[1.2.278] Even moar skill balancing
#61
Regarding those rings... does this mean Aran can get 100% crit rate? 70% base + 15% SE + 15% Ring.

The ring will end up helping Archers, NLs, and Aran more than anyone else, as expected. Anyone know how to get 'em yet?
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#62
So wearing the overalls gives you a 15% chance to gain +10 hp +7 mp when you kill something? >_> Maybe if they'd based it on the monster's HP (eg. gain 5% of its hp) it would be useful.


How well the ring works really depends how it stacks. If it works like SE it's pretty uh... ridiculous. But I guess NLs do deserve a buff, right?
150% TT -> 250% with 50% probability = 200%/star
150% TT -> 300% with 65% probability with ring = 247.5%/star
150% TT -> 390% with 65% probability with SE = 306%/star
150% TT -> 440% with 80% probability with SE + ring = 382%/star
(150% TT -> 540% with 95% probability with SE + 3 rings = 520.5%/star)

Final figure is 3900%/s, so they will be able to KS Paladins on Anego if the rings stack (only 3750%/s with Blast) And then there's Bowmasters with about 3600%/s Hurricane.


On the other hand, it could be the far more sensible non-additive, secondary crit:
Lucky 7
42.5% no crit - 150%
7.5% low crit - 200% (ring works, crit doesn't)
42.5% mid crit - 250% (crit works, ring doesn't)
7.5% high crit - 300% (both)

In this case the average is obviously 207.5% per star. It still adds more damage for classes with multi-hit skills, but it's not some kind of crazy double damage ring.
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#63
ShiKage Wrote:It looks like someone completely ignored the last skill changes.

Paladins got a HUGE boost. They're stronger than Heroes on just about everything now, I believe.

No, I saw the updates on Paladins. But I doubt the boost will actually make a difference in terms of the amount of Paladin players vs Hero players.
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#64
Kawasari Mimoto Wrote:No, I saw the updates on Paladins. But I doubt the boost will actually make a difference in terms of the amount of Paladin players vs Hero players.
Just because the population is low, doesn't mean they're bad. Look at Corsairs. Or are you asking for Paladins to be so much better than Heroes that all the Heroes will emoragequit for a Pally?
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#65
IllegallySane Wrote:So does everybody else. We're given a bone, but so are the rest of the classes. Moving one step one while everyone else moves 1 step up doesn't really mean improvement.

Ah, but buccs already have a base crit damage bonus, don't they? They just can't activate it on bosses, I would assume with the ring, they'd get the 50% bonus+ the inbuilt bonus they have, however much that helps.

KaidaTan Wrote:Regarding those rings... does this mean Aran can get 100% crit rate? 70% base + 15% SE + 15% Ring.

The ring will end up helping Archers, NLs, and Aran more than anyone else, as expected. Anyone know how to get 'em yet?

Arans have a 60% base crit rate. 6% per 10 combos
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#66
hoooooooooooooolllyyy pomegranate. Oblivion monsters will finally be ice weak. Took them long enough to do the obvious.
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#67
KaidaTan Wrote:Just because the population is low, doesn't mean they're bad. Look at Corsairs. Or are you asking for Paladins to be so much better than Heroes that all the Heroes will emoragequit for a Pally?

Sorry, but I've always been the 'underclass' supporter in most cases. I've had tons of Paladin friends, and I feel bad for them because they would always get ditched in a party for another Hero. The Hero of course would do better damage, even if the Paladin has elemental-advantage at some monsters. You're right though, just because the population is low doesn't necessarily mean the class sucks. Sometimes, maybe the class takes too much money to fund, or the class is too complex for some people.

I just like to see more of a variation in classes, because everywhere I go, I'll see Heroes and Dark Knights everywhere.

[Of course, exclude my classes from this, since I made them before the hype started; NL+DK+Bishop, the "Trinity" classes.]
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#68
Lozmaster Wrote:Ah, but buccs already have a base crit damage bonus, don't they? They just can't activate it on bosses, I would assume with the ring, they'd get the 50% bonus+ the inbuilt bonus they have, however much that helps.



Arans have a 60% base crit rate. 6% per 10 combos

I'm pretty sure it's 70%, 10% base crit, and 6% per 10 combos.
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#69
BombsAway Wrote:hoooooooooooooolllyyy pomegranate. Oblivion monsters will finally be ice weak. Took them long enough to do the obvious.

But why are Chief Oblivions not weak to Ice?
FFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUU
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#70
Magatia Wrote:I'm pretty sure it's 70%, 10% base crit, and 6% per 10 combos.
This. We were discussing it in the Ask an Aran thread, I believe. And I've played an Aran and tested it. They get a 10% base crit once their combo goes over 10.
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#71
Fiel Wrote:Careful there. Only snipers get the 1HKO, not Rangers.

So even if a Ranger with strafe attacked a Blizzard-frozen enemy, it wouldn't have that chance? Interesting. Anyways, would 1hkoing with a single-target strong attack really matter?
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#72
MasPan Wrote:So even if a Ranger with strafe attacked a Blizzard-frozen enemy, it wouldn't have that chance? Interesting. Anyways, would 1hkoing with a single-target strong attack really matter?

Not much with lower hp mobs, but probably help a little on higher lvled mobs. Too bad it doesn't work on other skills.
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#73
MasPan Wrote:So even if a Ranger with strafe attacked a Blizzard-frozen enemy, it wouldn't have that chance? Interesting. Anyways, would 1hkoing with a single-target strong attack really matter?
I guess it matters a little when you first get to 3rd job and it takes 7 to 10 Strafes to kill something. The real question is, why are they giving buffs only to Snipers: the superior of the two 3rd job Archers? Inferno still blows.
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#74
I'd rather they increased arrow rain's damage by a lot than inferno considering every one has maxed arrow rain but not many have maxed inferno. I also hope they give phoenix the ability of stunning mobs just as ranger's hawk, that'd turn it useful.
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#75
Is Dragon strike spammable now? They should give it sharkwave speed....
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#76
From the look of it Nexon is going to give all bucs moves stunning properties and not give them passive critical.Mad
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#77
KaidaTan Wrote:I guess it matters a little when you first get to 3rd job and it takes 7 to 10 Strafes to kill something.

If you look at it the other way around (assuming 11.2% is accurate) it is pretty helpful.
11.2% chance to 1hko ->
88.8% survive first hit
78.9% survive second hit
70% survive third hit
62.2% after 4
55.2% after 5
49% after 6

50% chance of killing any non-boss in 6 strafes is decent, especially early on (since Archers have so much acc).
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#78
Stereo Wrote:[color=#a000e0]If you look at it the other way around (assuming 11.2% is accurate) it is pretty helpful.

:f6: It's not hard maths to check, the chance of it not ohkoing in a hit is 97%, or .97, probablity of all 4 hits not ohkoing= 0.97^4. So the chance of a ohko occuring is 1-(0.97^4), which =0.1147, or 11.5%,
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#79
Bucc updates suck once again.

Good job making oblivion monsters ice weak like they should have been in the first place though.

L> New delay on DS.

Edit: WOAH HOLY S'HIT. PATCH NOTES SAY THE CASTING TIME WAS DECREASED, NOT THE DELAY. BUCC UPDATES SUDDENLY DON'T SUCK SO MUCH.
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#80
Lozmaster Wrote::f6: It's not hard maths to check, the chance of it not ohkoing in a hit is 97%, or .97, probablity of all 4 hits not ohkoing= 0.97^4. So the chance of a ohko occuring is 1-(0.97^4), which =0.1147, or 11.5%,
Sure the math is easy, but some people don't know how/don't care enough to actually do it. Almost all the math on my calc, for example, is basic algebra. Still, it's nice to have someone present these figures in a clear and organized manner.
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