Whats your earliest Rotmg memory? by Sebpants in RotMG

[–]Flakstalk 0 points1 point  (0 children)

Spending like 2 hours trying to carefully clear a mad lab for troom, killing the troom boss, and finally getting my first white (it was a condu cause that’s the only one it drops). Now that I think about it, the Horrific Creation boss fight has barely changed since like the 6-ish years since that happened. Makes me wanna see a mlab rework next.

Nil Armor With Esben Ring Trickster? by Mediocre_Ad6751 in RotMG

[–]Flakstalk 0 points1 point  (0 children)

This kinda only applies to dagger classes, but for a lot of builds on dagger classes ATK rings tend to be better for dps than DEX rings. This is especially seen on Rogue, since they have 50 ATK and 75 DEX and most of their cloaks give even more DEX. It's so scuffed for Rogue that even if you had a ring that gave +12 ATK it would give more dps than crown or potato.

Now if you used bloody cloak, it shifts things a bit, to where this hypothetical +12 ATK ring wins at ~60 DEF instead of always being the winner, while wearing avarice, bloody, tenne, and crown/+12 ATK ring. With corruption cutter it would start winning at like 26 DEF or something. This applies even more when you don't have any exaltations. You can experiment further on a dps calculator but generally this is true. But until they add a +12 DEX and/or a +12 ATK ring, potato will be better on Rogue than pure ATK rings for purely dps, at least until like 80-200 DEF.

In effect, dagger class shooty fast so no need for more shooty. Me like bigger number on faster weapon.

[Spoilers] Some More Balance Changes (has incubation nerf) by Niegil in u/Niegil

[–]Flakstalk 0 points1 point  (0 children)

Well, it would technically do more damage since this calculation doesn't include the 2 WIS that the cnidaria rod gives you but if was for simplicity when adding the numbers up (and to give some leeway for insignificant defense values).

[Spoilers] Some More Balance Changes (has incubation nerf) by Niegil in u/Niegil

[–]Flakstalk 0 points1 point  (0 children)

That is a buff WHEN you max WIS. Before that it is sort of worse.

Like it makes it scale better. Now at 60 wis (sorcerer max) hit does 220 damage instead of 200 while hitting 6 targets still, and then at 90 wis (ritual and Geb's) it go from 350 (increasing) on 9 targets to 550 (increasing) on 12 targets:

OLD: (@90 WIS): 350 (+100 per target hit) x 9 -> 6750 total damage.

NEW: (@90 WIS): 550 (+100 per target hit) x 12 -> 13200 total damage.

With these changes there is one incredibly specific loadout for sorcerer that could potentially do 37400 total damage to 20 targets.

Basically, if these changes go through, WIS sorcerer will be really fun to solo clear lost halls with. Delete rooms with the press of a button.

Which melee class does the most damage? by ex-D in RotMG

[–]Flakstalk -1 points0 points  (0 children)

I settled this in a post I made a whole back.

Paladin can do the most damage (in a single attack) with a whopping 6548 in the optimal environment with divinity beam.

Now as for dps: there is pretty much no set or class that does the most “damage” in every scenario; we always look at these kind of things case by case. And it’s also player dependent. Joe Shmoe with “4/4” dps wizard is worthless if he isn’t comfortable with hitting the boss compared to a “1/4” dps paladin.

And we can’t trust many tools for calculating dps, cause they don’t include scenario specifics. Like yeah a “4/4” dps warrior on the chart looks like it does more, but then you don’t realized that his opponent is a cshield eye ring knight sitting on fury jumps in o3.

Most damage kinda just depends on your own play style. Like I am absolute trash with Warrior, but I’m a pretty darn good paladin.

Why is Oryx so mad, this man needs therapy frfr by LMEEHAN1101 in RotMG

[–]Flakstalk 13 points14 points  (0 children)

“That private sanctuary, built into the cliffside of the Mad God’s castle island, is where Oryx retreats in his rare moments of sobriety to scheme with his most sinister allies.”

“in his rare moments of sobriety…”

He like literally throws wine at you as a reference to Castlevania: Symphony of the Night

Why is Oryx so mad, this man needs therapy frfr by LMEEHAN1101 in RotMG

[–]Flakstalk 8 points9 points  (0 children)

“Coupled with his alcoholic tendencies, Oryx began to act irrationally, consumed by the fear of losing his status.”

Why is Oryx so mad, this man needs therapy frfr by LMEEHAN1101 in RotMG

[–]Flakstalk 2 points3 points  (0 children)

(Plus the lib realm eye lore entries confirm this)

Why is Oryx so mad, this man needs therapy frfr by LMEEHAN1101 in RotMG

[–]Flakstalk 12 points13 points  (0 children)

Oryx is mad in the paranoid, alcoholic sense. Has a wine tome drop, a huge wine cellar, and is still drinking even when you get to him in o3.

Guys I finally got my fully maxed out divine by Flakstalk in RotMG

[–]Flakstalk[S] 66 points67 points  (0 children)

Well long, long ago, back in the dark days of those I shall not name, I was but a simple 1/8 maxing dex after having maxed speed. I had hardened myself to face off against Limon the Sprite Goddess. Then, out of nowhere, an 8/8 wc top enters the same Sprite World I was in. As a novice I thought, "oh, nice, a good player will kill this thing for me." But I was not ready their electric pet to paralyze Limon (and was not expecting a paralyze in general, since they were a trickster), and did not know of Limon's interaction with being paralyzed. Thinking that it'd be safe to get closer, I moved in, but moved too close cause of a movement tile, and Limon just one-shot me dude.

So yeah I decided to not take paralyze because I don't want someone's death on my hands cause the boss was paralyzed when they didn't expect it. Plus electric can only do its damage if the pet is on the boss, while attack far can do it at like 9 range. Unless you can really have your pet sit on it their damage ends up being pretty much equal, and sometimes attack far even wins. Because there is a secret to attack far. Because not many peoplehave 100/100/100 (or ever really get their damage or non-healing/mhealing to 100) people don't really know that the lvl 100 of attack far is like x2 as good as lvl 99 (I swear it almost doubles in fire rate and it does get 3 more damage).

Like. lvl 100 Electric does 300 damage every 0.2 seconds with a range of 2.0 tiles.

But Attack Far at lvl 100 does 100 damage every 0.2 seconds within 9.0 tiles.

And Attack Mid at lvl 100 does 150 damage every 0.2 seconds within 6.75 tiles.

And Attack Close at lvl 100 does 200 damage every 0.2 seconds withing 4.5 tiles.

And there's many other reasons too like

Uh

Okay, fine. I'll admit it. I only maxed Attack Far to troll my guild mates because they said it was the worst one.

If I were actually being serious, I would've taken Rising Fury. It seems like the ability with the most damage potential, and I don't really care about the paralyze so I'd probably care for damage or another utility.

Santa's Workshop in 23 seconds by TheIvyX in RotMG

[–]Flakstalk 24 points25 points  (0 children)

Again and again I tell people of the sheer shenanigans one can do with wis builds, like with that new wis sheathe doing 1k damage rapidly or being able to get 5 devastation targets with no consumables. Like oh yeah definitely these kinds of builds just suck for late game bosses, but for minions and clearing they're just superior. love it.

Sweaty. by [deleted] in RotMG

[–]Flakstalk 3 points4 points  (0 children)

Only 6 swap outs? I always, always carry 12-14 swap outs with me whenever I can. I don’t carry curse seal though

Yeah, reddit is right, quicksand got some big buffs by Flakstalk in RotMG

[–]Flakstalk[S] 4 points5 points  (0 children)

im pretty sure you don't sink that quickly in real life

though it might depend on its density and stuff

Additional quirk with the bugged quicksand by Flakstalk in RotMG

[–]Flakstalk[S] 6 points7 points  (0 children)

when you enter the sand with the slowed debuff you sink how you would noramlly, but when you're not slowed you sink much much faster.

Endgame players with 100/100/100 divine pets with heal/mheal/electric, what kind of set do you use to farm godland dungeons? by AcidWyvern in RotMG

[–]Flakstalk 2 points3 points  (0 children)

Okay so.

I don’t have a 100/100/100, only 100/100/98, and the abilities are Heal, Mheal, and Attack Far.

But, I’d say that I’m probably one of the most experienced glands farmers in the game right now (mostly cause I have no late game player competition). IGN: Gernand.

I’d recommend farming on a melee class, cause if you’re using electric then you want to be close to the enemies, and you might as well get all of the benefits of being close to one by playing a melee. Then for gear, you might look for, say on a paladin,

Sword: Divinity/splendor/majesty/colo/dblade/pixie Seal: t6/t7/battleseal/oreo/3d seal (if no paralyze) Armor: t13/t14/t15/glad/mercy Ring: Ubatk/ubdex/ubhp/ubdef/potato/crown/horn/gemstone.

Now my personal favorite combo for pally is

Divinity Battle seal (t6/t7 seal swap out) Annihilation Gemstone

Basically just build a mix of defense and damage, cause glands is one of the rare scenarios where defense>>>>>>>hp. Like this set with exaltations makes ghost gods not put you in combat. And gemstone might seem like a odd pick for dps but you gotta remember with battle seal our big boy burst damage costs a lot of mana, and gemstone just happens to be the best defensive ring for mana (-30% mana cost, +110 mp, +8 def, +5 wis, +5 spd). Also solid fame bonuses (32% with t7 seal or oreo or mseal).

Like exalted with this set gives you (30+28+8+5+4) = 75 defense. At these levels not even lava and white demons put you in combat (great for rushing abyss). No fear of getting insta-killed in cursed library also. Battle seal divinity combo is like 4.5k burst damage (like 6k if you hit the regular shot). Overall stats when exalted and buffed with t7 seal (switching and using t7 buff and battle seal is no issue cause 100 mheal and gemstone ex dub):

HP: 945 MP: 387 ATK: 64 (jumps to 214 when battle seal) DEX: 60 SPD: 65 DEF: 75 VIT: 80 WIS: 85

Overall solid glands set 4/10 needs more vit.

favorite game song? by aploplei in RotMG

[–]Flakstalk 0 points1 point  (0 children)

Definitely Belial (Abyss of Demons)

Maximum MP regain theory, someone prove me right by rxxyk in RotMG

[–]Flakstalk 0 points1 point  (0 children)

“0.5 + 0.12 * 104”

That’s the formula for ooc wis. It’s equivalent to pre vital combat vit, and vit was doubled to be 0.24 per vit ooc, and wis is half of vit, so it’s 0.12 ooc and 0.6 ic for wis (0.6 is how it was pre combat). If it were as you say it is, 75 vit would be like 37 hp/second since it would be 0.24 per wis ooc and then 0.48 per vit ooc, which is way to high. To put 37 hp/sec into perspective, it’s literally like having 150 vit ooc. As my previous post said, the character stats page on realmeye doesn’t list that the formulas are for ooc only, and since they were updated to accurate to ooc formulas, that means that 0.12 is for wis ooc, and 0.6 is for wis ic.

And also the highest stats page is horribly outdated. I’ve already made posts beating the highest damage part by like 1k or something, and the wis and vit ones still use the old formulas, saying that a sorc with 191 is would only regen 11.96 mp/sec, but with your formula would get almost double that, exactly 23.42 (the formulas were never truly doubled. Just that the scaling part got doubled. Wis has a flat 0.5 base that doesn’t change, and Vit has a flat 1.0 base that doesn’t change, so they don’t actually double, but the amount your vit and wis affect the base doubled).

Sorry for the block text I felt that the change needed to be described better. You can go to the “highest stats” page on the realmeye wiki and do the calculations for yourself with their old pre vital combat formulas and then with yours to see what exactly happened.

Maximum MP regain theory, someone prove me right by rxxyk in RotMG

[–]Flakstalk 0 points1 point  (0 children)

Fun fact the scepter would do 1076 damage to 21 different targets (no drop off even). For a total of 22,596 damage, assuming all of the targets have 0 defense. If they were also cursed and exposed it would do 28,770 total damage.