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SlayerZach Wrote:I could've sworn CWK PQ's Hsalf (Thief Boss) was mage intended because he has a lot of Weapon Defense.
Unfortunately, like Anego, he runs afoul of the game's wdef cap. No player or monster can have more than 1999 wdef (-900-1100 base damage).
If he worked as intended, he would be -3500~4500 base, effectively making most 13x unable to fight him without apples.
And uh... elemental weakness is not the reason mages/paladins are bad at bosses. That would be because their single target attacks do terrible damage compared to other classes.
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Stereo Wrote:Unfortunately, like Anego, he runs afoul of the game's wdef cap. No player or monster can have more than 1999 wdef (-900-1100 base damage).
If he worked as intended, he would be -3500~4500 base, effectively making most 13x unable to fight him without apples.
And uh... elemental weakness is not the reason mages/paladins are bad at bosses. That would be because their single target attacks do terrible damage compared to other classes.
Yeah, the Wdef thing is true. But Blast is on par with a Hero's Brandish on elementally weak monsters.
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Archmages and paladins being just on par, if not below par, on even elementally weak bosses makes no sense at all when they should be excelling on them. The problem mostly lies in the huge jump between elemental weakness bonus and elemental neutrality. A better idea would be to lower the elemental bonus to 1.25 while increasing the overall damage of paladins and archmages by like 40%.
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Cyanne Wrote:Archmages and paladins being just on par, if not below par, on even elementally weak bosses makes no sense at all when they should be excelling on them. The problem mostly lies in the huge jump between elemental weakness bonus and elemental neutrality. A better idea would be to lower the elemental bonus to 1.25 while increasing the overall damage of paladins and archmages by like 40%.
I heartily agree. Also, Paladin elements could be adjusted so that Fire/Lit/Holy do similar amounts of damage, but have different attributes like burn or 5% crit or something (just to make them a bit different from each other), so that they aren't so dependent on monsters being weak to Holy and actually do good damage on Fire/Lightning weak monsters instead of doing like the same as Heroes.
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I wouldn't mind having a few elementally weak bosses just to even things out. Mages (not including Bishops) deserve to have their own shining moment. Perhaps a Monster with multiple bodies and high weapon defence, low elemental resistance, and low magic defence should come out. Then everywhere in Maple Archmages will cheer.
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Flaxative Wrote:I wouldn't mind having a few elementally weak bosses just to even things out. Mages (not including Bishops) deserve to have their own shining moment. Perhaps a Monster with multiple bodies and high weapon defence, low elemental resistance, and low magic defence should come out. Then everywhere in Maple Archmages will cheer.
Yes, someone who understands our pain. Atleast give us like 3 Multi-Bodied bosses for our glory and entertainment.
Also, about the paladin idea, I think that'd be wonderful! This will actually make player create more pallys. I'm making one, 62 page.
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While I wouldn't mind have ing a page, I'm not the type to make one. First of all, I haven't made any characters past 70. Secondly, Pages aren't really the best class, and are rather hard to train.
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2009-10-12, 12:10 AM
(This post was last modified: 2009-10-12, 12:17 AM by Stereo.)
Cyanne Wrote:The problem mostly lies in the huge jump between elemental weakness bonus and elemental neutrality. A better idea would be to lower the elemental bonus to 1.25 while increasing the overall damage of paladins and archmages by like 40%.
Yeah seriously, being able to cut your damage to 1/3 because of across-the-board-resistance is even worse than the "neutral resistant" package which is only 1/2 damage (ok, so it cuts paladin damage to 1/6 with Holy. shh) And only 3 monsters (2x elemental thanatos, 1x Pink bean) even have neutral resistance, but a ton are elemental-resist.
Rebalancing elemental so the difference from resistant to weak is only half (or more) would be a good start. like say, 75%-100%-150%, or 80-100-120. And then bumping up base damage to keep the new "weak" damage consistent - if Paladins were doing 1155% on Holy, but 962% on Neutral, they would still be weaker than Heroes (990%, and can hit 3x as many mobs at once), but not obscenely so, like the current 770% (wow, 770% 1 target vs. 990% 3 targets Hero / 1030% 3 targets DK (normalized for formula, but weapon speed of DK tends to be slower)).
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