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Normal luck vs luckless
#1
Who wins?

My friend, his cousin, and some random guy all agree normal luck owns luckless in the long run. I keep telling them their damage gets raped in every possible way by luckless mages, but they believe the lost int is covered in equipments.
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#2
In the long run, lukless wins.

Lost int can't be covered by equips because lukless can wear just as good equips :/

Hat, Face, Eye, Earring, Pendant, Cape, Shield - equal opportunity (no significant stat reqs)
Weapon - 130 Elemental wand (150 matk) vs. Doomsday (118 matk, 80 luk req.) // typically even luk mages will use the lukless wand.
Glove - 8-9 matk Flamekeeper Cordon vs. 6 int/3 luk Dark Sage
Shoe - 4 int YSS vs 5 int 3 luk Dark Varr
Overall - 5 int 5 luk Bosshunter vs. 8 int 4 luk Bazura

Gain of 4 int for loss of 50+ int into luk = fail
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#3
I think it might be different when the level 160 elemental staffs that require luk come out...
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#4
Based on our current situation in GMS, LUKless mages will overpower regular mages. Always. Stereo gave a good comparison of the equipment also. Currently, there's little point in making a regular mage at all if you're in it for the damage and (maybe) fun.
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#5
ClawofBeta Wrote:I think it might be different when the level 160 elemental staffs that require luk come out...

The magic it gives still doesn't make up for the (massive) luck requirement that thing has. Unless you're insane, retarded, or have godly luck equipments, no one should wear that staff. Besides, the lower level elemental weapons give a close enough boost where the 16x one isn't that necessary (unless, once again, low luck). o.o

As of now, even in KMS, there's nothing to balance luckless and normal luck. Them changing the magic formula this late in the game is as likely as them doing anything about the defense formula. Plus, with their development of cygnus along with any other areas they have lined up it's even more unlikely that they're going to work on a massive formula overhaul.

The only thing they can do to balance it out is change the formula, or come out with a lot of extremely godly high level equipments that require luck. Those equipments would either have to have MASSIVE amounts of m.att clean (200+) or give higher % increases to certain elements if it's a weapon or a stackable amp like effect if any other type of equipment. If the latter it would in turn cause it to automatically be end game material and outclass every other equipment of it's class, so that might be a problem. o.o It would have to be a cape or overall or something. >_> There's always hope for those new earrings from JMS to have such an effect, but, like the elemental weapons themselves, those would end up taking over a year coming here and be gach only.
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#6
ClawofBeta Wrote:I think it might be different when the level 160 elemental staffs that require luk come out...

23 more matk requiring 159 more luk? I doubt it. Even discounting mandatory luk from gear (helm, pendant, bosshunter) you'd be looking at an extra 115 or so luk, meaning 115 less int.
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#7
ClawofBeta Wrote:I think it might be different when the level 160 elemental staffs that require luk come out...
Because Nexon stuffed up the formula, all 'normal luk' mage weapons from level 13 and up are essentially the same. So if you +35 a Cromi and cap for it, it'd be the same as having a +35 Dragon Staff - provided your LUK doesn't spill over for the Cromi.

The only thing the 163 has going for it is its elemental boost, and the 103 does the exact same thing. And the 70/130 do it better.
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#8
If I recall correctly, the 163 Staff and Wand have disproportional LUK requirements compared to every other equipment.

Anyways, it's been clearly shown that Base INT does have a more significant effect on the damage range than Magic.
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#9
JoeTang Wrote:Anyways, it's been clearly shown that Base INT does have a more significant effect on the damage range than Magic.
That's only for Heal, really. In the spell formula, each point of INT only adds an additional 0.005*spell over an equivalent point of MATK.
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