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kMS videos after revamp.
Dusk Wrote:The wtp cannon attack has a 15 second cooldown, so it's not as OP as it looks. Also, it's clear that they're designing the game so that everything scales up more exponentially at higher levels, and making a lot of current bosses fodder for lower levels, probably to make room for bigger and better things. Zakum is already mostly worthless for anything but exp. I don't really think it matters that a level 200 can solo it in no time at all. I think it's good for Zakum and Pap to be placed at a level where they can be a decent challenge for 3rd jobbers, and look forward to new content for higher levels, which they can supposedly focus on more now that it's not ridiculously difficult for the average, casual player to reach 4th job.

I agree with you Dusk, but regardless, it's not like you'll see any Magician class killing said bosses in equivalent amounts of time. Or honestly half of the other classes out there. You can call something pointless for higher levels because it's designed as fodder for lower jobs, but if you can still calculate a time for soloing it, you can still compare times to see which class is faster. CLEARLY Mechanics blow all other classes out of the water to a ridiculously silly degree.
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FrozNlite Wrote:I agree with you Dusk, but regardless, it's not like you'll see any Magician class killing said bosses in equivalent amounts of time. Or honestly half of the other classes out there. You can call something pointless for higher levels because it's designed as fodder for lower jobs, but if you can still calculate a time for soloing it, you can still compare times to see which class is faster. CLEARLY Mechanics blow all other classes out of the water to a ridiculously silly degree.

Remember that I/L that soloed pap within a minute?

Ah, yeah.

Or I'll let you search for post #349 in this very thread.
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Alloy Wrote:Remember that I/L that soloed pap within a minute?

Ah, yeah.

Or I'll let you search for post #349 in this very thread.

The fact of the matter is Magician classes will never be able to reach such potential no matter the amount of equips they have due to the damage cap.

Sure, most magicians won't face such a problem, but it's still saddening to see that we'll fall behind other classes in such situations just because of the damage cap.

Atleast we got bosses like Pink Bean with DoT+Elemental neutral target, and mobbing.

Some other classes will also face this problem, like Drk's.
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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.

I would like Sacrifice, CL, Angel Ray, and Paralyze to either receive an additional hit or get a damage cap increase, though.
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Dusk Wrote: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.

I would like Sacrifice, CL, Angel Ray, and Paralyze to either receive an additional hit or get a damage cap increase, though.

Agreed on both, since higher funded archmages will be able to hit the damage cap with Elewands+Infinity pretty easily.
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Alloy Wrote:Remember that I/L that soloed pap within a minute?

Ah, yeah.

Or I'll let you search for post #349 in this very thread.

Remember when 60 seconds = 10 seconds?

Oh wait, I don't.

MorbidMagus Wrote:Agreed on both, since higher funded archmages will be able to hit the damage cap with Elewands+Infinity pretty easily.

This. Dusk said it well, in that, while it's frustrating to see such vast differences in classes even after all the Big Bang/potential system changes, Magicians have come a long way from where we were before. That being said, I think it's important to note that the "vast difference" discussed here is related to the release of a new class, something that follows a trend we've seen for the past few years: Nexon keeps pumping out new classes that are more OP'd than the last. So while I would CURRENTLY agree with Dusk's sentiments of final Magician skill tweakings here and there, it all means bullshit in the end if such changes pale in comparison to the power future classes bring to the game. In other words, it's important to lodge criticism now about such systems because if things don't have room for evolution to keep them in balance with future content, then all changes are moot.
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3 minute Zakum solos? What's next? Chaos Zakum/HT solos?
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@FrozNlite: The I/L solo was actually in 24 seconds, and if you throw in factors like:
- The mechanic was using a skill that activates for 5 seconds/15
- CL hits up to 3 targets
- The I/L had a buffed damage range that looked to be mid-50ks while this Mechanic is certainly better funded than that

It's not as big of a power difference. People are fine with Heroes as they are, even though they're clearly overshadowed in 1v1 DPS by most ranged classes.

Hang on:
Each hit of Heavy Machine Gun does 100% damage. I see some crit 210ks in there and no SE, implying that this Mechanic's buffed damage range is over 186k when factoring in Pap's 25% defense. Am I missing anything here?

...I'm also confused because Mechanics get Heavy Machine Gun in both 3rd and 4th job with the exact same stats.
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Phew. I remember the video, just not how long it took the ArchMage to solo Pap. Glad to hear the difference is a lot less than I made it out to be. That being said, my contention about future development still holds true, in that whatever future classes Nexon decides to release will most likely follow the increasing power trend, so hopefully the older classes evolve with said content to remain current. Though, again, with the difference not as great, the minor tweaks Dusk suggested may be enough for at least a few months/year to come.
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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. Smile

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.
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Dusk Wrote:@FrozNlite: The I/L solo was actually in 24 seconds, and if you throw in factors like:
- The mechanic was using a skill that activates for 5 seconds/15
- CL hits up to 3 targets
- The I/L had a buffed damage range that looked to be mid-50ks while this Mechanic is certainly better funded than that

It's not as big of a power difference. People are fine with Heroes as they are, even though they're clearly overshadowed in 1v1 DPS by most ranged classes.

Hang on:
Each hit of Heavy Machine Gun does 100% damage. I see some crit 210ks in there and no SE, implying that this Mechanic's buffed damage range is over 186k when factoring in Pap's 25% defense. Am I missing anything here?

...I'm also confused because Mechanics get Heavy Machine Gun in both 3rd and 4th job with the exact same stats.
- 3rd job HMG = 5 secs fire / 10 secs wait (=15sec cooldown) + no movement possible + 100% crit rate
- 4th job HMG = no cooldown + slow tank movement + normal crit rate

P.S. About Mech's / Evans and Potential equips, can't they potential their extra MechSuit / OnyxDragon for a possible 5(if not more equips?)*3*12% (+180% more stats range)? I'm too lazy to check on my kMS account... :+)
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The tank isn't slow...it gives +20 speed.

Evan dragon equips apparently can't be potentialed, and i would bet the same for mech equipment.
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Devil Wrote:- 3rd job HMG = 5 secs fire / 10 secs wait (=15sec cooldown) + no movement possible + 100% crit rate
- 4th job HMG = no cooldown + slow tank movement + normal crit rate

P.S. About Mech's / Evans and Potential equips, can't they potential their extra MechSuit / OnyxDragon for a possible 5(if not more equips?)*3*12% (+180% more stats range)? I'm too lazy to check on my kMS account... :+)

Are you sure you're not talking about Tank Missle?

Also, just realized that Tank Missle boosts HMG's damage to 120%.
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Takebacker Wrote:The tank isn't slow...it gives +20 speed.

Evan dragon equips apparently can't be potentialed, and i would bet the same for mech equipment.
Really? I could have sworn the 4th job tank was -20% speed (80% speed).

But maybe they changed that? :o

Dusk Wrote:Are you sure you're not talking about Tank Missle?

Also, just realized that Tank Missle boosts HMG's damage to 120%.
AFAIK, the 4th job tank morph allows 3 different attacks:
- HMG (activated by pressing normal attack like aran's attacks)
- Tank Missiles
- Tank Laz0rzzzzzzzzzz :+)
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200 Battle Mage solos Zakum in 10:16.

http://channel.pandora.tv/channel/video....770&page=2

Tornado=BM's Infinity from the damage cap/use at the main body except it seems to be more useful... >.>
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...Since when did tele mastery kick in even if you don't move? That's clever...
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Takebacker Wrote:...Since when did tele mastery kick in even if you don't move? That's clever...

I never thought of teleporting up. That's a clever way to improve DPS.
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Takebacker Wrote:...Since when did tele mastery kick in even if you don't move? That's clever...

Well, he's teleporting up to stay in place. Or do you mean it didn't used to kick in if you didn't teleport left or right?
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I know he's teleporting up to stay in place. I never tried that before so i didn't know it worked. I've moved up and down on those kind of platforms that are close together like the bottom of vikings to abuse TM but never like that. I assumed you actually had to MOVE to do damage.

If that's the case, mage DPS might jump dramatically compared to just spamming normally.
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Takebacker Wrote:I know he's teleporting up to stay in place. I never tried that before so i didn't know it worked. I've moved up and down on those kind of platforms that are close together like the bottom of vikings to abuse TM but never like that. I assumed you actually had to MOVE to do damage.

*see next post
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