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Thread: Runes: level 11 and 12

  1. #21
    Added

    nothing to see here
    Last edited by Herby; 01-13-2014 at 11:19 PM.

  2. #22
    Quote Originally Posted by Herby View Post
    Confirmed it. Messiness, Flintiness and Burliness are maxxed at level 10.
    Aw, that is unfortunate. I was planning on going for a high level Flintiness after I finished my Vengeance rune....

  3. #23
    That seems odd. Why allow expansion of all other runes except those?

  4. #24
    Judgment Revan's Avatar
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    Maybe we should report messiness, burliness, flintiness as bugged and see what tynon says.

  5. #25
    Quote Originally Posted by Revan View Post
    Maybe we should report messiness, burliness, flintiness as bugged and see what tynon says.
    there are no bugs in tynon only things that we THINK dont work right. But since they never tell us how things are suppose to work, we are teh ones who are wrong

  6. #26
    Apprentice Forevcoolgirl_9664129's Avatar
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    Quote Originally Posted by Herby View Post
    Let's make a list of all the new level 11 and 12 runes.
    So far, here's what I know:

    Vengence level 12: +12000 physical attack, +12000 skill attack
    Adept level 12: +10000 skill attack
    Bane level 12: +10000 physical attack
    Intenseness level 12: +10000 magical attack
    Righteousness level 12: +180 morale

    Vengence level 11: +8000 physical attack, +8000 skill attack
    Endurance level 11: +32000 hp, +160 morale
    Reliability level 11:
    Adept level 11: +7500 skill attack
    Advantage level 11: +150 critical
    Bane level 11: +7500 physical attack
    Dexterousness level 11:
    Infallibility level 11:
    Intenseness level 11: +7500 magical attack
    Nimbleness level 11: +150 dodge
    Preciseness level 11: +180 hit rating
    Resistance level 11:
    Righteousness level 11:
    Vitality level 11:
    now dont we all wish we had this? *collective sigh*
    LISA :3

    forevcoolgirl11@gmail.com

    hottest dude ever o.o i <3 you dally, and i <3 you outsiders ;D<3

  7. #27
    Has anyone figured out what level of critical hit rune is necessary to crit the banish bosses? 10 used to be enough for me, but now it isn't.

  8. #28
    Lightbringer Deucalion's Avatar
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    Quote Originally Posted by trinity1_4365088 View Post
    That seems odd. Why allow expansion of all other runes except those?
    Most likely if/when tested they found that it may make a player too bulletproof with max talents and level 12 defense runes.


    -- Deuc

    Quote Originally Posted by Peeta Melark View Post
    Andy this is a huge exploit that Deucalion has posted. Why aren't you editing or deleting it?

    "Thank you for your constantly supporting on Tynon!"

  9. #29
    Quote Originally Posted by Deucalion View Post
    Most likely if/when tested they found that it may make a player too bulletproof with max talents and level 12 defense runes.
    Doesn't seem really likely considering how much defensive lags behind offense. Offense runes of the same rank have a larger bonus then then defensive runes, and stats add more to offense then defense. This is even more true for Talents.

  10. #30
    Lightbringer Deucalion's Avatar
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    Quote Originally Posted by Rumbleguts View Post
    Doesn't seem really likely considering how much defensive lags behind offense. Offense runes of the same rank have a larger bonus then then defensive runes, and stats add more to offense then defense. This is even more true for Talents.
    Yes, we know. But if someone right now has those maxed, and all 3 level 12 defense runes on each hero they'd be quite a force, atleast for a while. Anyhow, I didn't say it was likely, it's just a thought


    -- Deuc

    Quote Originally Posted by Peeta Melark View Post
    Andy this is a huge exploit that Deucalion has posted. Why aren't you editing or deleting it?

    "Thank you for your constantly supporting on Tynon!"

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