I've playing my Hero for quite some time now and this is of the things that really bothered me for a long time. To demonstrate how unstable the damage output of Heroes with Brandish is I'll describe my grinding experience at ToT. I sometimes grind at Road of Oblivion 4 killing Chief of Oblivion Guardian mobs which have 141k HP. My range with energizer as of today is about 12.6k and from what I've seen, one row of Brandish can deal as low as about 31k and high as about 57k, which means that a single Brandish attack can vary all the way from 62k to 114k, and two Brandish attacks vary from 124k to 228k - That's a 104k damage difference. Now let's assume that the damage is RNG'ed uniformly in that range, and since I need to deal at least 141k damage to 2hit these mobs it means that with a range of 12.6k I will only 2hit these mobs 80% of the time. That extreme damage gap means that I cannot 100% 2hit these mobs even with this high range because the damage output is just too unstable. It feels like no matter how much I invest in my Hero I simply get nowhere and it's really frustrating. I think this should be fixed.
use axe, its 75% mastery. easy Some calculations: Assuming what you say its true at 60% mastery: 62k to 114k 62k/114k = around 0.54385 (matches minimum damage as % of max damage = 0.54 = 0.6*0.9) an equivalent axe wa at 75% mastery should be around : minimum damage as % of max damage = 0.75*0.9= 0.675 167.5% = 114k+62K= 176k min damage = 67.5/167.5 * 176k = 70.9k max damage = 67.5/167.5 * 176k = 105k 70.9k* 2 = 141.8k, which clears the requirement for oblivon. I say its a fair trade with sword cheaper price and availability vs higher axe mastery and stability.
link to: https://royals.ms/forum/threads/damage-calculator-all-classes.123479/ Axe got different damage output on slash/stab, I think this will make min damage output more unstable.
Nice calculations and it's funny that with the axe mastery the 2hit threshold was almost bullseyed. Assuming I'll find an axe that has the same (or more) attack as my current sword (146att stonetooth), since I don't have a SI mule, the attack speed of an axe will always be slower than my stonetooth so I'll probably do much better using a stonetooth as a solo grinder. Other than the mastery part there's simply no incentive whatsoever to hold an axe over a sword, and as I casual I'll not try to get my hands on both perfect sword and an axe just to be covered. My point is that sword Heroes simply don't scale well, and it is fair to say that the range that I managed to get is fairly high for a casual, and yet I can 2hit not-so-end-content monsters only 80% of the time which is just too low.
link:https://royals.ms/forum/threads/warrior-2h-weapon-balancing.163124/#post-958833 axe perform different dmg output on slash/stab i think, havent test it out yet.
since this thread is about heroes, what do you guys think about the idea of buffing panic and making it not consume combo orbs when under enraged? this way heroes can do multi and single target but not as strong as their warrior counterparts
I have used the 100 accuracy (Maple plops)palettes and that gap has been fixed a bit, I think that works with characters with a dex source, I mean warriors, pirates and archers, for some reason I have not been able to restore balance in shadowers and NL!
So I tested the calculations @deionize presented regarding axe mastery. I used these two weapons which are almost identical: and observed the damage output dealt on the same monster. The results are (for a single Brandish damage line): Sword: Max damage: ~41k, Min damage: ~23.5k, Average: ~32.25k, Gap: 17.5k Axe: Max damage: ~43.1k, Min damage: ~21.3k, Average: ~32.2k, Gap: 21.8k So it can be seen that the average damage is preserved HOWEVER the axe damage stability is even WORSE than the one of the sword. Therefore, unfortunately, even using an axe wouldn't solve the damage stability problem but even make it worse.
In question, it seems so, because I have tried with my BM, it has worked, with my beginner too (even this one is more unbalanced), now that I have a young crusader it has worked and has stabilized at least 50 / 70%, I will see if I do more study of the matter and I will do more effective tests by increasing the accuracy and in perspective the dex, and to know if the mastery can be increased or not
I feel the need to bump this thread, especially since Hero is literally the only Class that hasn't received a 'damage' buff per se, and I truly do feel that it needs to be addressed, the Hero Class is sort of on a decline since(as I said) it hasn't received a much needed damage buff as opposed to all of the other Attacker Classes. A suitable buff to Heroes would be: Applying Advanced Combo Attack a passive 20% Weapon Mastery(so that way 2H Sword Users would now be 80% Mastery) which would solve the VERY unstable damage issue for Sword users. (For Axe Heroes you could also adjust their 2nd job skill from 60 to 70% Mastery, which would then give them a 90% Mastery in total, just a thought). Rage: a passive or stackable 10-12att buff would be nice, anymore I'd say would be a bit too much. Buff Heroes, pls
Been waiting for hero to be buffed for over 2 years... Give us intrepid slash Lol jk... But seriously a buff is much needed....
Been waiting for 4 years hero still no buff while they buffed Pally DK Bucc Shad MM Buffed BM then nerfed hurricane to be absolute a mule. Nerfed NL’s avoid shadow shifter alchemist. compare to the nerfs hero is on the good spot.
It's a lot more stable than NL or archers and is on par with pirates shads and paladins, I'd say hero is kinda average in terms of stability. It only loses against drks and mages