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[1.2.323] (2) Moar Skill Balancing - Printable Version

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[1.2.323] (2) Moar Skill Balancing - FrozNlite - 2010-07-04

Dusk Wrote:No, you misunderstood my post. The boss would take damage per second as long as there's an active timer on it (server checks for DoT once per second). Spamming the same skill would just refresh the timer. Using a skill with a higher DoT would start a new timer. So yes, the DoT effect would operate on its own.

My apologies for reiterating your point, then Smile.

The only problem then is that we're still nowhere close to I/L DPS. Calculations I posted on SW:

 Spoiler

Abysseon Wrote:That's what I want to figure out as well.

Ex. An archmage ultimate takes 3 seconds to cast?

So the DoT in the next 10 seconds would need to outdamage the
missed paralyzes used to cast meteo. Difficult to see that
happening but it could occur.
*still no archmage vids... >=/*

Maths:

Assume 3 seconds to cast the ultimate plus another second delay before resuming normal Paralyze spam = 4 seconds of not spamming Paralyze gone to cast Meteor Shower.

80 Paralyze casts per minute/60 seconds in a minute = 1.333333333 casts per second

1.333333333 casts/second x 4 seconds x 720% damage per cast = a rounded 3840% damage within that time period from Paralyze with Paralyze DoT in effect.

Meteor Shower = one 1500% damage moment plus 10 seconds of 200% DoT. 1500% damage + (10 x 200%) = 3500% damage over the course of the cast.

In other words, it's slightly more beneficial to spam Paralyze. The only hink is the fact that this is assuming DoT stacks, which would mean that Paralyze DoT would continue while Meteor Shower is being cast. If this is the case, I believe we would omit the Paralyze DoT damage from the above 4 second Paralyze spamming casts, in which case the total damage 4 seconds of Paralyze spam would deal = 3120%. As that value is smaller than the Meteor Shower calculation, it appears it may just be better to take the few seconds needed to cast the skill for the DoT.

Again, assuming DoT elementally stacks.


[1.2.323] (2) Moar Skill Balancing - Cyanne - 2010-07-04

I don't think damage over time will stack, poison and burn from fire demon don't currently stack, and poison still turns the monster green in kMST as shown. Will be weird seeing all bosses with a green/red/blue tint o_o


[1.2.323] (2) Moar Skill Balancing - Abysseon - 2010-07-04

Quote:In other words, it's slightly more beneficial to spam Paralyze. The only hink is the fact that this is assuming DoT stacks, which would mean that Paralyze DoT would continue while Meteor Shower is being cast. If this is the case, I believe we would omit the Paralyze DoT damage from the above 4 second Paralyze spamming casts, in which case the total damage 4 seconds of Paralyze spam would deal = 3120%. As that value is smaller than the Meteor Shower calculation, it appears it may just be better to take the few seconds needed to cast the skill for the DoT.

Again, assuming DoT elementally stacks.

^This would be the best thing for archmage's ultimates.

Cyanne Wrote:I don't think damage over time will stack, poison and burn from fire demon don't currently stack, and poison still turns the monster green in kMST as shown. Will be weird seeing all bosses with a green/red/blue tint o_o

Would it be possible now that posion's formula has changed?:

Random_Overlord Wrote:DoT is calculated seperatly between different skills.

I don't know if it counts, but I used inferno's DoT alone side a NL's venom star, both DoT's weren't able to interupt each other.

Of course, this is all just in theory so I wouldn't be surprised if kms shows otherwise.


[1.2.323] (2) Moar Skill Balancing - Cheesecake - 2010-07-04

Cyanne Wrote:I don't think damage over time will stack, poison and burn from fire demon don't currently stack, and poison still turns the monster green in kMST as shown. Will be weird seeing all bosses with a green/red/blue tint o_o
Just to clarify, are you saying that burn and poison currently doesn't stack in kmst, or gms? If it's kmst then is there an ss D:? Also the issue of the tint can easily be resolved with some minor tweaks. I mean they made entirely new skills so I can't imagine it being difficult to adjust DoT tints. Please don't take my stacking away ;-;


[1.2.323] (2) Moar Skill Balancing - donovan - 2010-07-04

Things that still need to happen with Archmages/Bishops
1. Removal of Big Bang from AM
2. Addition of Holy Element onto Big Bang
3. Switching the Summons back for AM
4. Decreasing the Matk increase from Blessing
5. Addition of new buff skill for Archmage's Matk
6. Change Magic Composition to a buff, that allows you to add your secondary element (Lighting/Poison) to your attack

1. Skill is useless for Archmages with AMP and Ele Wands elemental attacks will always out damage a neutral Magic Attack
2. I think the skill looks Holy and should be Holy, it will be Bishop's main training skill so why not give it a bonus for them
3. I love the story line mostly, but the increase in damage and variability are also a plus
4. Bless giving more of an advantage than Medi is senseless, Archmages are the attackers
5. With the removal of Big Bang something has to fill the void, a skill that you could put 1 point into and notice an increase in damage would be awesome
6. Magic Compo is useless this turns every skill into a composition and gives Archmages more incentive to train on Ele-weak monsters.


[1.2.323] (2) Moar Skill Balancing - Will - 2010-07-04

Jesus.
Isn't this the millionth time someone's said that.
Anywho, I feel bad for the F/Ps and Drks.
Sure, they got buffs, but it was nothing too drastic IMO.
At least theyre still a pretty cool class.


[1.2.323] (2) Moar Skill Balancing - Abysseon - 2010-07-04

donovan Wrote:3. Switching the Summons back for AM

No, I always preferred elquines.

F/P has the mob ability of paralyze making elquines' freeze unnecessary for them.


[1.2.323] (2) Moar Skill Balancing - Bremze - 2010-07-04

FrozNlite Wrote:Maths:

Assume 3 seconds to cast the ultimate plus another second delay before resuming normal Paralyze spam = 4 seconds of not spamming Paralyze gone to cast Meteor Shower.

80 Paralyze casts per minute/60 seconds in a minute = 1.333333333 casts per second

1.333333333 casts/second x 4 seconds x 720% damage per cast = a rounded 3840% damage within that time period from Paralyze with Paralyze DoT in effect.

Meteor Shower = one 1500% damage moment plus 10 seconds of 200% DoT. 1500% damage + (10 x 200%) = 3500% damage over the course of the cast.

In other words, it's slightly more beneficial to spam Paralyze. The only hink is the fact that this is assuming DoT stacks, which would mean that Paralyze DoT would continue while Meteor Shower is being cast. If this is the case, I believe we would omit the Paralyze DoT damage from the above 4 second Paralyze spamming casts, in which case the total damage 4 seconds of Paralyze spam would deal = 3120%. As that value is smaller than the Meteor Shower calculation, it appears it may just be better to take the few seconds needed to cast the skill for the DoT.

Again, assuming DoT elementally stacks.

Now adjust that for 75% damage to bosses, that doesn't apply to DoT, and Meteor looks even more viable.


[1.2.323] (2) Moar Skill Balancing - andyandythin - 2010-07-04

woah, on MOST monsters theres 10% dmg decrease and 25% decrease on bosses? you'll never get a chance to see how much dmg u can do


[1.2.323] (2) Moar Skill Balancing - Takebacker - 2010-07-04

andyandythin Wrote:woah, on MOST monsters theres 10% dmg decrease and 25% decrease on bosses? you'll never get a chance to see how much dmg u can do

Unless you use a skill that ignores defense.


[1.2.323] (2) Moar Skill Balancing - Shidoshi - 2010-07-04

andyandythin Wrote:woah, on MOST monsters theres 10% dmg decrease and 25% decrease on bosses? you'll never get a chance to see how much dmg u can do

Unless you get a calculator and multiply your damage range.


[1.2.323] (2) Moar Skill Balancing - Zeanion - 2010-07-04

[quote=donovan]Things that still need to happen with Archmages/Bishops
2. Addition of Holy Element onto Big Bang

no no no! Big bang needs to stay neutral otherwise bishops are limited to using claw on holy strong bosses/enemies. For instance, those flying rocks at zak, few bosses in dojo, APQ, Those tanks in 'dangerous city' ect. There may not be a whole lot of holy strong/neutral enemies but I think the option of having big bang being neutral is a good option to have. I believe angel ray, Bahamut and our now occasional Gen will be sufficient for our holy training needs. Unless of course there was a magical switch we could press to toggle big bang to be holy or neutral Wink


[1.2.323] (2) Moar Skill Balancing - Dusk - 2010-07-04

donovan's suggested changes are completely backward and pretty much leave us playing the exact same game we're playing (or not playing) now.


[1.2.323] (2) Moar Skill Balancing - Rigumaro - 2010-07-04

I don't know who asked if Hypnotize worked on bosses. But anyways, it doesn't. Also, since it's based on monster's attack and not yours, hypnotized monster damage sucks. An hypnotized phantom watch does around 1,5k per attack.

Also, grenade and flame shot DoT don't stack. Flame shot overrides Grenade's DoT, cause it's stronger. But is curious. Since Grenade DoT last longer, when Flame shot's one ends, grenade is still there for a couple more seconds


[1.2.323] (2) Moar Skill Balancing - Alloy - 2010-07-04

Rigumaro Wrote:I don't know who asked if Hypnotize worked on bosses. But anyways, it doesn't. Also, since it's based on monster's attack and not yours, hypnotized monster damage sucks. An hypnotized phantom watch does around 1,5k per attack.

Also, grenade and flame shot DoT don't stack. Flame shot overrides Grenade's DoT, cause it's stronger. But is curious. Since Grenade DoT last longer, when Flame shot's one ends, grenade is still there for a couple more seconds

UHM... Maybe they DO stack, but only one is visible... Worth a test or two, I think.


[1.2.323] (2) Moar Skill Balancing - Cheesecake - 2010-07-04

donovan Wrote:Things that still need to happen with Archmages/Bishops
1. Removal of Big Bang from AM just no.
2. Addition of Holy Element onto Big Bang i think it is in the intrest of bishops to have a strong neutral attack, since they don't have elemental reset like AMs do and the alternative would be magic claw :/
3. Switching the Summons back for AMI don't mind what nexon does to this either way. Mage summons never had that big of an impact and apparantly they both have DoT so itsallgood
4.Increase the Matk increase from Blessing
5. Addition of new buff skill for Archmage's MatkI don't think mages need medi as pt skill, leave that to bishops. Instead have a skill like ele amp add 1 matk for every skill lvl, similiare to weapon mastery and accuracy.
6. Change Magic Composition to a buff, that allows you to add your secondary element (Lighting/Poison) to your attackThis does nothing to benifet mages, the ele cancel skill is all we need Tongue.



[1.2.323] (2) Moar Skill Balancing - arbaji - 2010-07-04

just to clearify, Snipe still deals 999k max damage on regular mobs, but 500k on bosses? And still has a 10sec cooldown?


[1.2.323] (2) Moar Skill Balancing - Abysseon - 2010-07-04

Cheesecake Wrote:don't mind what nexon does to this either way. Mage summons never had that big of an impact and apparantly they both have DoT so itsallgood

Summons now have DoT?


[1.2.323] (2) Moar Skill Balancing - FrozNlite - 2010-07-04

Bremze Wrote:Now adjust that for 75% damage to bosses, that doesn't apply to DoT, and Meteor looks even more viable.

Again, assuming DoT elementally stacks. We don't know anything yet, and if it doesn't stack then that pretty much kills using Meteor Shower every 30 seconds for DoT DPS at bosses.

Dusk Wrote:donovan's suggested changes are completely backward and pretty much leave us playing the exact same game we're playing (or not playing) now.

Not only that, but he's mentioning things that have already occurred (MATK decrease for Blessing) and is essentially trying to turn AMs into Paladins. Useless suggestions are useless.


[1.2.323] (2) Moar Skill Balancing - Rigumaro - 2010-07-04

Alloy Wrote:UHM... Maybe they DO stack, but only one is visible... Worth a test or two, I think.

Well, you may be right... Testing this is hard, cause I don't really have a way to know the exact hp a monster has after I attack it. I tried again and seems like they maybe stack, just only one shows.