2011-05-22, 06:21 AM
JoeTang is correct about the marksmen thing. We're still a weaker version of the Bowmaster because our "mobbing abilities" aren't exactly what it should be. 1v1, nexon should leave alone because bowmaster should be better in 1v1. But when it comes to mobbing, it they don't change pierce, marksmen will be behind on both.
Get ready for a wall of text.
Let's first look at all the marksmen updates.
From the beginning of 4th job:
-Snipe's 100k/10 sec and pierce being 2sec and dc'ing when it breaks damage cap.
-Snipe's 200k/5 sec and pierce can hit higher (still useless considering how skeles are only 85k hp)
-Pierce becomes 1sec charge (the slight "lag" before it starts to charge total to over 1 sec)
-Big Bang: Ultimate Strafe, Snipe 999k
-Chaos patch: Bow formula is only 0.05 less than xbow. Snipe becomes nerf for the weaker MM majority (even for the well funded, it eventually is limited by the damage cap, where hurricane can scale to be better as long as it does enough per arrow to beat 4m in 5 sec: unlikely but still plausible)
The math for bowmaster still beating marksmen with 900%x4 snipe:
normal FA: (8.333 arrows x (8.333 x 40)= 11.66 x 5 sec = 58 arrows = 69k
advanced FA(8.333 arrows x (8.333 x 60)= 13.33 x 5 sec = 66 arrows = 60k
They can pot while using hurricane so its definitely possible to shoot that.
Want to count snipe lag too? That just adds more into hurricane's favor.
How about ultimate strafe + snipe? Add the timing errors that hurricane can basically ignore now due to pot while shooting.
Under easily done scenarios: 800 arrows (60% advanced FA) x 220% = 176,000%
Under PERFECT scenarios: 12 snipes + 71 ultimate strafes = (900x4)x 12 + (71 x 6) x 230%= 43,200% +97,980%= 141,180%
Despite all the things marksmen have gotten, all of our skills have less potential than hurricane.
I remember reading that hurricane is good up to mobs of 3.
This makes sense, just like how MM's are better off with ult strafe+ snipe until mobs are 3+.
So both bowmen needs to mob a 3+ mobs, ok thats cool, but we all can agree that BM still has the advantage before 3+ mobs. As I said early BM should be better 1v1 and since 1v1 is better in less than mobs of 3 situation, BM should be better in mobs of less than 3.
Now here's the problem with piercing arrow.
33 pierce/min vs 88 inferno/min
Inferno on top, pierce under it-
On one mob:
600% x 88 + (140% x 60) = 61,200
1150% x 33 = 37,950
On two mobs:
61,200 x 2 = 122,400
1150% x 33 + (1380% x 33) = 83,490
On three mobs:
61,200 x 3 = 183,600
1150% x 33 + (1380% x 33) + (1656% x 33) = 138,138
Sure we won't use it on mobs less than 3, but that's not the point.
On four mobs:
61,200 x 4 = 244,800
1150% x 33 + (1380% x 33) + (1656% x 33) + (1987.2 x 33) = 203,715
On five mobs:
61,200 x 5 = 306,000
1150% x 33 + (1380% x 33) + (1656% x 33) + (1987.2 x 33) + (2384.64 x 33) = 282,408
On six mobs:
61,200 x 6 = 367,200
1150% x 33 + (1380% x 33) + (1656% x 33) + (1987.2 x 33) + (2384.64 x 33) + (2861.568 x 33) = 376,839
We need a mob of at least 6 to beat inferno's theoretical dpm.
This has a point because pierce's effectiveness is questionable which causes the pierce's actual dpm to vary too much while inferno's actual dpm is closer to the theoretical dpm because inferno will always shoot with the press of a button.
Get hit during pierce charge? Charge again, take more time.
Not close to or in front of the monsters? Don't hit the ones in the back. Inferno has AoE + guaranteed DoT.
Normal mob count for any maps: Low enough to require dragons breath or might as well use 1v1 attacks which makes BM better for this situation.
Push the mobs in order to gather a pierce efficient mob? Almost dead already, might as well make dragons breath our main mobbing move.
MM's won't even be able to pull off that many pierce because we must use dragons breath to gather the mobs to be effective.
The double jump is more effective for 1v1 playstyle. Why? Hurricane requires BM's to stand still or hurri-walk, give them double jump and they become very effective in any map.
MM's? No. Why? Look at the marksmen video posted earlier
Notice how the MM used his 1v1 skills most of the time. This reinforces that the game is more 1v1 oriented thus BM's have the advantage.
When the MM did use pierce it wasn't the best choice to use. Sure we can blame bad control, but its not just control. If he used dragons breath it would push the mob back and then he would have to walk and charge. Ultimate inferno would have dished out more dpm because BM can press and it fires, thus the BM mobs better in this case. If the MM used double jump after dragons breath, he can't charge pierce and he could possibly touch the mob.
For a mobbing class, we aren't that good at mobbing when we can.
Possibilities to fix such problem? Easy fix is these 3 steps.
1-Make pierce charge quicker, and/or charge while jumping
2-Don't break pierce after getting hit
3-Can pot while we charge (like hurricane can)
4-Make pierce stronger, either direct %damage (1150% to a higher value) or increase the 1.2x multiplier that occurs when it goes through each monster
Medium fix: Make some mobbing friendly maps that are actually mob friendly (spawns that become heavy like the ones seen in map: Sahel 3).
Hard fix: fix all maps/ spawns to be better suited for mobbing.
Our mobbing should rival hurricane since we are the "mobbing"
I'm not saying BM shouldn't get ultimate inferno because bowmen need these to keep up with all the different classes.
Pierce should have a real improvement and not only hit 2 more monsters.
Also snipe's cooldown should be client-sided. The 5 second charge is like 5-8 seconds.
I definitely like the direction that the two classes are going though.
There will be noticable differences if this is to come through.
Bowmen will actually have two very different subclasses like thief's Nightlord and Shadower.
I hope Nexon could read this and do what they can.
Get ready for a wall of text.
Let's first look at all the marksmen updates.
From the beginning of 4th job:
-Snipe's 100k/10 sec and pierce being 2sec and dc'ing when it breaks damage cap.
-Snipe's 200k/5 sec and pierce can hit higher (still useless considering how skeles are only 85k hp)
-Pierce becomes 1sec charge (the slight "lag" before it starts to charge total to over 1 sec)
-Big Bang: Ultimate Strafe, Snipe 999k
-Chaos patch: Bow formula is only 0.05 less than xbow. Snipe becomes nerf for the weaker MM majority (even for the well funded, it eventually is limited by the damage cap, where hurricane can scale to be better as long as it does enough per arrow to beat 4m in 5 sec: unlikely but still plausible)
The math for bowmaster still beating marksmen with 900%x4 snipe:
normal FA: (8.333 arrows x (8.333 x 40)= 11.66 x 5 sec = 58 arrows = 69k
advanced FA(8.333 arrows x (8.333 x 60)= 13.33 x 5 sec = 66 arrows = 60k
They can pot while using hurricane so its definitely possible to shoot that.
Want to count snipe lag too? That just adds more into hurricane's favor.
How about ultimate strafe + snipe? Add the timing errors that hurricane can basically ignore now due to pot while shooting.
Under easily done scenarios: 800 arrows (60% advanced FA) x 220% = 176,000%
Under PERFECT scenarios: 12 snipes + 71 ultimate strafes = (900x4)x 12 + (71 x 6) x 230%= 43,200% +97,980%= 141,180%
Despite all the things marksmen have gotten, all of our skills have less potential than hurricane.
I remember reading that hurricane is good up to mobs of 3.
This makes sense, just like how MM's are better off with ult strafe+ snipe until mobs are 3+.
So both bowmen needs to mob a 3+ mobs, ok thats cool, but we all can agree that BM still has the advantage before 3+ mobs. As I said early BM should be better 1v1 and since 1v1 is better in less than mobs of 3 situation, BM should be better in mobs of less than 3.
Now here's the problem with piercing arrow.
33 pierce/min vs 88 inferno/min
Inferno on top, pierce under it-
On one mob:
600% x 88 + (140% x 60) = 61,200
1150% x 33 = 37,950
On two mobs:
61,200 x 2 = 122,400
1150% x 33 + (1380% x 33) = 83,490
On three mobs:
61,200 x 3 = 183,600
1150% x 33 + (1380% x 33) + (1656% x 33) = 138,138
Sure we won't use it on mobs less than 3, but that's not the point.
On four mobs:
61,200 x 4 = 244,800
1150% x 33 + (1380% x 33) + (1656% x 33) + (1987.2 x 33) = 203,715
On five mobs:
61,200 x 5 = 306,000
1150% x 33 + (1380% x 33) + (1656% x 33) + (1987.2 x 33) + (2384.64 x 33) = 282,408
On six mobs:
61,200 x 6 = 367,200
1150% x 33 + (1380% x 33) + (1656% x 33) + (1987.2 x 33) + (2384.64 x 33) + (2861.568 x 33) = 376,839
We need a mob of at least 6 to beat inferno's theoretical dpm.
This has a point because pierce's effectiveness is questionable which causes the pierce's actual dpm to vary too much while inferno's actual dpm is closer to the theoretical dpm because inferno will always shoot with the press of a button.
Get hit during pierce charge? Charge again, take more time.
Not close to or in front of the monsters? Don't hit the ones in the back. Inferno has AoE + guaranteed DoT.
Normal mob count for any maps: Low enough to require dragons breath or might as well use 1v1 attacks which makes BM better for this situation.
Push the mobs in order to gather a pierce efficient mob? Almost dead already, might as well make dragons breath our main mobbing move.
MM's won't even be able to pull off that many pierce because we must use dragons breath to gather the mobs to be effective.
The double jump is more effective for 1v1 playstyle. Why? Hurricane requires BM's to stand still or hurri-walk, give them double jump and they become very effective in any map.
MM's? No. Why? Look at the marksmen video posted earlier
Notice how the MM used his 1v1 skills most of the time. This reinforces that the game is more 1v1 oriented thus BM's have the advantage.
When the MM did use pierce it wasn't the best choice to use. Sure we can blame bad control, but its not just control. If he used dragons breath it would push the mob back and then he would have to walk and charge. Ultimate inferno would have dished out more dpm because BM can press and it fires, thus the BM mobs better in this case. If the MM used double jump after dragons breath, he can't charge pierce and he could possibly touch the mob.
For a mobbing class, we aren't that good at mobbing when we can.
Possibilities to fix such problem? Easy fix is these 3 steps.
1-Make pierce charge quicker, and/or charge while jumping
2-Don't break pierce after getting hit
3-Can pot while we charge (like hurricane can)
4-Make pierce stronger, either direct %damage (1150% to a higher value) or increase the 1.2x multiplier that occurs when it goes through each monster
Medium fix: Make some mobbing friendly maps that are actually mob friendly (spawns that become heavy like the ones seen in map: Sahel 3).
Hard fix: fix all maps/ spawns to be better suited for mobbing.
Our mobbing should rival hurricane since we are the "mobbing"
I'm not saying BM shouldn't get ultimate inferno because bowmen need these to keep up with all the different classes.
Pierce should have a real improvement and not only hit 2 more monsters.
Also snipe's cooldown should be client-sided. The 5 second charge is like 5-8 seconds.
I definitely like the direction that the two classes are going though.
There will be noticable differences if this is to come through.
Bowmen will actually have two very different subclasses like thief's Nightlord and Shadower.
I hope Nexon could read this and do what they can.


Especially by page 21.