2011-02-22, 04:40 AM
Devil Wrote:Soul Driver + PaladinSurprised no one commented on this.
=> Skill get buffed with Ice + Holy Charge by 149.5%, plus it freezes. Overpowered? Yes...
Ice + Holy Charge is not possible.
Devil Wrote:Captain + Shark WaveNot entirely useless. It kind falls into the same place it does for Marauders in that it'll be great in Third Job and early Fourth.
=> 100% useless > Torpedo lvl1 outdamages it (755% x 4). Only the range is longer then Torpedo... Sorry Captains...
It'll make a great pairing with Flamethrower or Ice Splitter on mobs that are immune/resistant to the other.
Seeing as Ludi is filled with precisely these kinds of mobs, I'm sure people will find uses for it.
Stereo Wrote:Turns out CA is activated by Threaten, so a WK mule is a Hero's best friend...That's... very interesting.
Very, very interesting.
...and a bit awesome.
Yay for CA being usable.
Sorien Wrote:Oh, I failed to consider a paladin + hero combination. Looks like it's even more rediculous when used in a party.They do; in Chaos. They also make it hit one extra monster though.
They should probably nerf Soul Driver to 180% damage per hit at max level, and even then that's pushing the line of OP when combo, charges, or berserk come into the picture.
But even before that, you have to consider where everyone will be training when this patch drops: LHC.
LHC doesn't have large mobs, meaning that Intrepid Slash is going to be better.
ACB is a different story...
Sorien Wrote:Something I'd like to know is if the quest can be repeated as soon as it's done if the character is already 10 levels higher, or if the character has to gain 10 levels to redo the quest again.Depends, apparently.
I've read that those 110+ can do the quest every level.
This would certainly make sense since anyone past 160 would otherwise be screwed.
Sorien Wrote:I think it's best used to attack above, below, and behind the paladin. When used with no charges, it's a grand total of 1000% damage, which means paladins can actually have an attack that's still strong without being charged. Also, if the enemy is holy weak mob ACB will do 1046.4% damage with a holy+lightning combination, whereas SD will deal 2180% damage with the same combination; however, SD doesn't hit 7 enemies like ACB does. So Soul Driver is stronger than ACB, but it's not as fast and it doesn't hit as many enemies, which mostly means it's at the height of its usefulness at level 100 when the paladin only had the regular version of Charged Blow which can only deal up to 747% damage to 4 enemies, while Driver can reach 2075% damage against 5 enemies.You're right about Blast. In a 1v1 situation, it will always win out.
Against a single holy weak enemy using a combination of Holy+Lightning, Blast can deal 1857.36% damage without crits, and up to 2786.04% damage with 3 crits of 150% damage multiplication (max critical damage). So in this event, there is no real reason to be using Soul Driver since blast can deal more damage and has a shorter delay.
Without any additional critical, Blast does an average of 357% x 3 (1071%) and is almost twice as fast as SD.
However, you're wrong about it losing it's usefulness for a reason that I've already mentioned in this monster of a reply: LHC.
See, even at max, ACB does not beat SD on a monster-by-monster basis.
That is to say, it's exactly twice as fast, but it's less than twice as strong.
So ACB only ever wins in two situations:
- If it takes a small odd number of hits to kill a monster with ACB.
- If you can hit at least six monsters.
Obviously neither of these will apply to LHC since they have so much HP that the extra damage from SD will actually matter and you'll never, ever be able to hit six monsters with ACB.
Of course, the nerf of UA SD and the buff of ACB in Chaos will indeed make SD useless to a Paladin.



