I dont know why I didnt see this earlier. But as it goes, greenflow is variable between 0x and 1x for damage in pvp, which means you can hit for 0 or for max.
Yellow flow follows the same set of rules I imagine?
Heal is a flat rate. No variable. Is there a reason why they arent either all variables or all flat?
Greenflow, yellow flow and Heal.
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Re: Greenflow, yellow flow and Heal.
Tough that was normal , many tests i did and i see heal spell more powerfull then green spell, thats what tests shows
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dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
dinoponte archer
Quem100000 mage
Languages spoken:
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Re: Greenflow, yellow flow and Heal.
You are right. In PvP spells are only 50% power - random from 0% to 100%. Its OK 

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Re: Greenflow, yellow flow and Heal.
Your wrong insiders. Heal is flat damage. No variable. Greenflow yellow flow and arm spell all have variables. Heal does not.
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Re: Greenflow, yellow flow and Heal.
Hmm, strange. Game help says '50% for all spells'. I think there's problem with heal spell. Understood you now.Asmodeous wrote:Your wrong insiders. Heal is flat damage. No variable. Greenflow yellow flow and arm spell all have variables. Heal does not.
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Re: Greenflow, yellow flow and Heal.
Its not a problem. Its always been like this. It does however present a pvp imbalance over and above everything else. If im hitting for 0x to 1x damage. So lets say 0 damage and 1000 damage with spells. I have the chance of hitting anywhere between 0 and 1000.
Arm spell is the same in this type of variation. Heal doesnt have this variation. Sure its 50% in the sense itl heal 1000. But thats what itl do. Each and every time itl heal 1000. Not a random number between 0 and 1000.
If that makes sense. Its just weird since every other spell. Greenflow yellow flow and armor spell all have variations in numbers where as heal doesnt.
Either making them a flat rate with no variations or all of them with the 0x to 1x variations would be better. Im personally more in favor of all being a variation since itl mean more pvp skills involved.
If you look at it aswell this would also be a minor debuff to mages. Not so much a nerf. But taking away what shouldnt have been there to beginwith. In saying that though a self heal spell would also go well with that.
(Please dont bring up destaffing etc. Thats just a work around.)
Arm spell is the same in this type of variation. Heal doesnt have this variation. Sure its 50% in the sense itl heal 1000. But thats what itl do. Each and every time itl heal 1000. Not a random number between 0 and 1000.
If that makes sense. Its just weird since every other spell. Greenflow yellow flow and armor spell all have variations in numbers where as heal doesnt.
Either making them a flat rate with no variations or all of them with the 0x to 1x variations would be better. Im personally more in favor of all being a variation since itl mean more pvp skills involved.
If you look at it aswell this would also be a minor debuff to mages. Not so much a nerf. But taking away what shouldnt have been there to beginwith. In saying that though a self heal spell would also go well with that.
(Please dont bring up destaffing etc. Thats just a work around.)