2010-06-30, 04:33 PM
Hazzy Wrote:He was saying how DoT in Maplestory works horribly. If Venom is as great as I'm told, what is it doing differently?
[video=youtube;P29US7jIIes]http://www.youtube.com/watch?v=P29US7jIIes[/video]
Video of a friend showing his NL at Peak as everything works in GMS. You'll notice two things: (1) the vast majority of the damage he deals towards actually killing the mobs (I'll throw out 80% as an exceedingly rough visual estimate) is based around his TT damage, and (2) the Venom damage activates roughly once per mob before it dies, doing 18ks, 10ks, etc., dependent on range or whatever.
Now here's why it sucks for LOLFPs and why Paul made the distinction: Venom activates with every skill, whereas F/Ps have to use specific skills to induce DoT, most of which are useless without the DoT damage. On top of that, our current DoT doesn't come anywhere close to that of NLs because it's dependent on the mob HP, divided over the total time of the skill. For example, max Poison Mist poisons a mob for 40 seconds, dealing 1/40th of their HP each second. If you need any more help understanding why this damage is such crap in the reality of 4th Job, all I'll say to help is that 3rd Job F/Ps currently have to WAIT for 40 SECONDS before they can kill a poisoned mob.
And you wonder why we were pissed off before the age of mini-dungeons when we were told to NOT multi-channel mist?
Seanny Wrote:glad the ultimates now have DoT to compensate for the cooldowns now as well. every 30 seconds a new mob will suffer a very short life span. i am a bit concerned for my F/P counterparts now though; but on the other hand, doesn't Para's ability to hit more targets make it more capable at maintaining DPS on bosses that spam mob spawns to protect itself?
...what? That's a ridiculous comment in bold, because the main boss is comprised of ONE target that's only getting hit by Paralyze ONCE. In other words, if we're attacking the boss alone or the boss and 5 summoned mobs, we're still doing the SAME DPS to the boss mob the entire time. Yes, Paralyze will help with mobbing at bosses, but it's typically a luxury that most runners give up in place of better DPS classes when they can.
Abysseon Wrote:About the new magic formula, would a MoN be better damage wise for mages rather than Htp?
+10 M.Att/+5 Int/+5 Luk > +22 Int/+22 Luk?
Easy way to answer that (obvious, in my opinion) question: which pendants do weapon attack Adventurer classes currently use - HTPs, or MoNs?
The answer to your question is duh.
Takebacker Wrote:Don't think it would matter since chaos HTP > everything anyway.
Like Cyanne said, that's assuming you have max meso, are actually invited to a ChaosHT run (lolMages), and actually get on the drop list for a run if it's even KILLED (again, lolMages).
shagreen heart Wrote:what about a 2% chance to insta-kill paralyzed/stoned monsters? is that sparta, or what? or getting a damage cap when using it on bosses? i'm readin a lot of mages complaints, and i think that DoT needs to somehow be applied to bosses. maybe give the chance to burn bosses with 5% chance, etc.? i mean i hear a lot of complaining but no suggestions or solutions.
edit to add~ i mean this whole revamp is due to player demand. suggestions won't hurt anything, and anyone could come up with a good solution.
The thing is ArchMages have suggested various solutions on countless occasions across the forums over the past few years, but it's not like it really matters. Discussion is good, but unless an English KMST tester fluent in Korean reads these threads and our posts, tests a LOLFP in Tespia, and provides direct feedback to Nexon Korea, we won't see anything change. Not that Korea would even bother with the suggestions if they got them in the first place.
EDIT:
solarboy Wrote:FP are given DoT on all their skills being meteor the strongest DoT skill with 5k per second lasting 30 secods?
impliedfacepalm.jpg
My 168 NL friend above is doing 18k a second with Venom as support damage to his main attack. 5k damage per second is utterly and completely useless.
Let me spell this out for people: for DoT to be effective support damage, it would have to be doing in the ~50k/second ballpark.

