Change of statistics in staffs (damage)

Discussion in 'Suggestions' started by Chris23g, May 29, 2019.

  1. Chris23g

    Chris23g Woad Raider

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    Hello, I would like to suggest that they remove the damage to the staffs and change it for other bonuses such as convert siege, infantry, distance unit or cavalry since there are few who have these benefits so it would be more varied a staff as well could be Vision or healing bonus.
     
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  3. solar

    solar Long Swordsman

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    good idea!
     
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  4. Ardeshir

    Ardeshir Immortal

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    I agree. It would be nice if all the staffs with damage had it swapped for another appropriate stat for the staff type.
     
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  5. Kulcsos12

    Kulcsos12 Hippikon

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    Don't nerf my druids!!! :p
     
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  6. Ardeshir

    Ardeshir Immortal

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    Oh, do druids actually get utilized for attacking? I knew they were about the only priest unit that could attack, but I wouldn't risk putting the healing on the front line myself lol
     
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  7. Wololoo

    Wololoo Champion

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    Sorry to be the bringer of bad news but Celt druids do not benefit by having a damage staff.
    Test it yourself to confirm - launch a quest with no staff equipped & note down the dps for druid then restart quest with a damage staff equipped & check again dps. You will see it doesn't change.
     
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  8. Exclusive0r

    Exclusive0r Immortal

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    thanks for that
     
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  9. Ardeshir

    Ardeshir Immortal

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    So damage truly is useless on staffs outside of fighting treasure guardians and huntables lol

    Should be replaced with seige conversion rate or conversion range :D
     
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  10. Chris23g

    Chris23g Woad Raider

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    Exactly or that the damage increases the conversion so it would make more sense
     
  11. Jeinx

    Jeinx Moderator
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    It's not useless. It allows a priest to damage a wolf for example and kill it before it kills him. Underwhelming, sure.
     
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  12. Chris23g

    Chris23g Woad Raider

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    Exactly only serves to attack game animals but it is also not at age 3 which is almost when the priests are usually taken out to kill wolves or there are no other troops to help them and attack the animals
     
  13. Mortal Engine

    Mortal Engine Long Swordsman

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    Umm, my Celtic druids have 120 DPS with the buff, soooo
     
  14. frogs.poison

    frogs.poison Immortal

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    This is not the case at all.

    Celtic Druids baseline dps in quest - 15.

    With the Cyprus staff equiped - 24 dps.
     
  15. Mortal Engine

    Mortal Engine Long Swordsman

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    Hmm, strange, Ill have to look at that because I have up to 60 DPS with my current gear equipped, and more with high viziers...
     
  16. frogs.poison

    frogs.poison Immortal

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    This is the stats with ONLY the staff being a modifier - Not counting the tech upgrades (Grove and Armory) nor any other pieces o gear (As you said with Viziers). 60 DPS is pretty much in-line with a Time-Worn Wololo staff along with all upgrades, but no Vizier.

    120 DPS would be kinda temporary - It requires both the 15% damage buff as well as the Druid's healing capabilities. Personally I think that pure DPS druids is just a meme - They aren't doing anywhere near what Woads can dish out, and they are quite a bit squishier then Woads when going for pure damage (Akin to how max HP woads are a meme, since you basically halve their gargantuan damage output, but don't exactly double their already small HP pool)

    It's mainly to show that Wololoo is quite mistaken, since it seems that a number of posters immediately took his word as gospel - Staves DO modify Druid damage output.

    It was very easy to test with the Winter Survival quest, as you have numerous druids right off the start.
     
  17. purpleganja

    purpleganja Champion

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    The post was 2.5 years old. Lots of bug fixes happened since then.
     
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  18. frogs.poison

    frogs.poison Immortal

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    I completely didn't notice it was necrod.
     
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