PVP Dodge/Hitrate/Damage/HP

Terron
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Terron » Thu Jan 19, 2017 4:20 pm

probably just monk in general. highest MR bonus for melee class, extra stam, highest potential damage output, highest dodge.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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NiteHawk
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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Fri Jan 20, 2017 8:09 am

In terms of changes, when something is changed you can't expect everyone to change on the dime either. The next patch will give most low end races, which should include most spell caster races, a boost, while decreasing damage on those heavy DPS classes that are hitting like machines. But expecting the problem to fix itself within a week is not going to happen as people need to see and realize there are other options out there.

Saurians could be taken a look at but for now I want to hold off as there's ALOT of changes.

I 'am' changing up the damage a little on spells on to too. I think the variance is a little strong when it comes to some spells, so some spells might have an overall average boosted by a few points rather than max (I'm talking about 3-6 damage for the most case). I think the max damage is overall OK. but a degree of 5 changes instead of 7 would be OK on beam for example. Generally sorcs and necros should be what knights and bards are in the spell department.

I'm also giving spell caster classes lower end damage rather then their damage being non existent. For example a level 25 necromancer with 20 strength on div will do 108-150 damage with a dagger. It's still lower than other classes, and you won't see many 20 strength necros, but it's not useless and may come up with some interesting builds. Sorcs have the a little lower modifier but obviously they wont' do as much because they can only use staves, so you might be looking at -25 damage less on the above numbers, though it might be around the same/just under with the POWER spell.

A cleric with 20 str will prob do around 97-136 damage. which is still low, but it's better then their original 71-100 which is non existant damage. Obviously it's probably still better to go with spells as pierce rate is often higher than dodge rate though.

Generally I'm trying to make physical damage not completely useless in high STR situations, though regardless I don't see them going much more then this because they SHOULDN'T be anywhere near what a knight or barb can do (and obviously they are NOT even with the above numbers.)

I didn't feel there was a reason to gimp the damage modifier per class THAT much just because, because most classes can't pick STR and INT with other things too without gimping themselves too hard so I'm trying to close the gap a little.

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Adramelk
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Adramelk » Fri Jan 20, 2017 11:54 am

Slayers are trash 1v1. Repeatedly having neutral div ninjas going 3/5 every round.

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Honzo
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Honzo » Fri Jan 20, 2017 12:11 pm

Slayers are not trash. Perhaps you just don't like the combination you have chosen or should try another race/class combination. Slayers are great, it's just that they have counters. Can't blame bad luck on the class. :)

Nighthawk, does this mean that casters are getting a damage nerf or if this ONLY for physical dmg on casters?

Terron
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Terron » Fri Jan 20, 2017 3:21 pm

if spell damage is being lowered the inaffect rate definitely needs changed.

last night we started a baby party all level 1's, during which my mage(sorceress) was owning most killshots etc but by the time we left bullfrogs and the level 4 mobs, i basically did 1 hit per 11 casts on beggars bandits etc. it was so bad i actually counted. from levels 8 to 12 i only successfully cast 7 beams out of 76 attempts 0 were fizzles. then on we went to shadow assassins with a steady rate of 3 successes out of 20, my sorceress fell behind an entire level to the assassin, nearly 2 levels, which is ironic as seeing the assassin missed exp on a few KS for moving off square. by the time the party was level 15 and trying to equip up for level 15 i was still 62332 exp short of level 14. after i pointed it out , multiple clannies just said u must have went afk 30x , this irritated me so i logged on my monk to sit afk for reals.

this is the 5th time i've tried a sorcerer ive hated it and just reallocated for my gold back then deleted. (i tried a dwarf and goblin first, i just blamed the inaffects on 17 int.) i know that if i tough it out itll get better at lvl 20. but the thing is i dont want to kill level 4 monsters til level 8 then kill level 8 mobs to 15 then struggle on level 15 mobs til i finally get level 20. just to have a decent success rate.

cleric tends to be very similar to mage, ray is op then once u leave frogs and mosquitos it sucks, then u grind on the lumbering bear to level 10. then i run my ass off to GY and heal kill 5-6 undead with cure/heal and im level 16 :D kill a few more and 17 then grind mode sets in. i usually stop at 17 cuz the risk vs gain isnt worth it theres always stacks of enemies sitting in GY constantly. luckily, for reasons unexplained to me, none of these pkers like to share pks with their own friends and always attack me alone. in which case i run to town and log for my next quick pop on for an undead kill.
may seem wierd to you but id rather cast heal for 55 53 52 on undead than use ray and do 89 unaffect unaffect all day.

sorcerers is only successful 2 ways small steady bursts and immensely powerful spells, or the glass cannon theory doesn't hold up and u might aswell just play a barbarian. in this case the small steady bursts is healing undead and the immensely powerful spells are roundhouse, fury, and backstab. so for me a mage isnt spectacular to play. im starting to believe the only reason they are trained is for brill scrolls and pvp events against horcs/saurians.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Folder
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Folder » Fri Jan 20, 2017 3:34 pm

Keep in mind in that group we were killing shadow assassins very early. They are...level 20? our group was killing them at lvl12-13 so the unaffect/miss rate was high.
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Terron
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Terron » Fri Jan 20, 2017 3:53 pm

yes the unaffect rate should be higher on a lvl 20 monster when staring down a lvl 13 but how did the melee classes hit so much easier?

im assuming level has more to do with mobs MR than it does dexterity but i dunno
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Re: PVP Dodge/Hitrate/Damage/HP

Postby Folder » Fri Jan 20, 2017 4:11 pm

Yeah I don't know that formula tbh. It may well be imbalanced. I leveled a sorc to 15 on lvl appropriate mobs and it was quite easy iirc (but that was also 23 int).
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NiteHawk
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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Fri Jan 20, 2017 4:50 pm

Terron wrote:if spell damage is being lowered the inaffect rate definitely needs changed.


NiteHawk wrote:I 'am' changing up the damage a little on spells on to too. I think the variance is a little strong when it comes to some spells, so some spells might have an overall average boosted by a few points rather than max (I'm talking about 3-6 damage for the most case).


8)

Not lowered. Not sure where you got that.

Honestly, I've seen no issues with uneffect when its comes to mob combat though either. If you having unaffect issues leveling, switch mobs. There are alot more mobs with low wisdom then monsters with low AGI. Not all mobs will be suited to each. For example, undead works good with clerics/pallies.

Terron
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Terron » Fri Jan 20, 2017 6:17 pm

im not saying its highly problematic to stay on lumbering bears(usually hit them steady at 12+) etc until you are level 15, the fact is if you try to power level a mage it is all unaffects, mind you melee characters do miss quite a bit more aswell, its just not nearly as much when compared to magic. like my lvl 14 goblin sorc for instance ran to GY and had unnaffected 4 waterskins worth of mana in a row going with div bonus. maybe i should have used orbs and went 100000 in debt. that was one i just blamed on 17 int, i later deleted and went gnome to test and it was the same bs. it isnt a problem because getting to 20 is so relatively short in general.

im not saying anything has to be changed at all. just as it sits for me id much rather train a 2nd 3rd 4th 5th even a 6th monk opposed to a mage. once i have every good race of monk and cover the divs i don't need a mage anyway, or anything else for that matter. is what it is.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants


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