2011-03-24, 09:35 PM
Cavalier Wrote:I might be missing something, but isn't spamming a single skill what most classes do?So you're advocating boring game play just because it's the standard?
My favorite part of LHC is actually having to pay attention to mob size to determine whether I use Blast or ACB.
Drks, meanwhile, have had the benefit all along of choosing between Crusher/Fury and had Sacrifice added as a viable attack in Big Bang.
Now they're dumbing down the play style for the sake of giving them a new skill.
MysticHLE Wrote:No model is perfectly accurate, yet some are useful - but only if applied practically. And I dare say that very few of the above factors I listed are negligible.Well let's see.
MysticHLE Wrote:Oh really? If a buff lasts for 2 seconds (Combat Orders, for example), that's 2/60 seconds or 1/30 minutes gone. 10% extra damage per minute with 1/30 of the minute gone is quite a lot if you add up everything - that 10% extra per minute essentially then becomes only 6.3% extra per minute. Granted that we don't rebuff the same skill every minute, but you kinda see where I'm going, I hope.What version of CO are you looking at that lasts two seconds? Last I checked, it's 1.5 seconds.
Of course, the biggest atrocity in your math is how flagrantly you dismiss that, no, you won't ever be casting your buffs every minute. Combat Orders, for example, last three.
So that becomes 1.5/180 or .8% of every minute.
I see where you're attempting to go, but your logic is faulty.
Negligible? Yes.
MysticHLE Wrote:And besides, the buffs are just an example of one of many things that people don't consider in these calculations - Paladins in particular have a huge set of buffs that aren't exactly fast except done on a rope.I'd argue with this, but I'm not sure what you're saying.
Buffs are just an example and then you give another example that is... buffs?
MysticHLE Wrote:I'd like to know how many calculations out there honestly take into consideration of Threaten effects/probability and other skills which ignores monster PDR such as Combat Mastery. What about a Paladin's 94% mastery compared to a Hero's 70%? Skills like Guardian repelling a monster away? Your own character's knock-back rate and thus DPS changes due to Stance level differences with and without CO? Chances of attack stunning/freezing a mob so that the mob does not attack back and lowering the probability of your character being KBed/attacks being interrupted? The characters' mobility and mobbing ability (e.g. Monster Magnet used in conjunction with Rush vs. no Monster Magnet, etc)? What about Heaven's Hammer (although not killing the mobs) aggroing the mobs towards you and essentially used as an AOE mobbing skill while rest of the map may be dealt with normally?Dusk's account for Threaten, mastery, and PDRate.
I'll address the rest of the complaints on a point-by-point basis:
- Curious how Guardian's KB skill affects DPM at a boss. Especially the grand amount that are immobile. I'd say it has negligible effects.
- As for a character getting KB'd, I'd love how you would go about doing the math on that. Feel free to go ahead and try. At the end of the day, Palis having near-100% Stance isn't going to make up for Heroes doing three times their damage. It becomes negligible by relativity.
- Any mob that can be stunned/frozen should be dying in less than three hits, which can always be preformed before a mob and thinks to attack. Negligible for sure.
- Also curious how you'd calculate the affect of Monster Magnet and Rush. Most DPM is done on pinned or immobile monsters anyway, making this very negligible.
- Monsters in LHC are auto-aggro'd anyway, taking away any appeal of using Hammer for that purpose. Once again, negligible.
MysticHLE Wrote:Yeah sure, class X does game breaking damage if you consider the perfect scenario in which everything is mobbed together or if you consider single target DPS only...If you insist that there's no point in doing calculations unless they perfectly account for everything, then you're the one being impractical.
Like...really? What's the point of doing these calculations again if we aren't going to be practical?
No model is perfectly accurate, yet some are useful - but only if applied practically. And I dare say that very few of the above factors I listed are negligible.
Mobbing takes a couple of seconds, and all warriors do it just as well at LHC. Single target DPS is considered because that's what most bosses are.
Sorien Wrote:Yes, I realize that training anywhere other than LHC is slower, but that doesn't mean that the mobs outside of LHC should be destroyed ten times over by a singe attack. I would prefer the warrior classes be balanced out while keeping the same amount of strength that they currently possess in GMS.If it's boring, downgrade your equips.
As for why I'm anywhere other than LHC. I kind of enjoy walking around and hunting random monsters as well as doing quests, and I especially enjoyed wandering pre-BB when most enemies my level were actually taking more than 3 hits to kill and could actually hurt me. But I feel like doing that will become significantly less entertaining when absolutely nothing can so much as become agroed toward me because they die the moment I attack. It's one thing if the monster is 10 levels below me, but with warriors the way they are, I'll be one hit killing monsters that are even above my level.
May I suggest a Pumpkin Basket?

On a serious note though, I'll agree though that there is a major imbalance/bipolarity when it comes to training in Maple.
The problem doesn't lie with the skills: it lays with the mobs.
They're buffing the skills so that players can better face places like Future Ereve, LHC, and the bosses that come with them, but that leaves the old mobs in the dust.
What would be fantastic would be to see, if not most of Leafre, the Temple of Time revamped to work exactly like LHC. Not only would this mean a bigger variety of training, but it would mean a more even distribution of elemental weaknesses among end-game training.

