Posted at 2:58 AM on Friday, August 24, 2018
poe trade- Thus, adjusting harm cap damage to lower cap for certain quick hitters that aren't necessarely bossing is required. There are variables such as% skills, number of strikes, role-play and buffing advantages which could be attack, defense, avoid, etc., to take in consideration to correct damage cap. Of course, Nexon will do this task with test server using same funding of all characters. Taking capital of a personality who will cope cap the earliest (excluding Zero), examine harm and then repairing damage cap. Then, balancing done!

Now about RPG aspect, the idea that I just mentionned above is not sufficient to bring it back. A revamp which is to alter Floor 50 and put Dorothy outside of this dungeon and ought to be in another room. An area which we can defeat her in party!! Or expedition. So that they can match with my proposal in previous paragraph. We could even reducing other end-game boss HP and/or reducing the timer or make them more difficult to defeat.

And please get rid of% HP harm. Well about% HP damage system... this needs a rework. We must make defense, accuracy and avoidability much more usefull. I am aware there is a system like challenging magnus. I notice by funding my Hero further along with the number of times I try him, I realize the%HP damage he deals on me with spin or rush seems LOWER!! Probably because we have a very high total main stat or perhaps defense.

poe currency market - We ought to use a system that will work for all sorts of % HP damage except that the 1hit KO and meteors of all bosses. % HP harm that ought to get lower by obtaining a great deal of protection stat. whilechance overlook to % HP damage on other courses should be halved and for particular classes, cap may be between thief and other classes in general, those who have particular avoidability skills.

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