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Cornholi

Beta Tester
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About Cornholi

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  1. I fully agree with what @Outstanding's post, especially rule #2, you guys need to distance themselves from the community and all this shit. Good lesson to learn from Gummy in my opinion, he is distancing himself from everything here and just keeps working on his server.
  2. In my opinion, people are focusing too much on the first part of first video, ya it looks very robotic and unnatural or as Road eloquently put it "walking connected to the owner by a steel rod", and yes, it's obviously not how Blizzard had it way back when, but it's hell of a lot better than the pet lagging 5 to 10 yards behind the player. Overall I think the Netherwing purposefully wanted to remove any possible random movement that the pet might have while following the player, and how it's shown in the video is their solution. If you guys want to get a better idea of pet's movement back in 2006, watch Joana's Speed Run from 1 to 60.
  3. Listen man, do not put the private server community on a pedestal, just don't. We're not better than retail community, we're not worse than them, we are a just like them, the only difference being is that we like different versions of the same game, this whole attitude that we're better than the retail community triggers me so much. And also, anyone who's been around the private server scene for a while will tell you that there is absolutely a large degree of competition between all of these private servers, there's a reason why when Nost was at it's peak of population, Kronos was nearly at a comatose level in terms of server population, because those 2 servers were competing with each other. As soon as Crestfall releases it will be competing with every single private server that is online. Don't let anyone, not even the CF devs tell you different.
  4. Can't wait for beta to come around, and also thanks for the shoutout @Darkrasp. I just want to make Crestfall a better server at the end of the day
  5. Rogues and Warriors should still probably around the same levels of dps as other private servers. Unless the devs and the alpha team know something that we don't, bosses' armor values should be somewhere around 4600 armor for a lot of bosses. Considering Faerie Fire (-505 armor), Curse of Recklessness (-640), Sunder Armor (-2250 armor at 5 stacks), and Annihilator (-600 armor at 3 stacks) all stack with each other, that is 4000 armor reduction right off the bat for most bosses. Overall, melee damage should still be somewhat the same, unless, the devs decide to buff the bosses' armor values. On the rage generation problem, rage generation from outgoing damage was always correct on Nost, so Fury and Arms Warriors should still be getting the same rage gains on Crestfall as they got on Nost, rage generation from incoming damage on the other hand is the one that was massively overtuned.
  6. Thanks for the update, i'll try to search for item proc rates later today.
  7. Not every guild gets all the world buffs, most guilds don't even bother with DM and songflower they just get Ony buff and ZG buff.
  8. It should be noted that threat sets are not exactly a Kronos only phenomenon, there were many tanks theorizing and using threat sets on Nost as well: https://forum.nostalrius.org/viewtopic.php?f=36&t=31736 https://docs.google.com/spreadsheets/d/1ykTa_OWeWsB3L3dJHxMaiC3p4IMSr0W0UMl3woQaSqI/edit#gid=949587540 it should also be noted that it was rumored that the Nost devs buffed the bosses from BWL and every raid afterwards. Finally, as @Nocturn alluded to already a good tank has multiple gear sets for multiple encounters. Edit: One last point, being fully world buffed increases your health pool to ridiculous levels, like we're talking about having 11k hp in a full threat set.
  9. As I mentioned in another thread @Walgrave, it's pretty much a guarantee that the bosses are going to be buffed here on Crestfall, coupled with the nerfed rage generation it's going to be interesting to see how tanks will itemize on this server.
  10. If the devs don't want to moderate the world channel, that's fine. I (and others I'm assuming) just want player moderation to be disabled, a simple solution that shouldn't take more than a minute to implement.
  11. If you know the formula you would know that's not true, let me show you: Here's a video of a main tank tanking Nef on Nostalrius: https://www.twitch.tv/vipzi/v/55361063 , fast forward to 34:51, at exactly that moment Vipzi (the MT) is sitting at 53 rage he takes a hit for 1578 (186 blocked) and his rage bar immediately shoots up to 97, that's a 44 rage increase just from one hit. Currently there's two rage generation formula from incoming damage: The one that can be found on Wowwiki from 2006: Enemy Level * 1.5 = 1 Rage and the one @imbaslap posted from Kalgan: Rage Gained = (Damage Taken) / (Rage Conversion at Your Level) * 2.5. By doing the math you will see that you should only be getting anyting from 16 to 17 rage from 1578 hit.
  12. You assume wrong because out of all of those servers, Kronos is the only one who has correct rage gen values, if Crestfall has correct rage gen values you'll be shocked if you think you can tank with a really fast weapon spamming heroic strike plus abilites. Edit: Actually scratch that, I'm not 100% sure if Kronos has correct values. What I do know for sure, is that Feenix and Nost you would get way too much rage from incoming damage and you also get rage from avoiding boss attacks, making it possible for you to spam heroic strike with a really fast weapon.
  13. That's a bad solution @Darkrasp, so you're basically going to change a core mechanic that affects multiple classes over a freaking item?! Might as well "fix" other classes' "broken" mechanics like ignite.
  14. I meant the player parrying or dodging an attack from the mob, you're not suppose to get rage from them. Which was one of two reasons (other being you got way too much rage when you actually got hit) on why rage regen was so busted on Nost, you basically were rewarded for having avoidance and never ran out of rage MTing on Nost. Example of what I'm talking about: https://www.twitch.tv/vipzi/v/55361063 Fast forward to 33:32 and watch closely, Vipzi (the MT) is at 89 rage, before Nef attacks he uses one Shield Block and two Heroic Strikes which add up to 40 rage cost, so right before Nef gets his first attack Vipzi's at 49 rage. Nef attacks and hits Vipzi for 1457 damage (186 Blocked) and Vipzi's rage shoots up to 90. 51 rage gained from 1643 damage hit, according the to rage gen formula that hit should just give you 17 rage, a few seconds later he gets a string of dodges and parries and he gets rage from those as well. These things shouldn't happen with blizzlike rage generation and certainly didn't happen on retail. On Kronos, where all of this stuff works, no tank uses a 1.3 dagger because you can't. It'll be interesting to see how tanks itemize on this server if the bosses get buffed and rage generation is working correctly.
  15. Lol, I see a lot of quotes from Kronos' Warrior forums, but on the topic at hand. I think if this server releases with Blizzlike rage generation, we'll see a lot of tanks be shocked on why they are so rage starved all the time. Spamming HS with a 1.3 dagger while spamming all your other abilities to your heart's content is not possible with blizzlike rage generation. Getting rage from dodging and parrying attacks isn't blizzlike either. For people that don't believe me go watch and compare the rage gen in vanilla tanking videos and nost. You will find that there is a massive difference. Edit: Btw, for reference, rage gen formula is this: EnemyLevel*1.5=1 Rage that means it takes 94.5 damage from a boss to get 1 rage or 945 damage to get 10 rage.