minimum 60.
Reasons: TMQ7/ CC 90-100F.
minimum 60.
Reasons: TMQ7/ CC 90-100F.
60 best, so we can prepaire CC90F and 100F items, dragonballs, etc.
better start at 60
i agree fighters should crit for 50k instead of 30k
i prefer event like exp event, dragonball hunt, or free skill resets
0.5%=1% damn 2 times higher/lower dmg e.e . And i hate seeing +15 swordsman doing 400 dmg each slash(kd), with that shit its impossible to kill majin with high resist. And fighters 700dmg each needle not to mention their crit dmg, same with DW even they barely kill sm.
you want both neverending knockdown/stun lock and incredible damage at once?
you guys love the bash SK
In pvp 1v1 the Swords Mans should bee the most op !!Karma shouldn't bee that Op in pvp i honnestly think that there should bee an accesory to reduce the hisitation duration ( by the way iif u are full status resistance hesitation would bee useless ) the most opiest classe in pvp atm it's by far Sk's always in the top 4 budoakai it's sk's and in pve without he's speed buff he will bee usless !!
Karma has skill lock.
Swordman has stun/knockdown lock.
Difference is swordman can not only make you unable to use skills, can knock you outside arena too, something skill lock cannot do.
Okay cool, we understand every human class has a good amount of dexterity and resistance but what are classes like SK and DW supposed to do who have 0 chance of resisting a karma. Hesitation is bullshit, you can only counter it with htb or rng, and if the karma isn't garbage he will have more rp than you will have because of his 6 second bullshit rp skill.
you can use 50% energy dmg reflect lol
have you ever tried spelling him divine, not devine?
now try to remember how he killed the karmas and your good to go.
Besides, now with recent update, most classes can just stun karma before they stun you.
How to counter CD Karma as Turtle?
have you ever seen devine play in taiwan?
every class can be countered with correct gear/strategy.
special beam cannon can crit over 30k in pve on mobs, with +- upgrade +10 gloves if ur correct item build
you know that is already in the game right
yes, but when i login buffer char, i can still vieuw dogi's on my main char, but on the client itself not.
basicly 2 things.
in Options -> game -> info
1.
------------------------------------
option ''show costumes'' you can turn it off, but other people can still see your dogi's, please turn it into like in TW, that nobody can see your dogi's anymore.
2.
........................
Create a option ''disable scan equipment'' so other people cant scan your equipment when you dont want them too.
thanks
Dark warriors have already ALOT more defences and Health then a SK does, they dont require more dmg.
If its more dmg in pvp you want, go take advantage of your high health and use damage reflect items.
i just think craft defences have too much defences on them, compared to other defences, it should be all equal (imo all craft armors should be have same total defence as CC )
This topic isnt about SK, karma or w.e class, its about the item balance not making any sense!
my main is SK too lol
its not about the amount, its about the fact craft armors have so much more defenses then other armors.
I'd like to see either having all of these armors (medusa, CC, TMQ) have the same total defense as craft.(could be lowered or increased)
Same thing should apply to humans and majins.
In short, TMQ, CC, Medusa and craft, all should have the SAME amount of total defence, can be done by either boosting these armors, or decreasing the craft armors.
Either make all of these armors have a total defense of 1753, or make them all have a total defence of 1224 (for nameks)
Same logic should apply to humans and majins
forum.dboglobal.to/wsc/index.php?attachment/12028/
As you can see namek defensive item thats harder to aquire compared to drop from regular monster, as in Craft, medusa, CC dungeon, should have a total defensive points of around 1225.
However Craft items have roughly 43% more defensive points then even CC dungeon craft item, that even requires item stats boxes for a good effect.
Thats pretty unbalanced.
what would be your opinion to making namekian (for now) defences from TMQ, CC dungeon, Medusa and craft, all having the around the same amount of total defensive points on all levels, especially on the levels 55~70.
So my suggestion would be to make namekian craft item stat (level 70) new stats being:
Physical 543
Energy 682
Yes, it would make shadowknights and dark warriors left bulky with these armors, but you could fix that for SK 1 property = 1 property again (fixes glaring slash too on them)
can make seal coins work on dogi with an effect on them?