3pm (GMT + 1) , and the second put a timetable accessible to most people who could not play the first budokai, I think about 11PM (GMT + 1)


    what do you think?

    up... i think one of the options need to make, because the senior budokai party and solo kid budokai is very early time for majority player. Not all (and they are many) can partecipate at this budokai. Today there is budokai solo at 8 pm CEST (cause crash) and i think is good time to move at this time the budokai party senior. Or better, make 2 budokai per 2 week because in this moment we are many and the preliminar is like a dojo war .Please write your opinion about that

    up... i think one of the options need to make, because the senior budokai party and solo kid budokai is very early time for majority player. Not all (and they are many) can partecipate at this budokai. Today there is budokai solo at 8 pm CEST (cause crash) and i think is good time to move at this time the budokai party senior. Or better, make 2 budokai per 2 week because in this moment we are many and the preliminar is like a dojo war .Please write your opinion about that

    hi all, i would like to ask you and mod/gm if the current upgrade system (success = +1, fail = -1, broken = return +0) will continue in open beta or will be back on old system (success = +1, fail = current upgrad, broken = broken item). Sorry if is already asked

    The biggest problem in capping prop is that prop are the main stat for some classes while for others they are not. As an example prop cap effects turtle much more than fighter because fighters main stat is dex while turtles main stat is prop. With capping prop you will give some classes advantage over others.

    then just nerf a bit DEX on fighter. Or better, cant to find DEX in every item (3x armor, 2x earring, 1x ring). Why FOC (that should be the opposite of DEX) impossibile to find in boots (i guess) and earrings?

    I understand that the change of PROP is because humans are too disadvantaged against "tank" classes, I have a suggestions: if Daneos makes a change to the game a day on: skills, prop, defense, attack and anything else, we can help him a lot faster than he does it alone and tell him maybe which modification is more useful. For example: "tomorrow we change the prop in 0.7: 0.7" we put ourselves on the same day and test all the skills and any positive and negative changes. Use us as an aid to balance everything, the pre open beta serves precisely this. I do not know if I explained myself well, I hope so.

    57-78%

    x-100%

    5700:78=73 i guess that means damage calculations shown in dbog skills r not correct. 73×10=730 maximum dmg u could do

    This without calculation defence of enemy, if the enemy is empty i do around 1100 damage

    yeah all this with defense of the enemy, but if i remove all equip and make the same skill, i can do around 1100. I dont know how to calculate it

    Hi all, i would to like ask you this question: what does the damage depend on? I'll explain, I made a video



    why i have done the different damage with the same skill vs same char and same defence? I cant explain this thing, there are hidden stats on gloves?



    Another question: how do I calculate the damage of a skill from my statistics data?
    for example, in the following image


    forum.dboglobal.to/wsc/index.php?attachment/12637/

    Double Strike have Phy dmg: 36 and Phy dmg 61%, I did this calculation:


    36+(61% of 437) = 302 damage, maybe i was wrong something because the damage is around 660-690

    Maybe add prop? My opponent have honest and I elegant. I have 2% elegant and my opponent honest= -9% attack from elegant, then can add 11% at the total damage:

    302+11%= 335

    even so it is not even close to the actual damage done.

    Anyone can explain me?

    hi all, I would like to explain my opinion about preliminaries in budokai (more important for 1v1 mode). I think that the current way to pass preliminar and qualify is very annoying. Some classes (expecially fighter) are more advantage then other classes because its based on more kills than one does. If the budokai is 1v1 mode, why the preliminar is like a brawl? In yours opinion, all this is good for you? I want to know your aswers about that

    On Martial Artist kid lvl 29:
    1 DEX = 1.3 phy attack
    1 STR = 1.1 phy attack
    Why DEX is more overpower then STR about phy attack? It's no sense in my opinion, DEX gives crit rate and dodge rate instead STR gives only phy attack.

    I think that STR should give more phy attack then DEX to balance the two stats otherwise have no sense to exist STR becouse STR gives only phy attack and low phy attack then DEX,
    what do you think?