[1.2.355] More balancing
Shidoshi Wrote:Yay, much needed buff to F/Ps along with a buff to all other mages as well.

Mind calculating how F/Ps would compare with the current changes and show it to us? Big Grin
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donovan Wrote:If that is what this means then yes this update

Lol, all this time I thought that the DoT was occuring despite skill spamming.

Sucks that it won't come to GMS for awhile.
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ghostofhalo Wrote:It's a 60% chance to slow something that you already have the intent to kill. If it were a debuff, you could cast it slowing one group down while killing the other. I'm not too sure why you'd want the chance to slow one.

Just look at Arans, couple of swings gets most of the mobs into "neglected" state, we got 60% chance too, plus i'd rather cast the buff and have it at a chance when i'm attacking than having to stop and cast it
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Takebacker Wrote:Woah! Battleship durability DELETED? Dot-effect to do damage normally when using attack skills? Enjoy your extremely hax damage, AMs.

Shadeh Wrote:Mind calculating how F/Ps would compare with the current changes and show it to us? Big Grin

I'm using the old 84 casts/min and 88 casts/min for Paralyze and Chain Lightning, respectively, with Lv. 11+ Booster; if they have completely changed and/or Booster has changed, let me know (though I've been following all of the rebalancing changes since Day 1 in June, like most, and iirc everything is back to normal with regards to the cast speeds of the two skills, and the effects of Booster):

88 casts x (0.85 casts at regular damage) x 850% = 63,580%
88 casts x (0.15 casts at critical damage) x 1.5 (using 50% critical damage as base for all Beginners; also assuming critical damage formula hasn't changed since I last saw, so it still works as a multiplier) x 850% = 16,830%
63,580 + 16,830 = 80,410%

84 casts x 770% per cast = 64,680%/min Paralyze spam
210% damage per second (Paralyze DoT, according to 1.2.353) x 60 seconds = 12,600%
64,680 + 12,600 = 77,280%

Now of course DoT is stackable, so that figure can be increased by throwing in Poison Mist or other figures, but as those take away from Paralyze spam, and thus reduce the casts per minute by some complex figure associated with their respective cast speeds, I don't feel like nor have the time to figure that all out. But I'm guessing just by throwing in Poison Mist (two clouds a minute, assuming 40 second poison), the loss of a few Paralyze casts won't be greater than the overall net gain, which would push F/P DPM slightly past I/L.
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Abysseon Wrote:Lol, all this time I thought that the DoT was occuring despite skill spamming.

Sucks that it won't come to GMS for awhile.

You are correct, that is precisely how it works post-BB, I thought we all understood this...

JoeTang Wrote:I just tested it. Skills that cause DoTs won't display the DoT if you keep refreshing it immediately, but they will continue to do the damage over time.
From the "GMST Class Testing" thread in the Game Mechanics subforum.
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Kinda lame how much they boosted F/Ps DPM. I mean, it's not that I think they should be weak as hell, but now a good F/P trains faster (6 mob AoE with freeze) than an I/L (3 hit, no stun) and can easily do better DPM with their other DoT skills.

CL needs something besides the increased crit rate. maybe a stun or something, but right now F/Ps have taken the lead.
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Kabanaw Wrote:Kinda lame how much they boosted F/Ps DPM. I mean, it's not that I think they should be weak as hell, but now a good F/P trains faster (6 mob AoE with freeze) than an I/L (3 hit, no stun) and can easily do better DPM with their other DoT skills.

CL needs something besides the increased crit rate. maybe a stun or something, but right now F/Ps have taken the lead.

From my calculations (just update my excel sheet with the new information) F/Ps are now really close to I/Ls in terms of DPS (a little bit behind) for 10% MDRate.

At about 30% MDRate the F/Ps get stronger than I/Ls.

That's considering using all DoT skills. Hard to provide all the calculations I used but I could try to explain if anyone is interested.
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Random tidbit from Insoya

Instead of warrior's final attack activating at a set % rate after a skill, you manually induce it by hitting ↓ + attack key after a skill and it has a higher chance of dealing a critical hit.
Doesn't apply to Archer FA.
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Baklava Wrote:Random tidbit from Insoya

Instead of warrior's final attack activating at a set % rate after a skill, you manually induce it by hitting ↓ + attack key after a skill and it has a higher chance of dealing a critical hit.
Doesn't apply to Archer FA.

W'TF? Is it still no delay?
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Baklava Wrote:Random tidbit from Insoya

Instead of warrior's final attack activating at a set % rate after a skill, you manually induce it by hitting ↓ + attack key after a skill and it has a higher chance of dealing a critical hit.
Doesn't apply to Archer FA.

would be hilarious if it did. hold hurricane button + attack direction spam. Hold hurricane key and tap attack while holding down xD
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Takebacker Wrote:W'TF? Is it still no delay?

No idea.
The skill description is weird, it says something about MP usage and a 12 mob count, but I can't understand it.
What it seems is that final attack is now some sort of an aran-esque final charge attack now.


Also, Aran's Final Blow has a 100% critical hit rate too.
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Baklava Wrote:Random tidbit from Insoya

Instead of warrior's final attack activating at a set % rate after a skill, you manually induce it by hitting ↓ + attack key after a skill and it has a higher chance of dealing a critical hit.
Doesn't apply to Archer FA.

Wait,WHAT?

If it is what I'm thinking,the only downside is to hit these keys everytime you want a FA...
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Lavakab speaks the truth:

Description: 폴암을 크게 휘둘러 최대 12마리의 적에게 강력한 공격을 가한다. #c트리플 스윙 직후#에만 사용할 수 있으며 공격은 반드시 크리티컬로 적중된다.\n[발동 커맨드 : 트리플 스윙 + #c↓ + 공격키#]\n필요 스킬 : #트리플 스윙 20레벨 이상#

Level String: MP #mpCon 소비, #damage% 데미지로 최대 #mobCount명의
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Fiel Wrote:Lavakab speaks the truth:

Description: 폴암을 크게 휘둘러 최대 12마리의 적에게 강력한 공격을 가한다. #c트리플 스윙 직후#에만 사용할 수 있으며 공격은 반드시 크리티컬로 적중된다.\n[발동 커맨드 : 트리플 스윙 + #c↓ + 공격키#]\n필요 스킬 : #트리플 스윙 20레벨 이상#

Level String: MP #mpCon 소비, #damage% 데미지로 최대 #mobCount명의


...But what confuses me is why it says that it needs Lv20 Triple Swing. LOL
Either it's an error/typo or they just literally copy pasted final charge to be final attack, because that's what it does.
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pineapple, new final attack will be annoying to use.
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Cancambo Wrote:pineapple, new final attack will be annoying to use.

I think it'll be FUNSIES because now it doesn't just hit 1 mob when you use slash blast or ground smash.
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Cancambo Wrote:pineapple, new final attack will be annoying to use.

But you can use it 100% of the time now, and if it's still no delay then there isn't any downside to using it. It also remedies the whole argument about PS/SB vs ground smash, because you can control it. Not to mention it makes warriors less of a mashing class, which makes me extremely excited to make a UA page.
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Whoa, whoa, whoa. 100% Final Attack rate if we hit the correct key after an attack? Sounds way too good.
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Takebacker Wrote:But you can use it 100% of the time now, and if it's still no delay then there isn't any downside to using it. It also remedies the whole argument about PS/SB vs ground smash, because you can control it. Not to mention it makes warriors less of a mashing class, which makes me extremely excited to make a UA page.

Why would you use Ground Smash, or any other skill for that matter, on a UA page with soul driver?
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I use the same finger for both my main attack skill and my attack button, as an RK user this is going to suck
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