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[1.2.322] Moar Skill Balancing - Printable Version

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[1.2.322] Moar Skill Balancing - JoeTang - 2010-07-01

ghostofhalo Wrote:I couldn't agree more, though my only concern is not the DPS, but the damage reduction. The less damage you cause, the more overall damage is reduced. Basically, if a monster reduces 2,000 damage, then a faster attack that did 5,000 damage would be far worse than an attack that did 10,000 but was twice as slow. If damage reduction was all percentage base, there wouldn't be an issue. I see why Nexon did it, I just was hoping for a better alternative. I just hope there's no issues with keeping a boss (Bigfoot for example) in knockback with a slower speed.

Hazzy Wrote:I thought damage reduction was entirely based on skill percentage. o-o

Damage reduction is applied to your damage range. So if you have a faster, weaker skill vs a stronger, slower skill, eg
100%@100ms vs 1000% @ 1000ms, damage range 1000~1000, both would do 1000000/s. If defense reduced damage by 500, you would subtract that from the damage range so now it's 500~500, and both would still be doing the same 500000/s.


[1.2.322] Moar Skill Balancing - chrisloup - 2010-07-01

Hazzy Wrote:Refer to ShiKage's post to see why adding Luk for accuracy is a waste of time. .

where exactly is this post, I've search by user but i find nothing relevant.


[1.2.322] Moar Skill Balancing - Takebacker - 2010-07-01

Justins post proves nothing. O_o The fact that i needed to pump that much luck from 36 base just so that i wouldn't miss any more proves the opposite of what justin said. Justins example only applies for weapon classes, apparently.


[1.2.322] Moar Skill Balancing - Hazzy - 2010-07-01

Takebacker Wrote:Justins example only applies for weapon classes, apparently.

Well that's a really weird way of doing things. Let everyone hit mobs their level and under 100%... except for Mages. :|


[1.2.322] Moar Skill Balancing - ghostofhalo - 2010-07-01

JoeTang Wrote:Damage reduction is applied to your damage range. So if you have a faster, weaker skill vs a stronger, slower skill, eg
100%@100ms vs 1000% @ 1000ms, damage range 1000~1000, both would do 1000000/s. If defense reduced damage by 500, you would subtract that from the damage range so now it's 500~500, and both would still be doing the same 500000/s.
Seems a little odd to subtract it from the damage range. That's now how mob damage works, right? If a character has 500 def, that takes it off of the mob's total damage, not the mob's attack power, right?


[1.2.322] Moar Skill Balancing - Random_Overlord - 2010-07-01

Bowmen got the shaft in this one....

Vengance just got a "personal space" increase. Now I can go to japan and go "Then Indiana Jones saw Godzilla sneaking up from behind and tried to find his gun in which he couldn't find."
Concentrate got 10 more w.att, big whoop, theres still a big hefty cooldown.
And we got the Marksmen def-ignoring skill which isnt really needed since defence is easily outmatched by Level and attack rate.

On the good side though, we still got 100% in a skill we can use at zakum to get a supposed increase in hurricane right? =/
Now if only sharp eyes added more than 30% damage... hm.......


[1.2.322] Moar Skill Balancing - JoeTang - 2010-07-01

Random_Overlord Wrote:Bowmen got the shaft in this one....

Vengance just got a "personal space" increase. Now I can go to japan and go "Then Indiana Jones saw Godzilla sneaking up from behind and tried to find his gun in which he couldn't find."
Concentrate got 10 more w.att, big whoop, theres still a big hefty cooldown.
And we got the Marksmen def-ignoring skill which isnt really needed since defence is easily outmatched by Level and attack rate.

On the good side though, we still got 100% in a skill we can use at zakum to get a supposed increase in hurricane right? =/
Now if only sharp eyes added more than 30% damage... hm.......

Presumably, Marksmanship allows Marksmen and Bow Masters to bypass PDRate. Thus, you have a 20% chance to do 100% damage instead of 75%-defense, which would always be the case without any Marksmanship.


[1.2.322] Moar Skill Balancing - Worthyness - 2010-07-01

this means that marksmanship is an overall better skill for bowmasters seeing as hurricane shoots more (lol not really anymore) in rapid succession?


[1.2.322] Moar Skill Balancing - Random_Overlord - 2010-07-01

Worthyness Wrote:this means that marksmanship is an overall better skill for bowmasters seeing as hurricane shoots more (lol not really anymore) in rapid succession?

It seems that way.

We need SP by the way to even things out.... Rolleyes

OR WAIT!!! I know.... Stagger damage!!! Do extra damage on foes you knock back with hurricane! Biggrin
Damn, forgot, bosses like zakum can't be knocked back... Frown


[1.2.322] Moar Skill Balancing - Hazzy - 2010-07-01

Worthyness Wrote:this means that marksmanship is an overall better skill for bowmasters seeing as hurricane shoots more (lol not really anymore) in rapid succession?

It will ignore defense more, but the boost from ignoring defense is smaller. It balances out.
Given that Hurricane and UltraStrafe are the same %/s, they'd have the same boost in damage.


[1.2.322] Moar Skill Balancing - Alilatias - 2010-07-01

Random_Overlord Wrote:It seems that way.

We need SP by the way to even things out.... Rolleyes

OR WAIT!!! I know.... Stagger damage!!! Do extra damage on foes you knock back with hurricane! Biggrin
Damn, forgot, bosses like zakum can't be knocked back... Frown

Which is exactly why I want them to do this to Hamstring. Kill two birds with one stone - Make Hamstring actually USEFUL, and help balance the situation between BMs and MMs as it currently stands.

(I didn't take into account Vengeance when I said 'balance', seeing as I don't think anyone here really knows how it even works yet.)

7 - Hamstring: Keep the slow rate and amount of speed decreased the same. Make the Slow effect work on bosses. Additionally, while the Hamstring buff is active, you should inflict 10% additional damage to monsters with 75 Speed or less. If the monster has 45 Speed or less, the amount of additional damage inflicted is increased to 15%.
- Immobile enemies should be considered as having less than 45 Speed, for obvious reasons.
- Mages' Slow should be turned into an active skill, and should also have a similar additional damage effect.


Oh, and do this to Blind for the lulz (not to mention everyone would want to invite a MM to a major boss fight if they do this, regardless of DPS).

6 - Blind: Keep the chance to Blind the same. Make it work on bosses. Instead of lowering their accuracy (I'm assuming Threaten still does that), make it give the enemy's attacks a flat miss rate. 20% sounds good.
- Since this is calculated with enemy attacks and not calculated on the players themselves, it could be possible to see an enemy area of effect attack miss EVERYONE in range when this kicks in.



[1.2.322] Moar Skill Balancing - Random_Overlord - 2010-07-01

Hazzy Wrote:It will ignore defense more, but the boost from ignoring defense is smaller. It balances out.
Given that Hurricane and UltraStrafe are the same %/s, they'd have the same boost in damage.

You forgot that vengance could actualy enhance Hurricane like a corsair using bullseye.

A 50% chance to do 520% damage max an arrow on mobs/stationary bosses.
If you count S.E., which adds 30% at the moment I guess. T.T Thats about 550% per arrow at a 50% rate maximum.

IF vengance actualy works that way...


[1.2.322] Moar Skill Balancing - Wheels1 - 2010-07-01

Fiel Wrote:New skill --> Combat Orders - Right now it has the same visual aesthetics as Maple Hero, but I'm sure that will change in the future. It's a party skill that increases all of the party's skill levels by +2 at max. However, it cannot increase the skill level beyond its maximum. This is a third job skill.

Finally, Paladins get a party skill new called Combat Orders (not counting Maple Warrior). However, if it doesn't make maxed skills level 32, people will put points on their skills 28, which makes Combat Orders not that useful, just like Reverse weapons giving skills.


[1.2.322] Moar Skill Balancing - Kalovale - 2010-07-01

Wheels1 Wrote:Finally, Paladins get a party skill new called Combat Orders (not counting Maple Warrior). However, if it doesn't make maxed skills level 32, people will put points on their skills 28, which makes Combat Orders not that useful, just like Reverse weapons giving skills.

Which is much more available than a 10% chance every 450m wasted.


[1.2.322] Moar Skill Balancing - andyandythin - 2010-07-01

things keep getting buffed and debuffed and nerfed and made OP... hmm i wonder when the end result comes..


[1.2.322] Moar Skill Balancing - JoeTang - 2010-07-01

Silly Nexon. It's called Battle Command.


[1.2.322] Moar Skill Balancing - Kalovale - 2010-07-01

[Image: Ovs.jpg]

c


[1.2.322] Moar Skill Balancing - IllegallySane - 2010-07-01

JoeTang Wrote:Silly Nexon. It's called Battle Command.

Maplestory is not awesome enough to use that name.


[1.2.322] Moar Skill Balancing - Dusk - 2010-07-01

Random_Overlord Wrote:You forgot that vengance could actualy enhance Hurricane like a corsair using bullseye.

A 50% chance to do 520% damage max an arrow on mobs/stationary bosses.
If you count S.E., which adds 30% at the moment I guess. T.T Thats about 550% per arrow at a 50% rate maximum.

IF vengance actualy works that way...

Vengeance is a passive skill that knocks monsters away from you.

Wheels1 Wrote:Finally, Paladins get a party skill new called Combat Orders (not counting Maple Warrior). However, if it doesn't make maxed skills level 32, people will put points on their skills 28, which makes Combat Orders not that useful, just like Reverse weapons giving skills.

What are you on about? Put 20 points into the skill, get 2 points back in every skill in your entire skillbook and a small buff to party members who haven't maxed all of their skills yet. There's a lot more than 10 skills in your skillbook, so you lose nothing by maxing this skill.


[1.2.322] Moar Skill Balancing - Random_Overlord - 2010-07-01

Combat orders would really be more usefull in training partys than a pinkbean exp. Which makes more sense really? Giving +2 SP to party members in a heated boss battle that have already maxed all their needed skills?

Or going to newts and giving Lv 12X nightlords, bishops, and corsairs an extra 2 SP in skills they havent even maxed yet?

It could be very usefull, but 2 SP is a small number in most cases where you'd have to have 9 - 10 or 19 - 20 SP in a skill in order to gain any use.

They should increase it to 10 Sp.

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