[1.2.278] Even moar skill balancing
^I'll check my numbers again, but on a slightly offtopic note, do shadow partner stars do 50% of the matching normal star, or another random number with a 0.5 multiplier stuck in somewhere. I'm pretty sure it's slightly more effective on Nls (in the same way SE makes a little mroe difference to them than it does archers)
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Lozmaster Wrote:^I'll check my numbers again, but on a slightly offtopic note, do shadow partner stars do 50% of the matching normal star, or another random number with a 0.5 multiplier stuck in somewhere. I'm pretty sure it's slightly more effective on Nls (in the same way SE makes a little mroe difference to them than it does archers)

Shadow Partner attacks are always 50% of original attack. Regardless if it's L7, TT, or regular 'attack'.
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Shadow partner does exactly 50% of the original hit for any skill except regular attacks. On those it does 80%.

ie. calculate one star, multiply by 4.5 - that is the total damage done by Triple Throw.

~ SE for Bowmasters
100% + 40% (crit) -> 100% + 132% (crit) = 65.7% increase
~ SE for NLs
150% + 50% (crit) -> 150% + 156% (crit) = 53% increase

Lower base percent implies higher boost from additive crits. Hurricane would need a buff to 135% per arrow before SE was less effective to them than to NLs.
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Lozmaster Wrote:^I'll check my numbers again, but on a slightly offtopic note, do shadow partner stars do 50% of the matching normal star, or another random number with a 0.5 multiplier stuck in somewhere. I'm pretty sure it's slightly more effective on Nls (in the same way SE makes a little mroe difference to them than it does archers)
That's what I thought too before I did the calculations. But lo and behold, Bowmasters get a bigger boost. Probably because their base attack (100%) is lower than TT (150%). Or because they attack faster (BMs are 8.3 a second while NLs are an effective 7.5 a second).

EDIT: Gah, ninja'd. Screw you Stereo <3
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Schrono Wrote:Increasing the range on summons by 100% would be all that's really needed.

ArchMage summons don't need a range increase. If you can't hit it, teleport over. Not hard. What they DO need would be nice to have is an attack speed increase and/or a damage increase. Most mobs are usually dead from Paralyze hits before Elquines even attacks. If you're looking to build a mobbing class that's not centered around ultimates, such changes would be necessary to Elquines/Ifrit.

Chilly Wrote:So...I am still looking forward to Evan since I am a mage at heart and I would gladly sacrifice some (apparently even more) excess mobbing for some decent DPS but if I remember correctly an F/P AM does not lag too far behind an Evan in single-target DPS and with these changes I think the gap has closed considerably or has it? Number wizards, if it pleases you could you just give me a rough estimate of the "new" AM versus Evans because I don't want to go crazy scrolling and such only to find that my AM damage will not really be greater than a new character I will likely put too much time into.

I second this out of major curiosity. I'm sure Blaze is still going to wtfpwnz0rz Paralyze with Eles, passive crits, and ridiculously high base attack, but the numbers would be nice to see.
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[COLOR="Teal"]Demon/para/CL updates are a start I guess.

I didn't think they'd buff ultimas. As much as I hate meteo becoming more powerful than blizzard, we do freeze, so I guess it makes it even.[/COLOR]
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Are those rings possibly adventurer only?
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CarpeDiem Wrote:Are those rings possibly adventurer only?

No, Spadow has already stated you can trade these rings once within your own account.
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What's meant by "you can only trade them once"? The same way that Reverse/Timeless items bind onto your character after you equip it?
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FrozNlite Wrote:I second this out of major curiosity. I'm sure Blaze is still going to wtppwnz0rz Paralyze with Eles, passive crits, and ridiculously high base attack, but the numbers would be nice to see.

Paralyze: 240 BA, 0.8 sec, S element (1.25x)
Chain Lightning: 210 BA, 0.78 sec, L element (1.25x)
AM Amp: 1.50x damage
60% mastery (1.54x weighted modifier, or 'W')

Blaze: 330 BA, 1.32 sec, F element (1.25x)
Illusion: 520 BA, 2.01 sec, no element
Critical Magic: 30% chance of 1.5x damage (1.15x)
Evan Amp: 1.35x damage
Dragon Fury: 1.1x damage
Magic Mastery: 90% mastery (1.81x weighted modifier, or 'W')

Magic DPS formula, with constant factors removed: (W + M*0.002) * BA / time * modifiers

Paralyze: (1.54 + M*0.002) * 240 / 0.8 * 1.25 * 1.5 = 866.25 + 1.125M
Chain Lightning: (1.54 + M*0.002) * 210 / 0.78 * 1.25 * 1.5 = 757.97 + 0.984M

Blaze: (1.81 + M*0.002) * 330 / 1.32 * 1.25 * 1.15 * 1.35 * 1.1 = 965.95 + 1.067M
Illusion: (1.81 + M*0.002) * 520 / 2.01 * 1.15 * 1.35 * 1.1 = 799.67 + 0.884M

In general: Blaze >~ Paralyze > Chain Lightning >~ Illusion
However, this shifts slightly when magic attack is changed. In particular, Paralyze becomes stronger than Blaze if M is greater than approximately 1720, and Chain Lightning becomes stronger than Blaze if M is greater than approximately 2510. Illusion becomes stronger than Chain Lightning if M is less than approximately 420.

Also note that the +35 magic attack from Evan passives is not taken into account. This could produce a 3-6% difference for the Evan's advantage.
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sniper update video!!!
http://www.youtube.com/watch?v=R3A6QvO4w5I&feature=sub
brb puking
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Oh, hi, Spadow. Buccaneer changes!

EDIT: Oh whoops, it was already posted in the other thread. Ah well.

http://www.youtube.com/watch?v=xdv4tlLmUbw
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Russt Wrote:Paralyze: 240 BA, 0.8 sec, S element (1.25x)
Chain Lightning: 210 BA, 0.78 sec, L element (1.25x)
AM Amp: 1.50x damage
60% mastery (1.54x weighted modifier, or 'W')

Blaze: 330 BA, 1.32 sec, F element (1.25x)
Illusion: 520 BA, 2.01 sec, no element
Critical Magic: 30% chance of 1.5x damage (1.15x)
Evan Amp: 1.35x damage
Dragon Fury: 1.1x damage
Magic Mastery: 90% mastery (1.81x weighted modifier, or 'W')

Magic DPS formula, with constant factors removed: (W + M*0.002) * BA / time * modifiers

Paralyze: (1.54 + M*0.002) * 240 / 0.8 * 1.25 * 1.5 = 866.25 + 1.125M
Chain Lightning: (1.54 + M*0.002) * 210 / 0.78 * 1.25 * 1.5 = 757.97 + 0.984M

Blaze: (1.81 + M*0.002) * 330 / 1.32 * 1.25 * 1.15 * 1.35 * 1.1 = 965.95 + 1.067M
Illusion: (1.81 + M*0.002) * 520 / 2.01 * 1.15 * 1.35 * 1.1 = 799.67 + 0.884M

In general: Blaze >~ Paralyze > Chain Lightning >~ Illusion
However, this shifts slightly when magic attack is changed. In particular, Paralyze becomes stronger than Blaze if M is greater than approximately 1720, and Chain Lightning becomes stronger than Blaze if M is greater than approximately 2510. Illusion becomes stronger than Chain Lightning if M is less than approximately 420.

Also note that the +35 magic attack from Evan passives is not taken into account. This could produce a 3-6% difference for the Evan's advantage.

Isnt paralyze 720s per cast?
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This is raw delays from the data (no Booster). They're all proportional so it makes no difference.
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Russt Wrote:This is raw delays from the data (no Booster). They're all proportional so it makes no difference.

Evans have -3 Booster instead of -2 though. Wouldn't that make a difference?
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Bribery Wrote:Evans have -3 Booster instead of -2 though. Wouldn't that make a difference?

Ooh. Yes it would, I neglected to think of that. The result of this is that Blaze is always stronger than Paralyze (assuming same stats). Plugging in 1000 magic for each (nice round number to work with), Blaze comes out to be about 10% stronger.
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XBish Wrote:sniper update video!!!
http://www.youtube.com/watch?v=R3A6QvO4w5I&feature=sub
brb puking

lol at the sniper doing the same damage on each arrow when the gatekeeper was frozen.

Edit: Also are these the final "updates"? Cause according to Spadow, these were implemented in the patch and it sounds like there won't be anymore o_O
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Since the past two updates have upgraded meteor and blizzard, I think Nexon needs to find a way for archmages to contribute to bossing differently and not simply by tacking on more damage, not that the damage upgrades weren't necessary. They somewhat accomplished this with the PB summons and PB's movement, but that's only one boss and one that's rarely fought.

The arrow bomb, iron arrow, and strafe updates definitely weren't necessary. Arrow bomb and iron arrow are strong enough, and the new arrow bomb makes inferno even more useless. The strafe update is actually a bad thing for higher-leveled MMs because frozen monsters taking the same damage from all four arrows makes damage less stable. For example, out of 8 arrows in two strafes you might rely on two criticals to kill a skelegon, and while before you'd need 2/8, with the update you'd need 1/2 if frostprey freezes it. The low chance of an instant kill is unreliable, so even if you get an instant kill on the first shot, you're probably going to strafe again anyways unless you have very good reflexes. The strafe update helps 3rd job snipers a tiny bit (assuming level difference plays a role), but the sniper 3rd job is already one of the better ones and doesn't need upgrading. The pierce upgrade is pretty good, assuming it's somewhere around 0.5-0.75 seconds to charge now. Jumpshooting DB forward then charging pierce forces you a wait a little bit before it's fully charged to shoot. Also, MMs become stronger on bosses with two or more targets, as charging and shooting pierce becomes better damage than strafing. On the downside, pierce will only go through half its animation until it's fully charged. It already fully charges before the animation finishes as it is right now at a 1-second charge =[

For buccaneers, still waiting on a barrage and demolition damage increase, but at least the faster dragon strike increases damage a little bit.
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Just curious, is it tested if the rings stack with the damage from Critical skills?

And by that, I mean going from 50% - 200% damage to 65% - 250% damage. And with SE, 80% - 290% damage.

If so, wow, NLs won't need a buff after all...
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Russt Wrote:Ooh. Yes it would, I neglected to think of that. The result of this is that Blaze is always stronger than Paralyze (assuming same stats). Plugging in 1000 magic for each (nice round number to work with), Blaze comes out to be about 10% stronger.

And with the new Critical Rings, Evans will be even further ahead of Arch Mages, assuming they stack with their critical. I'm guessing the 15% critical will be better than the 10% critical ring, despite the 10% ring giving +5 matk instead of 1.
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