2010-10-17, 06:02 PM
Dusk Wrote:The damage cap won't be an issue for anyone except DrKs at bosses with huge defense values like PB and Van Leon. An I/L would need a buffed range of 67k and an extremely lucky SE crit just to hit the damage cap on the last 6 seconds of Infinity on PB. You'd need a range over 133k to do it normally.
I'm aware mages still aren't "top-tier DPS," but since a couple hundred m of funding can swing class balance either way now, I'm not really complaining too much. It's a huge step up from what it used to be.
Even if the damage cap was increased, that wouldn't do much for archmages.
When taking the 200 I/L Archmage solo as an example, an archmage could only achieve the damage
cap during Infinity's duration of 60 seconds.
So after Infinity's duration, the 200 I/L Archmage will go back to the range of 400-500k
Chain Lightning for 120 seconds while waiting for the next Infinity.
Although it wouldn't matter for bosses such as Pap, the zakum solo (10-11 minutes) showed
that the lack of infinity really hinders an archmage's chance for a faster solo time when compared
to the mechanic's solo of 3-4 minutes.
Even then, the damage cap puts a limit on their damage while the mechanic can surpass it
due to multi-hitting skills.
Adding extra hits to Paralyze/Chain Lightning is the only way I see archmages being
competitive with the other classes when funding is taken into account and I doubt thats
going to happen from nexon's point of view with balancing.
It looked like they were going this route when Thunder Spear was changed to hitting
5 times but they kept CL/AR/Para the same while turning them into mobbing skills.
Still looking forward to the BB patch though.

Quote:I would like Sacrifice, CL, Angel Ray, and Paralyze to either receive an additional hit or get a damage cap increase, though.
Sacrifice is a constant factor for hitting the damage cap unlike CL/AR/Paralyze.
Raising the damage cap seems to be a good solution for DrKs.

