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Least Played Class after New Update?
One would think a 4.6% damage increase is heaven-sent. Oh dear me.

Just for the record, I was never complaining about Drk's suckiness, because in my opinion, we do not. We just aren't made purely for HB. Get your facts straight.
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Remember, just like it's silly for us to start decrying the death of DrKs, it's just as silly for you to pass judgment that we are still "on par" with the other warriors. For all you know, we sacrificed our old playstyle for more survivability and a weaker zerk.

That being said, you'll excuse me if I don't exactly find those videos that inspirational. It's hard to tell right now because she has a higher range than I do, but with crushers just as strong as mine right now. We'll have to see real comparisons after testing is over.
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What I noticed is that all classes (except gunslingers, I think) Now have a particularly exclusive party buff. Threaten... Combat orders... HB... Haste... Rage... Bless... That new mage skill to buff buff durations... Sharp eyes...

I dunno, it feels interesting.
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Alloy Wrote:What I noticed is that all classes (except gunslingers, I think) Now have a particularly exclusive party buff. Threaten... Combat orders... HB... Haste... Rage... Bless... That new mage skill to buff buff durations... Sharp eyes...

I dunno, it feels interesting.

that is true. also very interesting. anyone here test if hynotize work on boss? LOL. like dot for poison?
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IllegallySane Wrote:I was being very conservative. It can possibly stack much higher than that. Also, what is so bad with a 3.5-7% DPS increase? My god people at WoW jizz their pants at such a small increase, although that's mostly because 3.5%-7% more DPS can easily push a class to #1 on the chart since classes there are much closer to each other in terms of total DPS. >.>

You answered the reason why just there xD. In Maple, 3.5%-7% increase in DPS when you're already at the bottom means you're STILL at the bottom.
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mamaloki Wrote:that is true. also very interesting. anyone here test if hynotize work on boss? LOL. like dot for poison?

Hypnotize never did DoT damage. All it does to bosses is de-aggro them.

I could care less about having a party buff.
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Dusk Wrote:I could care less about having a party buff.

Actually, of course you wouldn't. But giving a boost to your party is always nice. Not helping yourself, but helping others.

Like nice guys do, you know.
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Alloy Wrote:What I noticed is that all classes (except gunslingers, I think) Now have a particularly exclusive party buff. Threaten... Combat orders... HB... Haste... Rage... Bless... That new mage skill to buff buff durations... Sharp eyes...

I dunno, it feels interesting.

Even then I think that Corsairs sacrifice not having a party buff for incredible attack speed and DPS.
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NLs have 15% ignore def on TT. The reflect skill does 1300 and seams to work on mg atk now. And if venom works on bosses thats just lulz Big Grin Maybe we wont be like 7th place like that dudes chart says.
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Due to the critical damage nerf, I thought Aran's popularity will decrease significantly, even snow charge is increased from 110% to 145%,
Aran's post big bang DPM is scarcely comparable to that of some massively buffed class (i.e, Corsair, MM).

Aran used to be 2nd or 3rd highest DPM class (below corsair but pretty close), but after the big bang patch, I think Aran's DPM will merely be ranking 8th or 9th....
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youngtse Wrote:Due to the critical damage nerf, I thought Aran's popularity will decrease significantly, even snow charge is increased from 110% to 145%,
Aran's post big bang DPM is scarcely comparable to that of some massively buffed class (i.e, Corsair, MM).

Aran used to be 2nd or 3rd highest DPM class (below corsair but pretty close), but after the big bang patch, I think Aran's DPM will merely be ranking 8th or 9th....

Do you mean "even though snow charge was increased", or that it decreased? I'm not sure how a buff to a skill makes them less popular.
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Kitteh Wrote:Remember, just like it's silly for us to start decrying the death of DrKs, it's just as silly for you to pass judgment that we are still "on par" with the other warriors. For all you know, we sacrificed our old playstyle for more survivability and a weaker zerk.

That being said, you'll excuse me if I don't exactly find those videos that inspirational. It's hard to tell right now because she has a higher range than I do, but with crushers just as strong as mine right now. We'll have to see real comparisons after testing is over.

Lol those videos don't inspire me at all, even with the 60-70k uncrit furies, that mob of skeles at the bottom took so long to kill compared to how I kill them in GMS now w/ crusher.
I'm really disappointed with the drk updates because it looks just the same to me. Except more crits. Lol.
And Kalo, I made my drk because my i/l couldn't HT and I really wanted to. Having HB allowed me to boss so early. And I've been HTing with our squad since I was 102, now I'm 190. There's a lot less heroes being taken to our HT runs than back when because all of the dark knights we bring can easily serk the whole run and a lot of the NLs can take leg stomps, meaning less melee needed @ legs. I do feel like an HB mule a lot of the times @ HT but I know I'm useful. Not easy HBing 3-4 parties on a Lvl. 80 mule that has no stance. And I KNOW I do decent damage. 110k+crits? But take me out of HT and all I hear is LOLDRK @ BF or other places where my HB doesn't matter.
From what I see in Windia, people already prefer all other warrior classes before DRKs. HB is useful but I wish I was more than just an HBer, and all I've been feeling from these revamps is just disappointment.
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I'm going to go ahead and stock up on knuckle 60%s just in case buccs get bandwagon'd.
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Kitteh Wrote:Do you mean "even though snow charge was increased", or that it decreased? I'm not sure how a buff to a skill makes them less popular.

Actually it is not a buff if you factor in the critical damage nerf

Overswing average damage before the big bang, the 200% below refer to aran's critical damage which is constant 200%
First swing = (100% * 0.3) + ((100%+200%) * 0.7) = 240%
Double swing = ((170% * 0.3) + ((170%+200%) * 0.7)) * 2 = 620%
Triple swing = ((240% * 0.3) + ((240%+200%) * 0.7) * 2 = 760%
Total damage = 240%+620%+760% = 1620%, with snow charge 1.1 multiplier, the damage is 1620%*1.1 = 1782%

Overswing average damage after the big bang, the 45% below refer to aran's average critical damage which is (40%+50%)/2
First swing = (100% * 0.35) + ((100%+45%) * 0.65) = 129.25%
Double swing = ((215% * 0.35) + ((215%+45%) * 0.65)) * 2 = 488.5%
Triple swing = ((265% * 0.35) + ((265%+45%) * 0.65) * 2 = 588.5%
Total damage =129.25%+488.5%+588.5% = 1206.25%, with snow charge 1.45 multiplier, the damage is 1206.25%*1.45 = 1750%

So actually it is a little nerf on overswing damageFrown
And I am not sure what is the correct critical rate for aran after big bang, someone said it is 5% base critical rate + 20% base combo critical + 40% critical at 100 combo (65% total), someone said the critical rate at 100 combo only add 30% (55% total), above calculation I took 65%, if it is 55%, then the damage is even lower....

If you also take the combo finisher nerf into account, all aran get at this big bang patch is nerf and nerf and nerf....
Compared to massive buff on other class , aran is pathetic now...
Lolaran!:f6:
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youngtse Wrote:And I am not sure what is the correct critical rate for aran after big bang, someone said it is 5% base critical rate + 20% base combo critical + 40% critical at 100 combo (65% total), someone said the critical rate at 100 combo only add 30% (55% total), above calculation I took 65%, if it is 55%, then the damage is even lower....

It's 65.

And this is if critical works exactly the same post-revamp. Aren't some people saying critical formulas are going to be different or something?
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rowenaxmarie Wrote:Lol those videos don't inspire me at all, even with the 60-70k uncrit furies, that mob of skeles at the bottom took so long to kill compared to how I kill them in GMS now w/ crusher.
I'm really disappointed with the drk updates because it looks just the same to me. Except more crits. Lol.
And Kalo, I made my drk because my i/l couldn't HT and I really wanted to. Having HB allowed me to boss so early. And I've been HTing with our squad since I was 102, now I'm 190. There's a lot less heroes being taken to our HT runs than back when because all of the dark knights we bring can easily serk the whole run and a lot of the NLs can take leg stomps, meaning less melee needed @ legs. I do feel like an HB mule a lot of the times @ HT but I know I'm useful. Not easy HBing 3-4 parties on a Lvl. 80 mule that has no stance. And I KNOW I do decent damage. 110k+crits? But take me out of HT and all I hear is LOLDRK @ BF or other places where my HB doesn't matter.
From what I see in Windia, people already prefer all other warrior classes before DRKs. HB is useful but I wish I was more than just an HBer, and all I've been feeling from these revamps is just disappointment.

It's only because you have connections to go to HT. An average player would not make a Drk with a view to HT, at all. I'm not sure if you asked the squad before-hand whether you could join HT if/when you make a DK or took it for granted, but face it, you knew you would.
I have met over 10 Drks, higher leveled, richer, stronger than I am, have better internet than I do, yet never got to HT, at all.

All we are wanted for is HB, anything else we do (decent training, decent DPS, aesthetically appealing crits, etc etc) are just to add the "glorified" part before the HBmule title; and, one might think, not only does that not inspire new players to join our class, it further pushes them away.

To be clear, personally, I think existing Drks are fine, we already sucked and we put up with it just fine, there's a point where you can't suck anymore. I'm actually liking the new changes that spice up our gameplay. But this thread's topic is entirely irrelevant to that.
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Bountyan Wrote:It's 65.

And this is if critical works exactly the same post-revamp. Aren't some people saying critical formulas are going to be different or something?

http://www.youtube.com/watch?v=9KCytvFgOWA
Based on above KMST video I saw at youtube (though it was before 1.2.322 I thought, because from the status window, I saw his critical damage is 5% only, not 25% as we expected),
the critical damage is pretty close to the value I estimate,
at 1:35, you can find his damage range is around 10000~12000
at 2:15, you can saw he scored a critical hit on double swing, the damage is 22369 and 27600(critical), before 1.2.322, the double swing damage is 200%,
27600/22369 is around 1.23, since (200%+20%)/200% = 1.1, (200%+50%)/200% = 1.25, the 1.23 value is in the +20%~+50% critical damage range

it used to be (170%+200%)/170% = 2.17 before big bang, this patch screwed up the class whose damage is heavily rely on critical....
which is Aran and NL, but NL got many buffs(their average base damage is increased by around 134% under the new damage range formula, which aran only got around 58% increase, not to mention the avenger boost, shadow mirror...,etc. And I don't count triple throw buff, since it is used to compensate the critical damage nerf on NL as well)
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Before the big bang patch:

Warrior vs DrK in dps:
Warrior brandish spam is faster than crusher, even though only hitting twice, it may not be as useful on mobs, but it certainly gets the job done on mobs, on bosses it's also much better. The Drk can only compare to the Hero while in bezerk mode, and even then the warrior still barely loses, if not surpasses the Drk in terms of damage.


Warrior vs Paladin in PvE:

Sanctuary every 20 seconds and the ability to charge elements made them superior here, the chief oblivions are weak to ice and lightning, ring a bell? Every 20 seconds they can basically set everything on the screen to 1hp, and their damage and rush spam+adv charge combo was just as good as a DrK's beserk.


Warrior vs Drk in tankability:
Palidans and Hero's don't really need HB to badly, while having lower hp than Drk's, they don't have to play with lower hp due to needing beserk, and can survive most of the strongest hits in the game. This makes it even more apparant with Achiles but that's not really a needed skill, the fact that it isn't needed should make my case more..



I don't know how well a paladin can boss, their blast skill looks just as good, if not a little worse than brandish, but they seem like solo jobs that aren't really needed in parties. I believe the Drk is like this in the same way, except the Drk has hyper body to cover for that. In conclusion, while they may be kinda good at stuff, they're only really noticed because they have HB. You can argue that DK's can be ''good'', but remove hyper body, replace it with a stackable weapon attack skill, and I guarentee you the amount of DrK's getting to boss runs will be reduced by a massive percentage.
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The new Blast looks...fairly broken. Chance to Crit + Chance to ignore WDEF + Chance to instant kill. Then again, Blast only hits once so these effects probably won't be activated that often. ._.
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Hanabira.Kage Wrote:
The new Blast looks...fairly broken. Chance to Crit + Chance to ignore WDEF + Chance to instant kill. Then again, Blast only hits once so these effects probably won't be activated that often. ._.

Chance to crit stack with the rest Crit bonuses though. I say oneHit ability is redundant, since you're expected to 1hit most things that can be 1hit'd with Blast anyway.
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