WS testing notes (WARNING EPIC POST)

Dwarf Classes Started Last reply 40 posts
tested with WC buffs and unbuffed/self buffed. all golem buffs are using lvl 3 which i assume is max lvl and lvl 1 dorf buffs which again may be max lvl

golem has these stats:
3733 hp
742 pattack
340 pdef
44 crit (get to that in a second)
278 attack speed

ok now the weird stuff. of the regular dorf buffs that effect players the pdef buffs do not work on any of the golems (and other summons) however of the pattack buffs sharpen edge DOES effect the golem giving the golem even more increased pattack and.... wait for it... higher crit, so summoners feel free to send your hate mail to [email protected]

golem buffs
armour golem
increases pdef and hp. lvl 1 will overwrite lvl 3 shield and i assume also BTB but maybe not

pdef: 391
hp: 4106

strengthen golem
increases pattack and attack speed, lvl 1 overwrites lvl 3 might but does not overwrite haste

pattack: 854
attack speed 303: with haste 2: 403

+ sharp edge
pattack: 896
crit: 53 with focus 1: 62

heals
dorf heals are based on pattack O.o and reuse and delay seem to be based on attack speed. mp cost is pretty high
unbuffed heals
lvl 2 heals 467
lvl 3 heals 560 for 88 mp

player buffs

sharp edge
increases pattack and crit when using a bladed weapon
as i said it works for summons however if also effects fists which is interesting considering their stats
+6 dama
pattack: 477 --> 501
crit: 105 --> 122
dama with focus crit: 152 --> 169

spike
increases pattack and stun
+8 aoba
pattack: 510 --> 532
buffed: 575 --> 600
stuns trials over 20 stun attack and hammer crush (small trial i know)
unbuffed landed 7 stun attack and 10 hammer crush, spike buffed landed 5 stun attack and 14 hammer crush so results inconclusive. i assume spike only works when equipped with a blunt but the buff may work with shield stun with a blunt equipped

restring
increases pattack and range when using a bow/crossbow
pattack: 749 --> 786
buffed: 860 --> 903
i am unsure if the range increase is static or a percentage but on a dorf it looks like this (http://img70.imageshack.us/img70/8821/shot00086yc8.jpg) and this (http://img522.imageshack.us/img522/2927/shot00087tr3.jpg)

case harden
increases pdef when wearing heavy
pdef: 753 --> 822
buffed: 856 --> 936

hard tanning
increases pdef and evasion where wearing light
pdef: 593 --> 622
buffed: 680 --> 713
evasion: 97 --> 99
buffed: 101 --> 103

embroider
increases pdef and mp regen when wearing robes
pdef: 490 --> 514
buffed: 562 --> 589
dorf mp regen goes from 9/10 per tick to 12/13
WC mp regen goes from 13 per tick to 16
effect only works when wearing robes
WS > warlock in archers party :D Also it makes sence, because WS w/ full buffs and it's golem can do quite a lot dmg + stuns. This new [censored] is rly amazing.
Are they self buffs, or are they party buffs?
some are party buffs and some are for his bucket only

Are they self buffs, or are they party buffs?


oops
the golem buffs and heal is non targeted just like normal summoners but the ppl buffs are single target so no worries about buffing the archers in party blunt buffs
And I personally like their private "Golem Shop" thingie :) Thats really cute, maybe not the most useful thing, but still good when you forget SoE :p


Are they self buffs, or are they party buffs?


oops
the golem buffs and heal is non targeted just like normal summoners but the ppl buffs are single target so no worries about buffing the archers in party blunt buffs



oh that's good news, i thought those were party buffs and that you can either boost your summoner with sword buff or yourself with blunt buff and never both but now i'm happy ^^

i'm still doubtful about this healing dependant on PAtk. am i supposed to use bow for healing or what?
Warsmiths should be really happy with these changes.

Looking forward to seeing people shouting raid party looking for warsmith :)


i'm still doubtful about this healing dependant on PAtk. am i supposed to use bow for healing or what?


yeah if you want to spend double the time healing :P
doesn't really matter though since the heals stop at lvl 3 and the 88 mp cost is kinda high even for a 80+ ws so the only time you will use it is an emergency where you will want the cast speed



i'm still doubtful about this healing dependant on PAtk. am i supposed to use bow for healing or what?


yeah if you want to spend double the time healing :P
doesn't really matter though since the heals stop at lvl 3 and the 88 mp cost is kinda high even for a 80+ ws so the only time you will use it is an emergency where you will want the cast speed



yeah, but when you trigger blunt mastery you can always pop a heal with really low MP cost :)
WS, the new FoTM?? lols...
dang.. I don't have enough SP for these new skillz :(

dang.. I don't have enough SP for these new skillz :(

i got 460m SP atm, if i could i would give you some :P

anyway, the increases isnt much really. and considering that for archer the damage gets less the closer a object is. i dunno if they always want a long range.

*edit* oh and the player buffs are not all that great imo, they are all pretty weak, except the MP regen thing i think, +25% regen rate or so. that fairly nice imo.

*edit* oh and the player buffs are not all that great imo, they are all pretty weak, except the MP regen thing i think, +25% regen rate or so. that fairly nice imo.



I would argue the 9+% pdef for the heavy armor buff is pretty nice too. That's almost equivalent to going from a +3 set to a +6 set.

I'm wondering if Sharp Edge increases patk for daggers too.
lol, well if it does i bet we might see WS buff bots around :P

anyway, i guess i after this might be allowed to come on my Maestro for parties and PvP. especially if i finnaly can get my golem armor scroll sometime soon >< been 81 for so long now T_T


anyway, the increases isnt much really. and considering that for archer the damage gets less the closer a object is. i dunno if they always want a long range.

*edit* oh and the player buffs are not all that great imo, they are all pretty weak, except the MP regen thing i think, +25% regen rate or so. that fairly nice imo.


yeah exactly
nothing is really game changing here, sure it looks good on paper but you won't see many ppl giving up a party slot to a WS for a slight increase in pdef/attack and a major decrease in xp
you may see the odd WS in a raid party or even buffing at a siege but mainly i think where this benefits us the most is the new kaola instance zones where WS will be among the best melee DDs in pick up groups with a bit of buff action on the side

worse thing i see with the changes however is it gives even less incentive for a WS to use a blunt
as if the damage difference wasn't already high enough between blunts and "insert any weapon here" now we can basically self buff focus for even more crit rate and a higher damage difference ><
O and expect to see alot of screenshots of end game toons with ridiculous stats except now they will have dorf buffs too ^^
and considering we get a DD skill that we can use with swords too (fatal strike for those that dont know) it gives us even less a reason to use blunts.

as DPS goes for a dwarf were better of using Forgotten blade or HD with focus then a blunt already with PP/WC buffs, add BD or SWS and we will get a much higher DPS then we would with a blunt. so now the only reason for a dwarf to use a blunt is to be able to stun someone, and if i got the right info you can get "stun increase" on weapons, meaning that you could try alot of B grade crafts just to get that +stun chance and use that for your stunning then use sword for high DPS.
Actually with the decreased mp cost with blunt mastery triggered the blunt might turn out better in the end. After all that means you could spam fatal strike for 20 mp each time while its active. Same with the rest of the ws skills. The fact they gave us golem buffs/ weak heal seems to say we are meant to let it do the dmg and offset its weak pdef by stunning mobs as much as possible so vr can keep the golem up. Hopefully the stun increase is a little better than indicated by the add spikes buff test by the original poster.

WS, the new FoTM?? lols...

I love that WS finally can group and xp more now with these new changes. More reason to go out of town and actually get xp then sitting in town all day making stuff and getting money. Much respect for those legit 70+ Warsmith/maestro.

Now I can see WS as the new FOTM, we have buff/ golem heal, high HP and stun. Now what if WS can get skill like root/arrest, transfer pain (yes golem it a summon) that would rock even more. I can see WS as FOTM, we can handle with QHP/hp-mp exiler/ton of cp pot - with transfer pain on summon root and stun- sure we might not kill other class as fast- but they will mostly be Out of mp trying to get through our cp alone. Now Imagine all WS summon when killed will also self destuct doing heavy aoe damage- ok ok don't wake me up i'm want to keep on Dreaming:)


Are they self buffs, or are they party buffs?


oops
the golem buffs and heal is non targeted just like normal summoners but the ppl buffs are single target so no worries about buffing the archers in party blunt buffs



How long do they last?

except now they will have dorf buffs too ^^



that made me really laugh good.

whats the time on the buffs, 2 min, 5 min, 20 minutes?
Partybuffs are 10 min.
Golembuffs are 20 min like for every summoner.
Wow, nice stuff. Finally.
Sweetness.

As a WarSmith who is creeping steadily up to on level 62 (40% to go!), I definitely welcome anything that will make the XP grind a little more sustainable, and a little more fun.
After about lvl 60, we hit a wall big-time; so much so that I've been seriously considering stopping him at 62 and using him solely for a crafting alt while I pursue other options.

These changes should not only make it more interesting/exciting to play a Warsmith, but a little easier in general to level them. They may not totally save my WS from alt-itude, but they'll definitely make me more likely to continue taking him out for XP now and then.

Sweetness.

As a WarSmith who is creeping steadily up to on level 62 (40% to go!), I definitely welcome anything that will make the XP grind a little more sustainable, and a little more fun.
After about lvl 60, we hit a wall big-time; so much so that I've been seriously considering stopping him at 62 and using him solely for a crafting alt while I pursue other options.

These changes should not only make it more interesting/exciting to play a Warsmith, but a little easier in general to level them. They may not totally save my WS from alt-itude, but they'll definitely make me more likely to continue taking him out for XP now and then.



these changes surely help WS's alot.

Now if only NCsoft would stop focusing all these skills on the WS and remember there is a second dwarf class that needs a hell of alot of love!


these changes surely help WS's alot.

Now if only NCsoft would stop focusing all these skills on the WS and remember there is a second dwarf class that needs a hell of alot of love!



they do something for dorfs each 4 years, so skills for BH/FS are in 4 years !! :)
Has anyone got any detailed info about the merchant golems?

I'm mainly interested to know:
-How many buy/sell slots (at each level)
-Weight limitations
-Are there any limits on the types of items it can buy/sell?
-Is it possible to have the golem's shop on at the same time as your normal shop or private creation?

Cheers
WTT my FS for a Maestro pl1z. oh and hai 2 u!

Has anyone got any detailed info about the merchant golems?

I'm mainly interested to know:
-How many buy/sell slots (at each level)
-Weight limitations
-Are there any limits on the types of items it can buy/sell?
-Is it possible to have the golem's shop on at the same time as your normal shop or private creation?

Cheers



let's see

-0 (you only get 1 lvl)
-0
-buy everything you can sell to the NPC, sell almost everything the grocery store sells.
-yes


the merchant golem is just an NPC that sells the same stuff as the grocery store. You don't get any adena from it if someone buys or sells items for it.

The merchant golem doesn't sell any types of ores.

the summon lasts for 5 minutes.
Sounds Useless
you would think but i've actually used it a few times
once i forgot soes so i just summoned it and the other times my boxes forgot soes and i was too lazy to open a trade window so i summoned it

it sells everything you get from a grocery store in noob towns except ore and prices are around 20% tax
summon lasts for 5 mins and has a cool down of about 7 mins unbuffed
This Summon is pretty useless. The dialog says it lasts 3 min. For real, when u forgot SoE it costs u 3 d crys to summon it + adena for SoE`s. Better to use "unstuck":/

This Summon is pretty useless. The dialog says it lasts 3 min. For real, when u forgot SoE it costs u 3 d crys to summon it + adena for SoE`s. Better to use "unstuck":/



it lasts 5 minutes and needs 5 d-grade crystals to be summoned.
Meh, merchant golem is totally not the incredible boost of trade power that I had in mind. Thanks for the info anyway.


Sweetness.

As a WarSmith who is creeping steadily up to on level 62 (40% to go!), I definitely welcome anything that will make the XP grind a little more sustainable, and a little more fun.
After about lvl 60, we hit a wall big-time; so much so that I've been seriously considering stopping him at 62 and using him solely for a crafting alt while I pursue other options.

These changes should not only make it more interesting/exciting to play a Warsmith, but a little easier in general to level them. They may not totally save my WS from alt-itude, but they'll definitely make me more likely to continue taking him out for XP now and then.



these changes surely help WS's alot.

Now if only NCsoft would stop focusing all these skills on the WS and remember there is a second dwarf class that needs a hell of alot of love!



yes yes what of the FortuneSeeker ??????? If i get screwed again in gracia i'm rerolling and that would kinda suck :( but the only thing i got going for me is spoils :eek:
you do get screwed so you can get a headstart on that reroll now
more WS buff stuff

strengthen golem is might 3 and haste 1 (stacks with haste)
armour golem is shield 3 and about BTB 2 (stacks with BTB)

ok so armour golem and strengthen golem do not overwrite combo might and shield so this is the result on a +1 golem

unbuffed
hp: 5890
pattack: 1713
attack speed: 278
pdef: 554

normal WC buffs, BTB 5 and sharp edge
hp: 8422
pattack: 2068
attack speed: 403
pdef: 637

combo buffs, BTB 5 and sharp edge
hp: 7657
pattack: 2068
attack speed: 370
pdef: 637

results speak for themselves. by buffing combo buffs on a golem you lose 33 attack speed and 800ish hp
obvious problem here is that the golem buffs should be rated higher on the buff lvl list but until then emo PPs can feel free to grief us by buffing the golem combo buffs ><
I think NCSoft create that to test the capacity to instance NPC chars from normal players requests.

And summon a sales NPC is a good way to test if that NPC can intereact with normal users just like a static NPC at town. You see thats an inpact on the game dynamics, since NPCs are by default, so far, static loaded code.

Chaos
thanks to josie for reminding me but here are the new skill enchants

fatal strike enchantable for power/cost/elemental
skill enchants should be the same as the destro version so the info should be on L2P except for the elemental stuff

EDIT:
oops yeah thats all the new enchant options BTW
can't enchant the new buffs or anything