FR EN ES
Browse forums 
Ankama Trackers
Pinned

[Workshop] Change to Runes

By [Ankama]DOFUS-Touch - ANKAMA - March 22, 2023, 16:00:01
AnkaTracker
Hello everyone,

As mentioned in the devblog on the overhaul of stat-based passives, we are moving forward with you on several decisions that must be made, including the change to runes, which is the topic of this workshop.

Several questions were asked that revolved around the topic of runes, which might get a "weight" change, meaning:
  • Pods
  • Initiative
  • AP/MP Parry
  • AP/MP Reduc.
  • Wisdom
  • Critical Hits
  • Prospecting

Here are the latest answers on this topic:


Changing the "weight" of the Cri Rune might make smithmagic too difficult.

It will no longer be possible to take advantage of the "weight" of 30 if a Cri Rune has a critical success, but on the other hand, it will be easier to maintain the maximum roll for your Critical Hits or even consider exceeding the maximum Critical Hit threshold of your items.

Can the "weight" of Vit Runes be changed to make it possible to invest in this characteristic once the limit has been reached?

We aren't opposed to the idea of raising the maximum Vitality threshold from 404 to 505 by changing the weight of this rune.

But what do you think?
First Ankama intervention
Hello everyone,

A question about the rune "Res Per", so this is an opportunity to give a little update on this workshop.

Concerning the Cri rune, we hear different opinions, but the idea of bringing flexibility to the Critical Strikes smithmagic is still in our intentions.

Concerning the vitality rune, it seems to be unanimous for a change like this:
  • Vit Rune: 15 vitality -> 3 sink
  • Pa Vit Rune: 30 vitality -> 6 sink
  • Ra Vit Rune: 50 vitality -> 10 sink

The question now arises of increasing the sink of the "Res Per", which would bring several advantages:
  • If a set association exceeds 35% resistance, it will be more interesting to use the sink of this characteristic
  • Value already existing items
  • Make the 35% optimization on all characteristics more difficult, as requested by some players, to have a more significant gap between optimized and non-optimized.

However, if the rune is currently at 6 sink, which solution would you find most suitable?
  • Stay at 6 sink
  • Increase to 7 sink
  • Increase to 8 sink

Thanks in advance for your feedback!
See message in context
Reactions 4
Score : 113
"but on the other hand, it will be easier to maintain the maximum roll for your Critical Hits or even consider exceeding the maximum Critical Hit threshold of your items."

This is a concern for people who have bad items but is of no importance for someone with good items. You are accidentally creating legacy items which are more powerful than their modern equivalent.

At 30 sink, you get 3 shots at a 10-weight runes (ra int). or 5 shots at a 6 weight rune (% res)
4%-5% res items are no longer possible if you only have 20 sink. It requires basically 20 times more luck. This means if it used to cost 10mk to make a 4% res item, it will now cost 200mk.
0 0
Hello everyone,

A question about the rune "Res Per", so this is an opportunity to give a little update on this workshop.

Concerning the Cri rune, we hear different opinions, but the idea of bringing flexibility to the Critical Strikes smithmagic is still in our intentions.

Concerning the vitality rune, it seems to be unanimous for a change like this:
  • Vit Rune: 15 vitality -> 3 sink
  • Pa Vit Rune: 30 vitality -> 6 sink
  • Ra Vit Rune: 50 vitality -> 10 sink

The question now arises of increasing the sink of the "Res Per", which would bring several advantages:
  • If a set association exceeds 35% resistance, it will be more interesting to use the sink of this characteristic
  • Value already existing items
  • Make the 35% optimization on all characteristics more difficult, as requested by some players, to have a more significant gap between optimized and non-optimized.

However, if the rune is currently at 6 sink, which solution would you find most suitable?
  • Stay at 6 sink
  • Increase to 7 sink
  • Increase to 8 sink

Thanks in advance for your feedback!
Score : 181
Staying at 6 sink for Res Per is what I would prefer, as the previously proposed mention of reducing the Resistance Cap from 50% to 35% will improve the value of many sets with lower Resistance that are currently skipped over. Raising the sink of Res Per runes does the opposite, as while it makes for more interesting maging of the already loved high Resistance gear, it makes it harder to improve or "fix" the Resistance on lower Resistance gears.

One issue I've had with Dofus TOUCH for a long time has been a lack of variety for gear to choose from and I was hoping this future update could improve that, but I worry raising the sink will just encourage much of the same equipment use. 
0 0
Score : 350
I would keep both CH runes and res% runes at the current sink value, basically for the reason mentioned before by other user. The gap between already existing items and those maged after the change would be huge (referring to %res in particular, but CH sink too is useful to easily fix stats on item. Going from 30 to 10 makes the whole process more tedious).
0 0
Respond to this thread