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[1.2.276] More rebalancing - Printable Version

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[1.2.276] More rebalancing - Magatia - 2009-12-29

Devil Wrote:Hmmm... But what if the monster is weak to lightning and elemental advantage is FULLY kept?

Old:
580*1.25*1.5 = 1087.5% to lightning weak

New:
Lightning Charge = 1.25 * 0.5 = 0.625
Holy Charge = 1.5 * 0.5 = 0.75

Combined Lightning Holy Charge = 1.375

580*1.375*1.5 = 1196.25% to lightning weak

More damage to Anego / Crow / Headless Horseman... Smile

Elemental composition doesn't work like that, it has half elemental advantage, and is a dual element attack too. Should be the same in this case.


[1.2.276] More rebalancing - KaidaTan - 2009-12-29

Magatia Wrote:Elemental composition doesn't work like that, it has half elemental advantage, and is a dual element attack too. Should be the same in this case.
And unless the monster is weak to Holy+Lit, that would make double-elementing totally useless. I don't think it works like Devil hopes it works.

This buff might be too big though. Now they've made it so that Pallies are only a little weaker than Bowmasters on single targets. And why are DrKs left in the dust? They should be at least as strong as Heroes.


[1.2.276] More rebalancing - Devil - 2009-12-29

Ice + Lightning Charge combined:

Old Ice weak:
550*1.1*1.5 = 907.5% to Ice weak

New:
Lightning Charge = 1.25 * 0.5 = 0.625
Ice Charge = 1.1 * 0.5 = 0.55

Combined Lightning Ice Charge = 1.175

580*1.175*1.5 = 1022% to Ice weak.

------------

Little (own) conclusion:
- Neutral: 770% > 870%
- Old Ice weak: 907.5% per Blast > New Ice Weak: 1022% per Blast.
- Old Lightning weak: 1031.25% per Blast > New Lightning Weak: 1196.25% per Blast.

P.S. If this example is not the case, and Lightning + Holy Charge can stack -without- any penalties, Paladins become the strongest melee characters on Neutral monsters (yes, neutral) and outdamage Hero's by 10%... So yeah, this can't be true... With Elemental weakness (Holy for example), Paladins would do 65% more damage then Hero's... This whole scenario sounds a little bit much unrealistic to me... So I stick to my own conclusion of only half elemental damage bonuses, and I hope for the sake of -game balance- that this is actually true... Unless Nexon is planning on rebalancing Shadowers / Buccaneers / DK's -AGAIN- the next patch...


[1.2.276] More rebalancing - Teppi - 2009-12-29

i wonder why did they choose thunder, if they want duo-charge why dont they let us code so that we can buff any charge but there can be two at a time. that way it'll give the paladins more benefits


[1.2.276] More rebalancing - CourageLess - 2009-12-29

Interesting , I smell threaten mules coming along Hurt
Anyway , what if the monster's immune or resistant to one of the elements (ice/fire/holy+thunder)?
I wonder how the damage would turn out to be like.
Then again , I do look forward to this .Shine


[1.2.276] More rebalancing - Lozmaster - 2009-12-29

Teppi Wrote:i wonder why did they choose thunder, if they want duo-charge why dont they let us code so that we can buff any charge but there can be two at a time. that way it'll give the paladins more benefits

Because ice is too weak and freezes, and a lot more monsters are weak to fire rather than lightning.


[1.2.276] More rebalancing - ¥-Striker-¥ - 2009-12-29

Get a skill at level 200!
One skill
i wan se for nls


[1.2.276] More rebalancing - Hazzy - 2009-12-29

Wow, dual charges and percentage based Threaten. I may go back to my Page....
For Fire Arrow, what do you mean by "Now shows different animations for when you hit levels 40 and 50."? Picspls?


[1.2.276] More rebalancing - Takebacker - 2009-12-29

Extremely interesting changes, but i'm extremely disappointed at the same time.


[1.2.276] More rebalancing - dpeterlin - 2009-12-29

I guess we need to wait to see how this plays out.
No matter how the charges stack or multiply or whatever I'm positive this news lived up to every Pallys expectations.


[1.2.276] More rebalancing - Takebacker - 2009-12-29

Patch notes on SW make this patch suck less for DrKs:

- Beholder's buff can now determine whether each users' pre-applied buff is better than beholders or not in order to avoid canceling pre-applied buffs if they are better than be holder's. However, if beholder's buff is better than the pre-applied buffs, the pre-applied buffs will be canceled and change to beholder's buff.


[1.2.276] More rebalancing - Hiepocrite - 2009-12-29

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[1.2.276] More rebalancing - Takebacker - 2009-12-29

Hiep Wrote:I wonder what's going to be the new lolclass..

Buccaneers.


[1.2.276] More rebalancing - Schrono - 2009-12-29

MetaSeraphim Wrote:More Marauder/Bucc changes? Lol, they already changed them once and they said they weren't going to change them again.

Magicians and Shadowers have had changes in both of the kmst patches, proving that the statement, "the classes that have had changes made in the first kmst patch will not be changed further in other patches," to be false.


[1.2.276] More rebalancing - KaidaTan - 2009-12-29

Takebacker Wrote:Patch notes on SW make this patch suck less for DrKs:

- Beholder's buff can now determine whether each users' pre-applied buff is better than beholders or not in order to avoid canceling pre-applied buffs if they are better than be holder's. However, if beholder's buff is better than the pre-applied buffs, the pre-applied buffs will be canceled and change to beholder's buff.
That doesn't make up for the fact that they're still 85ish% as strong as Heroes while needing to keep their HP low. If you have to jump through hoops just to use your buffs, they'd better be good buffs!


[1.2.276] More rebalancing - Takebacker - 2009-12-29

KaidaTan Wrote:That doesn't make up for the fact that they're still 85ish% as strong as Heroes while needing to keep their HP low. If you have to jump through hoops just to use your buffs, they'd better be good buffs!

There isn't much room as far as i can see for making DrKs stronger. Increase crusher/fury damage and they're overpowered as f'uck in 3rd job. Raising the HP % and/or damage % for berserk anymore is just retarded. Making sacrifice awesome doesn't really affect the majority of DrKs as far as bossing goes. What else is there?


[1.2.276] More rebalancing - KaidaTan - 2009-12-29

Takebacker Wrote:Raising the HP % and/or damage % for berserk anymore is just retarded.
I was just thinking make Berserk 225% to 240% or so. Just barely enough to make them about as strong as Heroes without SI. Why is that retarded?


[1.2.276] More rebalancing - Dusk - 2009-12-29

KaidaTan Wrote:That doesn't make up for the fact that they're still 85ish% as strong as Heroes while needing to keep their HP low. If you have to jump through hoops just to use your buffs, they'd better be good buffs!

I don't remember the difference being so large.


[1.2.276] More rebalancing - Takebacker - 2009-12-29

KaidaTan Wrote:I was just thinking make Berserk 225% to 240% or so. Just barely enough to make them about as strong as Heroes without SI. Why is that retarded?

Well first of all, i don't think there's a single buff in the game that raises ones damage that high. Second of all, i'm not really a fan of just bumping up %s, especially for DrKs. If they want to increase damage i would rather they speed up crusher rather than make it do more damage. Arans full swing double stabs insanely fast compared to crusher.


[1.2.276] More rebalancing - Bribery - 2009-12-29

Beholder's Buff was the only thing that needed changing with DrKs IMO. They have the most useful and most important party buff in the game so there is no need for them to be as strong as Heroes.