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Three Mercedes VS. Horntail
#81
Even Wrote:100% x 2 > 200% x 1 when using potential items. Over the past year nexon have changed so many skills to hit more than once which means the skills can become useful again when it does 999999 x 3 instead of just 999999. When a bowmaster hits 999999 with hurricane, hes basicly done and doesnt need to upgrade gear anymore because he cant go futher. Mercedes however can do twice as much because its 2x arrows 100% instead of 1... Does nexon think about this before making things like this or are they doing this on purpose so people can abuse it? <.<
I know the chance of an avg person getting this is pretty low, but what the hell is the point of making a hero when hitting dmg cap isnt a challenge anymore with avg pot gear? They should make aran final blow do 100% x 8 instead of 1 x 800%, that will make people think, "hm maybe this job is good after all".

I bolded all the ridiculous things that stood out. I don't know what you consider average, but I don't consider average to be 200%+ with well scrolled items and a perf'd, 8 star weapon.
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#82
White Wrote:I bolded all the ridiculous things that stood out. I don't know what you consider average, but I don't consider average to be 200%+ with well scrolled items and a perf'd, 8 star weapon.

Sorry but Im not that informed about how easy it is to get potential stuff etc but I was just trying to make an example how pot gear can make classes with most hits per sec do most dmg even tho they are bad early on. Like if a battlemage somehow manage to do 6x 999999 he will do more dmg per sec than a hero would do, which is kinda strange when heroes are stronger in general.

Edit: If paladins had their old 6xx%(?) skill instead of the new 3x 2xx%(?)their potential to do 999999 in one hit would be easier to achieve. But when its 3x 2xx%(?) the potential to hit past 999999 with one move is unlocked. The only way to solve this problem would be to remove the dmg cap and let everyone pass 999999 even tho its not as easy as I thought.
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