2008-07-23, 02:50 AM
This is a topic which I've been mulling over for a long time and I'd like to hear others thoughts on the subject.
As we all know, a Paladin only reaches "equality" with other classes in regards to damage when the monster they're fighting has a weakness to Holy. The reason is obviously two-fold, Holy Charge being the strongest of the charges at 140% and the weakness itself adding at 50% damage bonus (at max level charge).
While I am mostly content with being only able to bring out my best damage on monsters with weaknesses to our elements, I do not find it fair that our job should be relinquished to a single type of monster. (I realize mages have the same general issue, but with their ultimates, I feel the issue is more that they need a higher level monster to compete with bishops at skelegons.)
With that said, I have thought of two possible solutions to even things out:
1.) The first solution begins with reducing the percentage of Holy Charge from 140% to 120%. Next is a power boost to the attacking skills of a Paladin: Blast increased from 550% to 650% and Advance Charge would be increased from 350% to 410%.
For this solution, the attacks are scaled by the amount that Holy Charge is reduced and rounded up to the nearest 10% so that the damage output when using Holy would be essentially the same or slightly higher. I left Lightning Charge as the highest percentage increase as it is the charge that has the fewest monsters that are weak to it. Likewise, Holy is made equal to Fire Charge because of the larger quantity of weaknesses for those two. They are most likely to be the main charges for a Paladin. Needless to say, Ice Charge remains the weakest due to its capability to freeze.
2.) The second solution has multiple options to accomplish the same goal. The overall idea of this solution is to increase the percentages of the three charges from the third job. In all variations of this solution, I would have the end result be as follows:
Lightning Charge - 145%
Fire Charge - 140%
Ice Charge - 125%
[INDENT]a.) The first way of doing this is to just add a percentage boost onto the skills via Advance Charge. In addition to changing Charge Blow, it would now increase the percentage of the other charges. Each of the ten levels of the skill would add an additional 2% to the damage multiplier of the charges. In this way, it would still matter if the charges had been maxed (both because of the percentage and the weakness multiplier).
b.) The second way is by having Holy Charge serve as the change for the other skills. Each of the twenty levels of the skill would add and additional 1% to the other charges. In this method, all the charges would reach their maximum potential at the same time.
c.) The final way I have thought of is to have a new skill created that only requires one SP and has the SP automatically added when the skill is gotten in the same fashion as getting the mount/scrolling skill. The skill would add the extra 20% onto the charges. Since the skill would be adding a large damage increase, the quest to receive it would need to be rather difficult (though hopefully not overly so).
[INDENT]Alternatively, it could be a multi-level skill that requires doing many quests to get all the points. Perhaps a 10 level skill where the quests can only be done once per level, such as the first point at 120, the next at 121, and so on to 129 where the skill can be maxed. Each level would add 2% as in the Advance Charge scenario.[/INDENT][/INDENT]
And that's all I have to say about that for now. What do you think, fellow Paladins (and non-paladins who feel our plight
)?
As we all know, a Paladin only reaches "equality" with other classes in regards to damage when the monster they're fighting has a weakness to Holy. The reason is obviously two-fold, Holy Charge being the strongest of the charges at 140% and the weakness itself adding at 50% damage bonus (at max level charge).
While I am mostly content with being only able to bring out my best damage on monsters with weaknesses to our elements, I do not find it fair that our job should be relinquished to a single type of monster. (I realize mages have the same general issue, but with their ultimates, I feel the issue is more that they need a higher level monster to compete with bishops at skelegons.)
With that said, I have thought of two possible solutions to even things out:
1.) The first solution begins with reducing the percentage of Holy Charge from 140% to 120%. Next is a power boost to the attacking skills of a Paladin: Blast increased from 550% to 650% and Advance Charge would be increased from 350% to 410%.
For this solution, the attacks are scaled by the amount that Holy Charge is reduced and rounded up to the nearest 10% so that the damage output when using Holy would be essentially the same or slightly higher. I left Lightning Charge as the highest percentage increase as it is the charge that has the fewest monsters that are weak to it. Likewise, Holy is made equal to Fire Charge because of the larger quantity of weaknesses for those two. They are most likely to be the main charges for a Paladin. Needless to say, Ice Charge remains the weakest due to its capability to freeze.
2.) The second solution has multiple options to accomplish the same goal. The overall idea of this solution is to increase the percentages of the three charges from the third job. In all variations of this solution, I would have the end result be as follows:
Lightning Charge - 145%
Fire Charge - 140%
Ice Charge - 125%
[INDENT]a.) The first way of doing this is to just add a percentage boost onto the skills via Advance Charge. In addition to changing Charge Blow, it would now increase the percentage of the other charges. Each of the ten levels of the skill would add an additional 2% to the damage multiplier of the charges. In this way, it would still matter if the charges had been maxed (both because of the percentage and the weakness multiplier).
b.) The second way is by having Holy Charge serve as the change for the other skills. Each of the twenty levels of the skill would add and additional 1% to the other charges. In this method, all the charges would reach their maximum potential at the same time.
c.) The final way I have thought of is to have a new skill created that only requires one SP and has the SP automatically added when the skill is gotten in the same fashion as getting the mount/scrolling skill. The skill would add the extra 20% onto the charges. Since the skill would be adding a large damage increase, the quest to receive it would need to be rather difficult (though hopefully not overly so).
[INDENT]Alternatively, it could be a multi-level skill that requires doing many quests to get all the points. Perhaps a 10 level skill where the quests can only be done once per level, such as the first point at 120, the next at 121, and so on to 129 where the skill can be maxed. Each level would add 2% as in the Advance Charge scenario.[/INDENT][/INDENT]
And that's all I have to say about that for now. What do you think, fellow Paladins (and non-paladins who feel our plight
)?

