New PW Expansion (PWCN: Glory and Rebirth)

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Comments

  • Lunari_Fenix - Heavens Tear
    Lunari_Fenix - Heavens Tear Posts: 128 Arc User
    edited October 2013
    Minimal changes on the BM side of things: Once again, upgrades are tied to reincarnation system.
    =============
    Farstrike

    Inflicts base physical damage plus 120% weapon damage plus 6918 physical damage.
    If the target is 10 meters away, it will be immobilized for 3 seconds.

    Damage was dropped from 7522. Not a huge loss.
    =============
    Spirit Chaser

    Inflicts base physical damage plus 80% weapon damage plus 7712 physical damage.

    Damage was dropped from 9142. Eh.
    =============
    Reckless Rush
    Reel In

    At this point, they appear to retain their original effects and soulforce.
    There is mention of there being different versions, but, don't know what to make of it.
    =============
    Everything else appears to be accurate. Will update older post to match.
  • Beleni - Dreamweaver
    Beleni - Dreamweaver Posts: 383 Arc User
    edited October 2013
    Barb changes. Yeah, unless otherwise stated, the changes are related to the evolved/reincarnated skills:
    =======================

    Beast King's Inspiration

    Channel 0.7 seconds
    Cast 1.8 seconds
    Cooldown 2 minutes

    As it turns out, the increased cooldown is for the evolved version. Can't tell you why that is, only real change is they shifted 0.2 seconds off the cast and onto the channeling. Goes without saying: if it's optional, stay the hell away from it.
    =======================

    ==========================
    Everything else mentioned on my previous Barb post seems to match up.
    So... Might not be so bad. Only time will tell on how reincarnated skills will work.
    I'll update the skills on my original post, save the hunt for this post.

    They increased the cooldown for the buff becuase Demon barbs could give out AOE chi to squad members and fill their chi bar up.
    Gives around 35 chi per use and some of that is aoe to squad.

    I see nothing about a new skill here for barbs though, but in the video i can see a new Barb annimation, anyone got info on it?
    Is it Feast of the demons we are waiting for?
  • Lunari_Fenix - Heavens Tear
    Lunari_Fenix - Heavens Tear Posts: 128 Arc User
    edited October 2013
    I see nothing about a new skill here for barbs though, but in the video i can see a new Barb annimation, anyone got info on it?
    Is it Feast of the demons we are waiting for?

    Wouldn't be able to tell you, as far as I could see, there weren't any new skills on top of what we got recently. Just clarification mostly.

    In other news; Nothing new for clerics, aside from the reincarnation skill yadda yadda. Will edit to clarify things in the other post.
  • Bhavyy - Raging Tide
    Bhavyy - Raging Tide Posts: 1,083 Arc User
    edited October 2013
    I don't think it deals added damage if it procs. I think it just applies the ice prison debuff for 1.5s. 2 sparks for a 20% chance of doing something useful every 3 minutes doesnt sound good to me. That's 10 sparks on average per proc for a 1.5s debuff? I don't see that working out.

    <rant>Looking at the crappy vicious arrow it's pretty clear these devs have no idea how DoTs work.

    Consider a sin's base damage is like 700% weapon damage and so a basic zerk crit would be at least 2800% weapon damage. Factoring in added skill damage / wolf emblem / chill and you get like 4500% in one attack.

    These genious devs are giving vicious arrow 600% but making sure that has no chance to crit and spreading out that damage over 10 seconds just in case you were worried about it.

    For a DoT to be viable it would really need around 6000% weapon attack (like 4k damage a tick). That might make someone with 20k+ hp back off and try to purify the dot instead of just ignore it like they do now.

    This souped up vicious arrow is still a factor of 10 too small for anyone to bother with it. Factoring in crit this improved vicious is less than half of my base damage spread out over 10s.

    Ohh and also you won't have any chance to purge with this skill.

    Why are the devs pushing archers to use crappy skills when they can't even get our R9 weapon proc to work with them?</rant>

    Agreed - and still no fix on the archer buff?...
    but isnt the frost scattering a zhen?
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  • Lunari_Fenix - Heavens Tear
    Lunari_Fenix - Heavens Tear Posts: 128 Arc User
    edited October 2013
    Agreed - and still no fix on the archer buff?...
    but isnt the frost scattering a zhen?

    At this point, I don't know how this skill is supposed to work. I originally thought it might be a zhen skill, but, the info matching it up doesn't appear in the latest info we've gotten.
    I'm basically in the dark until a video or something pops up showing it off.
  • WnbTank - Archosaur
    WnbTank - Archosaur Posts: 1,472 Arc User
    edited October 2013
    A few friends were looking at some of the new skills from http://pastebin.com/raw.php?i=JBivmaLz.. and came across an improved headhunt?

    Assassin-
    NEW SECTION
    23660 "Black & divinity prison."
    23661 "Black & divinity prison

    Cast from 4.5 m
    Consumption infuriating 290
    Preparation time 0.4 seconds
    Cast time 2.5 seconds
    Cooldown 30.0 seconds
    Restricted weapons Dagger

    Comprehension of the requirements of real fairy
    Madness-like batter that will stun the enemy for 6 seconds, making them
    Total equivalent basis to attach 750% physical attack power
    Attack power equipment 14994 Physical damage and
    10 seconds movement speed reduced by 60%

    Cast requires two real dollars

    After the skills cast a 50% chance to return a little true
    Million. "


    Headhunt going from 100% wep dmg -> 750% and 8k -> 15k static damage? Someone please tell me I can't read.

    6s stun = Demon as demon proc is +1s of stun on 5s stun. Of course they might of given more stun time too, who knows.

    As far as damage, using my weapon(N3+12) & stats selfbuffed:

    (11,182+13,127) / 2 = 12,154 base damage.

    Weapon damage (1,579+1,956) / 2 = 1,767

    110 attack levels with aps set, jones & chill. Lets actually discount attack levels, 110 should be enough to negate most peoples defense levels levels.

    Old damage:

    (12,154 + 1,767 + 8018) = 21,939.

    Double sparked HH from stealth:

    (12,154 + 1,767 + 8018 + 3* 1,767) = 27,240 dmg.


    New damage:

    (12,154 + 7,5 * 1,767 + 14,994) = 40,400 damage.


    Double spark from stealth:

    (12,154 + 7,5 * 1,767 + 14,994 + 3 * 1,767) = 45,701 damage.


    Note, I didnt account for crits/Zerk crits, I didnt go into attack levels due it being really hard to compare. I would estimate my DPH comparable to R9T3+10 daggers, no set and no zerk obviously.

    But to the main point, damage increase seems like:

    (40,400 - 21,939) / 21,939 * 100% = 84,1% dmg increase w/o double spark.

    (45,701 - 27,240) / 27,240 * 100% = 67,8% dmg increase with double spark.

    Meaning we are talking bout adding bout 2/3 - 4/5 increase on damage the skill does, which is pretty ridiculous. If they dont tune down the damage from the numbers I quoted, I can see sins 1shotting pretty much everything that isnt HA or fully buffed with zerk crits from stealth.

    Almost tempted to make cheap +7 N3 set for PK with how the changes seem to be going - the skill dmg increases seem just completely absurd. Its not like said set costs more than 200m, which really isnt all that much tbh. I just want moar inv space if I need to drag 2 sets with me =/.
    Trolling Sid since So Hot :o
  • ApocaIypto - Dreamweaver
    ApocaIypto - Dreamweaver Posts: 585 Arc User
    edited October 2013
    I'll leave BM/barb/sin/seeker to Lunari since he was the one that translated those.

    As for mystic, just seems Swirling Mist got it's CD increased to 15sec due to now being AOE. There's also a skill description for Devil Chihyu, but nothing's changed from current level 11 except text at the bottom that basically says it's "basic properties" (stats?) were improved. So it might be tankier/deal more damage, I guess?

    Wizard skill is entirely new, I think. I'll work on that one.

    Edit- New wizard skill~

    Frost Flame (new skill?):

    Channel Time 2.0 seconds
    Cast Time 1.8 seconds
    Cooldown 30 seconds
    Get 30 chi from using this skill

    Causes damage equal to base magic attack, 800% weapon damage, and 9779 damage.

    I believe there are different effects based on which shield you are using (either Pyroshell/Glacial Embrace).

    Glacial Embrace effect- Reduction of something (doesn't specify what; it's probably a slow) by 80% for 6 seconds.
    Pyroshell effect- 50% chance to stun target for 3 seconds.

    Sage~ Reduces target's water defense by 20% for 15 seconds.
    Demon~ Stun chance increased to 60%.
    A few friends were looking at some of the new skills from http://pastebin.com/raw.php?i=JBivmaLz.. and came across an improved headhunt?

    Assassin-
    NEW SECTION
    23660 "Black & divinity prison."
    23661 "Black & divinity prison

    Cast from 4.5 m
    Consumption infuriating 290
    Preparation time 0.4 seconds
    Cast time 2.5 seconds
    Cooldown 30.0 seconds
    Restricted weapons Dagger

    Comprehension of the requirements of real fairy
    Madness-like batter that will stun the enemy for 6 seconds, making them
    Total equivalent basis to attach 750% physical attack power
    Attack power equipment 14994 Physical damage and
    10 seconds movement speed reduced by 60%

    Cast requires two real dollars

    After the skills cast a 50% chance to return a little true
    Million. "


    Headhunt going from 100% wep dmg -> 750% and 8k -> 15k static damage? Someone please tell me I can't read.

    i hope both of these are false XD

    not like wizzies need more huge damage skill, and this sin damage is bs considering they have god of frenzy
  • Angel_Spawn - Sanctuary
    Angel_Spawn - Sanctuary Posts: 3,034 Arc User
    edited October 2013
    "Cast requires two real dollars" b:laugh Me thinks those are meant sparks. b:mischievous
  • Lunari_Fenix - Heavens Tear
    Lunari_Fenix - Heavens Tear Posts: 128 Arc User
    edited October 2013
    i hope both of these are false XD

    not like wizzies need more huge damage skill, and this sin damage is bs considering they have god of frenzy

    Technically they're not. The info was pulled straight off the CN client for the test servers. Although they might do some tweaking before it gets sent over to us. In any case, I'm fairly certain all the new skill upgrades are tied to the reincarnation system, and we don't know how that works right now.

    @Angel_Spawn They are. It's just how Google translates it.
  • Ahira - Lost City
    Ahira - Lost City Posts: 791 Arc User
    edited October 2013
    autobotting means botting is now permitted? No wonder they getting rid of DQ point system! o_O
    --Retired--

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  • Mosz - Heavens Tear
    Mosz - Heavens Tear Posts: 3,181 Arc User
    edited October 2013
    autobotting means botting is now permitted? No wonder they getting rid of DQ point system! o_O

    only if you charge hours to the in game built in bot, which i put good money: on will cost gold
  • Lunari_Fenix - Heavens Tear
    Lunari_Fenix - Heavens Tear Posts: 128 Arc User
    edited October 2013
    Cleaned up and deciphered the old and new Sin changes, upgrades are tied reincarnation.
    EDIT: More cleaning up.
    ====================
    Zhuiming/Rib Strike+Twin strike

    Range 4.5 meters
    Cast 1.4 seconds
    Cooldown 1.4 seconds


    Damage and effects remain the same. Range increased and cooldown cut in half.
    ====================
    Qisha/Slipstream Strike+Puncture Wound

    Range 4.5 meters

    Immobilizes the target for 3 seconds, dealing 320% base physical damage.
    Also bleeds the target over 9 seconds for 900% weapon damage.

    Sage: Increases the bleed damage by 35% ("35% of the total damage increase bloodshed")
    Demon: Bleed duration reduced by 3 seconds.
    ====================
    Divinity Prison/Headhunt+Raving Slash

    Range 4.5 meters
    Channel 0.4 seconds
    Cast 2.5 seconds
    Cooldown 30 seconds

    Stun the target for 6 seconds, inflicting base physical damage plus 750% weapon damage
    plus 14994 physical damage; and slow by 60% for 10 seconds.

    Costs 2 sparks

    Sage: 50% chance to reduce cost to 1 spark
    Demon: Extend stun by 1 second
    ===================
    Chill of the Deep

    Channel 0.7 seconds
    Cast 1.3 seconds
    Cooldown 15 seconds

    Reduce attack speed by 100% to raise Attack level by 35. Lasts 10 minutes.

    Sage: Increases Attack level a further 5 points
    Demon: Attack speed is reduced by 70%
    ===================
  • Toraah - Archosaur
    Toraah - Archosaur Posts: 296 Arc User
    edited October 2013
    Qisha/Tackling Slash-Puncture Wound

    Range 4.5 meters

    Immobilizes the target for 3 seconds, dealing 320% base physical damage.
    Also bleeds the target over 9 seconds for 900% weapon damage.

    Sage: Increases the bleed damage by 35% ("35% of the total damage increase bloodshed")
    Demon: Bleed duration reduced by 3 seconds.
    ====================

    Chill of the Deep

    Channel 0.7 seconds
    Cast 1.3 seconds
    Cooldown 15 seconds

    Reduce attack speed by 100% to raise Attack level by 35. Lasts 10 minutes.

    Sage: Increases Attack level a further 5 points
    Demon: Attack speed is reduced by 70%
    ===================

    Honestly, I see no benefit in the tackling slash/puncture wound merge.
    I love the 9 seconds (11 second sage) immobilize that tackling gives and I would not trade it for the bleed effect.
    It's nice to see that chill gives another 5 attack levels. o:
    [SIGPIC][/SIGPIC]

    youtube.com/user/xtorah - Assassin PK/TW/NW videos
  • Angel_Spawn - Sanctuary
    Angel_Spawn - Sanctuary Posts: 3,034 Arc User
    edited October 2013
    Cleaned up and deciphered the old and new Sin changes, upgrades are tied reincarnation.

    Thx, now I reallly need headhunt, well was searching for it nonetheless, gotta have each and every skill in game. b:surrender
  • Lunari_Fenix - Heavens Tear
    Lunari_Fenix - Heavens Tear Posts: 128 Arc User
    edited October 2013
    EDIT: Found the recipees to make the books: http://i.imgur.com/YzRFAqc.png
    All classes have like 4 new books that come in 2 varieties (assuming demon / sage).
    You need from 10 - 60 of the thing on the right and 1 of the thing on the left
    The thing on the left is different for each book.
    The NPC to make these books is autopathing me to Morai.

    Also the skill books list 1 or 2 demon / sage skills as a prerequisite so that confirms these are Demon / Sage Level 2.

    Welp, I suppose that more or less confirms that the upgrades are optional at least.
    EDIT: Suddenly it makes sense why there was a change in the usual prefixes on the skill descriptions.
    真/狂 True/Mad (Sage/Demon)
    玄/荒 Black/Wild
    I'm surprised I didn't spot it until now.
  • Saethos - Raging Tide
    Saethos - Raging Tide Posts: 1,239 Arc User
    edited October 2013
    Well, the BM changes are kinda meh. Farstrike has a nice change, I was one of the few BMs that actually used the darn skill. Spirit Chaser is nothing, shorter range, less damage than farstrike anyway, so nobody is really going to care about that.

    Soulforce on Reel In doesn't effect me personally too much because my luck turns out to be fantastic (constantly working with my +6 on other peopls +12)

    SweetieBot give Lunrai_Fenix - Heavens Tear 5 points for the translations.
    It is said that apple pie is best served Al La Mode, so if you are the pie, consider me your ice cream.
  • Euthymius - Heavens Tear
    Euthymius - Heavens Tear Posts: 3,162 Arc User
    edited October 2013
    Wizard skill is entirely new, I think. I'll work on that one.

    Edit- New wizard skill~

    Frost Flame (new skill?):

    Channel Time 2.0 seconds
    Cast Time 1.8 seconds
    Cooldown 30 seconds
    Get 30 chi from using this skill

    Causes damage equal to base magic attack, 800% weapon damage, and 9779 damage.

    I believe there are different effects based on which shield you are using (either Pyroshell/Glacial Embrace).

    Glacial Embrace effect- Reduction of something (doesn't specify what; it's probably a slow) by 80% for 6 seconds.
    Pyroshell effect- 50% chance to stun target for 3 seconds.

    Sage~ Reduces target's water defense by 20% for 15 seconds.
    Demon~ Stun chance increased to 60%.

    >Get 30 Chi
    >300% more weapon damage than lv 11 BIDS
    >Additional effects from shields


    By The Creator this cannot be right. b:cry
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  • GlenRoss - Archosaur
    GlenRoss - Archosaur Posts: 430 Arc User
    edited October 2013
    Reduce attack speed by 100% to raise Attack level by 35. Lasts 10 minutes.
    ===================

    I'm sure someone has explained this in the past but I've never seen it.

    My RL understanding of a 100% reduction is that the value goes to zero.

    When I see reduced by 100% or even reduced by 150% I don't know what that means, in-game.
    [SIGPIC][/SIGPIC]
  • WnbTank - Archosaur
    WnbTank - Archosaur Posts: 1,472 Arc User
    edited October 2013
    I'm sure someone has explained this in the past but I've never seen it.

    My RL understanding of a 100% reduction is that the value goes to zero.

    When I see reduced by 100% or even reduced by 150% I don't know what that means, in-game.

    By my understanding say you got 1s interval between hits, you`ll have 2s interval between hits with 100% reduction, efficiently dropping your aps from 1 to 0,5.
    Trolling Sid since So Hot :o
  • Toraah - Archosaur
    Toraah - Archosaur Posts: 296 Arc User
    edited October 2013
    I'm sure someone has explained this in the past but I've never seen it.

    My RL understanding of a 100% reduction is that the value goes to zero.

    When I see reduced by 100% or even reduced by 150% I don't know what that means, in-game.

    If a 100% increase is double, a 100% reduction is half.
    [SIGPIC][/SIGPIC]

    youtube.com/user/xtorah - Assassin PK/TW/NW videos
  • Lunari_Fenix - Heavens Tear
    Lunari_Fenix - Heavens Tear Posts: 128 Arc User
    edited October 2013
    Had a quick lookie loo at the Psychic changes:
    With Telekinesis, turns out that "chance" thingy also translates similarly to strike/hit so I'm thinking it does a DoT then the boom. Kinda makes sense when you factor in the Sage bonus.
    ================
    Telekinesis

    Channel 1.6 seconds
    Cast 0.8 seconds
    Cooldown 30.0 seconds

    Curses the target, inflicting base magic damage plus 500% weapon damage
    plus 6584 earth damage over 12 seconds.
    After 12 seconds, inflict base magic damage plus 150% weapon damage plus 7522 earth damage.

    The skill cannot land a critical hit, but has twice your critical hit chance of dealing 1.5x damage.

    Costs 30 Chi.

    Sage~ Sustained damage increased by 2400.
    Demon~ Explosion damage increased by 1200.
    ================
    Aqua Impact and Spirit Blast look correct to me, and yes, it does mean Sage Spirit Blast has a guaranteed total of 15 chi instead of 20% chance at 30 chi.

    Also, no mention of any changes to Red Tide and Earth Vector. You can rest easy, methinks.
  • w34kd0g
    w34kd0g Posts: 2 Arc User
    edited October 2013
    ====================
    Qisha/Tackling Slash-Puncture Wound

    Range 4.5 meters

    Immobilizes the target for 3 seconds, dealing 320% base physical damage.
    Also bleeds the target over 9 seconds for 900% weapon damage.

    Sage: Increases the bleed damage by 35% ("35% of the total damage increase bloodshed")
    Demon: Bleed duration reduced by 3 seconds.
    ====================

    ===================

    So they're merging puncture wound and tackling slash and making the paralyze pretty much useless? If the skill upgrade is optional who would pick bleed damage over the paralyze? I don't really get it
  • Lunari_Fenix - Heavens Tear
    Lunari_Fenix - Heavens Tear Posts: 128 Arc User
    edited October 2013
    w34kd0g wrote: »
    So they're merging puncture wound and tackling slash and making the paralyze pretty much useless? If the skill upgrade is optional who would pick bleed damage over the paralyze? I don't really get it
    It is optional to upgrade your skills. Although, the strange thing about the upgrades, is that a few don't actually line up with the existing skill names from their fusion; Assassin's are one of the main offenders. At this point, I can only speculate on how they would work.
  • GlenRoss - Archosaur
    GlenRoss - Archosaur Posts: 430 Arc User
    edited October 2013
    WnbTank, Toraah:

    Doh! You are, of course, right about the 100% "reduction". b:beatup
    Thanks.
    [SIGPIC][/SIGPIC]
  • XShadowshotx - Heavens Tear
    XShadowshotx - Heavens Tear Posts: 278 Arc User
    edited October 2013
    I will have to disagree about the new archer skill,

    It will have 20% chance to deal 2.6x base archer dmg ++

    Meaning if the amp procs it will be one of the hardest hitting archer skill, and the 1.5 second time of amp might be long enough to get 1 auto attack off after.

    Sounds like all killer no filler!

    Agreeing with Astrelle on this one, archer's getting shafted again. While I do see my demon thundershock proc sort of often at 10%, two sparks for 20%. Yeah no thanks, I'd much rather be using my chi for Wings of Grace.
  • Asterelle - Sanctuary
    Asterelle - Sanctuary Posts: 930 Arc User
    edited October 2013
    The level 1 reincarnated toons I saw were still able to use their gear and their skills. That implies they kept their attribute points. Stealth / detection buffs now seem based on your previous max level. That should mean the only real harm comes of reincarnating is the level based damage reduction when attacking higher levels. I'm not sure what kind of bonus reincarnated level up gives though.
    [sigpic][/sigpic]
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  • Eoria - Harshlands
    Eoria - Harshlands Posts: 6,118 Arc User
    edited October 2013
    The level 1 reincarnated toons I saw were still able to use their gear and their skills. That implies they kept their attribute points. Stealth / detection buffs now seem based on your previous max level. That should mean the only real harm comes of reincarnating is the level based damage reduction when attacking higher levels. I'm not sure what kind of bonus reincarnated level up gives though.

    What this basically means is that you shouldn't reincarnate until level 105 unless it's a character you really don't care about.

    Sigh. Better start leveling my veno and mystic then.
    [SIGPIC][/SIGPIC]

    "subtraction has the butt of an angel" - Paulrogers
    I <3 Subtraction.
    /blatant sig copy is blatant

    105/105/105 obtained! b:cute
  • Doom_Panda - Harshlands
    Doom_Panda - Harshlands Posts: 356 Arc User
    edited October 2013
    Great more leveling... f:spew
    Mains:
    Doom_Panda- 102/101/102 R9 3rd cast Demon Barb 40k HP.
    Dawnx - 100/85 Demon Cleric.
    PsychicTuna- 101/100 Sage Psychic.
    DawnMyst- 96 Demon Mystic.

    PANDAS FTW. AND I b:heart ARMA! b:avoid
  • Asterelle - Sanctuary
    Asterelle - Sanctuary Posts: 930 Arc User
    edited October 2013
    What this basically means is that you shouldn't reincarnate until level 105 unless it's a character you really don't care about.

    Sigh. Better start leveling my veno and mystic then.

    There's a decent likelihood that if you level to 105 after you've already reincarnated it doesn't matter what your previous max level was.
    [sigpic][/sigpic]
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  • GlenRoss - Archosaur
    GlenRoss - Archosaur Posts: 430 Arc User
    edited October 2013
    You're forgetting the +30% XP from dreamchaser neck (it multiplies with everything else). You can probably get another 10% from other XP gear but that's probably not worth it.

    Also you can get millions of XP from other things like the new crazy stone / cube / base quests / Mulberry Daily / etc. 20 days from 104 to 105 is very doable.

    Are you saying the Dreamchaser neck multiplies the multiplied xp?
    Hypers @ 12x used with silkworm (50% increase) only gives 13.5x (including your original 1x of course)
    I assumed DC neck (30%) would make that 13.8x. Are you saying it would give 17.55x ?
    If not, it's a small improvement and would barely affect the equation.

    I know about the extra token you can get at Shroud and I know you can sprint from end-to-end several times, leaving the mobs behind and just taking out the boss and the frogs. I still can't imagine all of that being worth 87.5 million xp (5% of level), not to mention the nightmarish logistics of trying to arrange that many runs. Yeah, your friends can help but if they are not opening, then leaving you to solo, then they are siphoning off a share of that xp.

    The other sources are all just nibbles at that total.

    I just don't see the math even coming close to working out (unless the DC neck multiplies the hypers.) Not trying to be argumentative but it doesn't seem to add up.
    [SIGPIC][/SIGPIC]
This discussion has been closed.