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Thanks to the weapon restrictions and the changes made to individual weapons in 2.11, one of the most problematic game imbalances in the history of DOFUS was erased. This means that, finally, our Game Design team can start re-boosting spells! On Tuesday, April 30, 2013, the Ankama Weather division predicts a downpour of additional spell damage in DOFUS!

 

Changes to Frigost III

Before we cover the changes coming for spells, a small update on Frigost III! Thanks to our earlier news about Frigost III stats, you already know that the bosses of Frigost III are slowly starting to fall to the most powerful players of DOFUS. In fact, the very first Ice Dofus has been unlocked today by Snyler of the Hecate server! But there are still some fights that have some minor balancing issues.

On Tuesday, April 30, 2013 we will make some changes to Missiz Freez in order to:
  • Reduce the difficulty for groups of 5, 6, 7, or 8 characters.
  • Correct certain flaws in this dungeon's fights that allowed classes with MP removal abilities to solo the dungeon without great difficulty.

In addition, we found that the experience gained by fighting Frigost III monsters was not really a balanced reward for the challenge and time that the fights required. Therefore we will increase the experience given from all Frigost III monsters and bosses by 20%.

 


Increased Spell Damage

Now that we have had the chance to revise both the operation of weapons and the hit points of monsters (two longstanding projects that were necessary for the long-term welfare of the game), we can tackle another project that has been in development for a long time.

This coming Tuesday, we will conduct a comprehensive enhancement to spell damage for all classes in the game. The objective of this change is to keep fighting dynamic and allow support classes to maintain some independance for solo play without overshadowing their important class roles.

Most of the changes will mean that the base damage of a spell will be increased by a certain percentage. Not all spells will be affected (for example, Iop's Wrath, or the most powerful Cra spells). On average, we have tried to increase spell damage by approximately 20% (although your final damage will still depend on your equipment and characteristics).

One spell in particular will undergo a more intensive change:
The Eniripsa spell Mot Olov has been completely redesigned. This spell now gives the Eniripsa a bonus to power and damage for three rounds, but puts them into the Altruistic state for the same number of rounds. This new spell will allow Enis to increase their damage if they do not need healing.

Here is a brief list of the spells that will be affected by these changes. Please note: the % of the increase in spell damage will be added to the spell's base damage. Your final increase in spell damage will depend on your character's equipment and characteristics.

Ecaflip
  • Heads or Tails: +25% damage to enemies
  • Bluff: +40%
  • All or Nothing: +20%
  • Topkaj: 25%
  • Rough Tongue: 25%
  • Feline Spirit: +20% and the spell's range is increased by 1
  • Reflex: +20%
  • Playful Claw: +20%
  • Claw of Ceangal: +20%
  • Rekop: +15%
  • Fate of Ecaflip: +20%
  • Felintion: +20%
  • Perception: The damage bonus is now fixed and affects allies in an area of effect. This effect can be accumulated once per character.

Eniripsa
  • Forbidden Word: +25%
  • Wounding Word: 30%
  • Vampiric Word: +20%
  • Mot Olov: Spell redesigned, see above
Enutrof
  • Coins Throwing: +30%
  • Shovel Throwing: +25%
  • Ghostly Shovel: +20%
  • Mound: +25%
  • Prime of Life: +20%
  • Shovel Kiss: +25%
  • Shovel of Judgement: +15%
  • Slaughtering Shovel: +10%
  • Unsummoning: +10%

Feca
  • Natural Attack: +25%
  • Aggressive Glyph: +30%
  • Blindness: +30%
  • Cloudy Attack: +30%
  • Bubble: +20%, critical hit chance changes to 1/40
  • Backlash: +10%
  • Burning Glyph: +10%
  • Glyph of Repulsion: +30%

Iop
  • Intimidation: +10%
  • Pressure: +5%
  • Divine Sword: +10%
  • Destructive Sword: +15%
  • Concentration: +5%
  • Cut: +10%
  • Sword of Judgement: +10%
  • Strengthstorm: +5%
  • Celestial Sword: +5%
  • Sword of Fate: +5%

Osamodas
  • Tofu: +10%
  • Ghostly Claw: +35%
  • Whip: +40%
  • Crow: +25%
  • Lashing Claw: +20%
  • Gobball: +10%
  • Boar: +10%
  • Crackler Punch: +15%
  • Bwork Magus: +10%
  • Crackler: +10%
  • Red Wyrmling: +5%

Cra
  • Retreat Arrow: +25%
  • Poison Arrow: + 30%
  • Magic Arrow: +25%
  • Frozen Arrow: +30%
  • Burning Arrow: +25%
  • Atonement Arrow: +5%
  • Bat's Eye: +10%
  • Paralysing Arrow: +30%
  • Plaguing Arrow: +15%
  • Lashing Arrow: +25%
  • Tormenting Arrow +25%
  • Punitive Arrow: +5%
  • Destructive Arrow: +5%
  • Absorptive Arrow: +5%
  • Slow Down Arrow: +10%
  • Explosive Arrow: +10%

Pandawa
  • Blazing fist: +25%
  • Hangover: +25%
  • Alcoholic Breath: +25%
  • Schnaps: +25%
  • Tipple: +25%
  • Melancholy: +10%
  • Pandatak: +25%
  • Explosive Flask: 15%

Rogue
  • Extraction: +20%
  • Explobomb: +15%
  • Grenado: +15%
  • Boomerang Daggers: +10%
  • Deception: +15%
  • Water Bomb: +15%
  • Pulsar: +10%
  • Carbine: 15%
  • Blunderbuss: + 15%

Sacrier
  • Sacrier's Foot: +50%
  • Assault: +10%
  • Dissolution: +10%
  • Absorption: +40%
  • Fury: +20%

Sadida
  • Bramble: +25%
  • Dollish Sacrifice: +10%
  • Tear: +15%
  • Manifold Bramble: +25%
  • Aggressive Bramble: +10%
  • Wild Grass: +15%
  • Bush Fire: +25%

Sram
  • Tricky Trap : +15%
  • Deviousness: +20%
  • Insidious Poison: +15%
  • Mistake: +20%
  • Tricky Blow: +25%
  • Mass Trap: +40%
  • Poisoned Trap: +40%
  • Chakra Concentration: +40%
  • Silence Trap: This effect now stacks once per character
  • Con: +25%
  • Location: +20%, Intelligence theft increased
  • Lethal Attack: +10%
  • Lethal Trap: +10%

Foggernaut
  • Pilfer: +20%
  • Anchor: +25%
  • Harpooner: +10%
  • Torrent: +25%
  • Backwash: +25%
  • Vapour: +25%
  • Periscope: +25%
  • Surge: +15%
  • Ambush: +25%
  • Froth: +20%
  • Trident: +20%

Xelor
  • Hand: +35%
  • Frostbite: +30%
  • Xelor's Sandglass: +30%
  • Dark Ray: +20%
  • Shrivelling: +25%, damage is now less random
  • Temporal Dust: +25%
  • Clock: +20%
  • Xelor's Punch: +20%
  • Mummification: +damage buff removed, replaced with a Power buff - +80% power at level 1, +150% power at level 6.

Masqueraider :
  • Reinforcement: +20%
  • Martelo: +30%
  • Picada: +30%
  • Retention : +30%
  • Furia: +20%
  • Distance: +25%
  • Capering: +20%
  • Decoy: +25%
  • Apathy: +20%
  • Boliche: +15%

A complete changelog for this interim update will be released next week.

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Comments (261)
Subscriber
DeathSchthe 24 April 2013 19:28
Ppitiful, Dissolution: +10%? No real change for Sacs in BvM. I hope they reconsider all the damage, ap steal, rist and the manhandling (pushing/swaping ) Saciers take. Along with the fact that Dissolutin is a 1 range spell, 10%+ will still be underpower :/


PS:
Add a buff to the Masqueraiders shields!thats what they truly NEED.
Subscriber
xocoatl 24 April 2013 19:35
OH MY GOD! Keep buffing the Cra??? It looks that I'll have to create 4 Cras for a hax team
Subscriber
Schmendrick 24 April 2013 19:37
Seriously, people? First everyone screams "Don't nerf weapons, buff spells!", then they announce a spell buff, and suddenly it's "No, I meant buff MY spells! Every other class but mine is already overpowered! My class should get a +500% buff and all other classes should get nothing! Don't buff them, buff meeeeee!"

Frankly, this all looks good to me. (Yes, it's too bad that your Eniripsa is only getting 25-40% buffs to its attack spells while Cras get a whopping +5% to their most powerful spells, because I know that 40 is a smaller number than 5, but you'll adjust somehow)
Subscriber
Skiringsal 24 April 2013 19:37
And de Poison spell of sadidas?

Kamikaze?
Former Subscriber
HatedOne 24 April 2013 19:43
Is there a system error for this? Cause there's 3 threads of this counting the one Izmar closed earlier. And I kinda am curious about why Cras keep getting so many buffs if they hit enough (spike or not) without it.

Iops are understandable through the class role however, so no complaints. I have a few friends who'll be happy about the Eni, Xelor, Feca, and Masq buffs too  
Subscriber
kakisuka 24 April 2013 19:47

(Schmendrick @ 24 April 2013 19:37) *
Seriously, people? First everyone screams "Don't nerf weapons, buff spells!", then they announce a spell buff, and suddenly it's "No, I meant buff MY spells! Every other class but mine is already overpowered! My class should get a +500% buff and all other classes should get nothing! Don't buff them, buff meeeeee!"

Frankly, this all looks good to me. (Yes, it's too bad that your Eniripsa is only getting 25-40% buffs to its attack spells while Cras get a whopping +5% to their most powerful spells, because I know that 40 is a smaller number than 5, but you'll adjust somehow)
To be fair, this log says that Punitive Arrow is getting a 25% damage increase.

I'm hoping that's a typo, because Punitive Arrow is one of the highest hitting spells in the game at this current point in time.
Former Subscriber
Darkadventure 24 April 2013 19:49
I see that you guys made a new thread, so I just copy pasted my old reply...


Ankama did a good job by buffing the spells damage to compensate the loss of close combat damage. But I can't understand why they decided to do this:'Punitive Arrow: +25%' cras of my lvl hit 1.2+ with the double charge and if they add 25% to this it'll even be 1500+. That's nearly the same as the new iop's wrath but then with 7+range.But they'll probably adjust this in another update I guess..

-Grenado: +15% in my opinion rogues were already overpowered and they certainly are now after the update compared to other classes.
I don't think that it was necessary to give a damage buff to a class that hits 2x 1k+damage with just a glyph per turn.

I don't care a lot about this update since I lost interest in playing dofus but I'm just curious to hear the explanation behind this because I can't understand the person at all who introduced this damage buff...
(IMO it was already complete bull to give punitive arrow a double charge, I don't know if you guys have forgotten this but I remember that a time ago cra's were meant to deal weak/decent damage from range. It went somewhere clearly wrong if cras hit wrath damage on range no?
Community Manager
[Izmar] 24 April 2013 19:49

(kakisuka @ 24 April 2013 19:47) *

(Schmendrick @ 24 April 2013 19:37) *
Seriously, people? First everyone screams "Don't nerf weapons, buff spells!", then they announce a spell buff, and suddenly it's "No, I meant buff MY spells! Every other class but mine is already overpowered! My class should get a +500% buff and all other classes should get nothing! Don't buff them, buff meeeeee!"

Frankly, this all looks good to me. (Yes, it's too bad that your Eniripsa is only getting 25-40% buffs to its attack spells while Cras get a whopping +5% to their most powerful spells, because I know that 40 is a smaller number than 5, but you'll adjust somehow)
To be fair, this log says that Punitive Arrow is getting a 25% damage increase.

I'm hoping that's a typo, because Punitive Arrow is one of the highest hitting spells in the game at this current point in time.

Actually... it is a typo... from the original French version. It said 25% when I started translating, but now it says 5%.

Sorry for all the problems with the thread, by the way. Editing the news to correct typos has broken the comments several times now, and I'm about to break something else around here if it doesn't quit being a dragobutt.  
Former Subscriber
gucinkowiec 24 April 2013 19:51
yeeeeeeeeeeeees at last
Thanks ankama u did something good. But can u do more +%dmg for int fogger spells?
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