What are you trying to calculate here? I don't think I understand? Why multiplying with (1+2) and not just 3, and so on...? And where is Berserk? I don't know about the other jobs, but for DK, damage is 200%×170%×3 for single target. That's 1020%. 3 targets then, is 1020%×3=3060% damage.
I will go on a tragically detailed post. I couldn't test everything thoroughly as sadly my playtime is limited, but I hope that my impressions could help the staff or more active players willing to test through things. With Fire, Ice and Lightning charge adjusted at 130% max level, we should have, in terms of what could be relevant for a 4th job character: - Slight DPM boost at Krexel (eyes are Fire weak) and Bigfoot - Damage boost at Road to Oblivion (the whole area is Ice weak) As for Blast, I wonder how much the vertical hitbox change got tested in beta before the release. In terms of QoL, I could immediately register a small, but positive change: Lilynouch farming became way smoother, because now this boss can be targeted also when it's jumping. I suppose that this could work for isolated Zakum arms too. Blast being a single target skill, what I found really important was its ability to keep a boss or boss part consistently targeted in a situation where it's not isolated. This is particularly important, for example, during Zakum bodies phase, or (to a minor extent) during the last portion of Krexel battle, when it starts summoning. My Paladin could, for example, keep Black Crow consistently targeted even when it was surrounded by Himes, and, more importantly, keep Zakum bodies pretty much 100% targeted the whole time. From what I could see, the targeting ability shouldn't have changed when the mobs are all in the same line, but I wonder about moving/flying elements. So: if the vertical hitbox increase is going, for example, to make Paladins hit Zakum flying summons instead of the body, then it's not doing us a favor at all. Zakum arms: Zakum arms targeting has always been really awkward for Paladins, because arms move up and down. It could be that the strict horizontal hitbox could make targeting a bit more "disciplined", but it has always been really awkward to actively choose which arm to target. All I could do in my previous expedition was to roughly learn takedown order patterns. For example, placing myself on the 2nd bottom right platform, it was possible for me to consistently kill the Healing arm (2nd bottom right) for first. Yesterday I've tried to go on a solo arms expedition, but sadly the server was too unstable and I could kill only two arms. I've started from the 2nd bottom-right plat, and, this time, the first arm to go down was the 2nd from the top right, quickly followed by the Healing one, sign that I was randomly hitting 2-3 arms at time. Maybe a better positioning could help. What I think could be interesting to test: - Blast hitbox range from the ground - Blast hitbox range for the top right arm from the top plat - curse arm (2nd bottom left) takedown order and targeting capability - arms targeting capability when they're isolated - not sure if now could be worth to pick different charges (ice/fire) when you're targeting 2nd top arms Regarding 4 minutes Crash cooldown: Considering how the endgame community cares about optimal timers, I wonder how much this cooldown would motivate people to go through the hassle to include Paladins in the economy of a boss run that lasts 30-60 minutes. Picking a Hero or a DrK that would still make a Zakum run consistently faster, and it seems like Horntail is going through major inclusion issues for a wider range of classes.
SO, a few years have passed from the most recent post in this discussion. I have made a paly and I'm loving it and all. But are we heard? Are these theories being tested anymore? Should we just deal with it as is? I think these changes discussed should be tested and implemented, honestly why not? I think it is a minor change that has little to no repercussion if not done perfectly, and easily reverted/corrected. It's relatively a small community and it would bring more balance in the warrior realm of mapleroyals. I get the whole "nostalgia" mantra, but sometimes the "leechstory" this server is, isn't nostalgic at all. I would much rather get some class buffs to a nostalgic class for me, being a Paly on pre bb GMS, then fix what is primarily "leechstory". Like if we wanna be nostalgic there's already much bigger issues that WILL NOT change ever. Cool. But why not Buff paladin a little more? I just wanna know if I am only playing paladin for the true nostalgia of it all, or just accept the damage and money-hungry culture that I signed up for and only boss on a Corsair and NL. I love this game a lot. Been playing for years, never really asked for changes because I can get with the flow. But ok, it's 2020, the world is going to shit. Maybe, one of my dying wishes is to be a balanced Paladin. Like, imagine, me. deathbed. paladin lover. Make a wish foundation comes in. I honestly will consider my last wish is to buff paladins in mapleroyals. Little 14year old me would be happy and rest in peace. I went there. LOL, I hope I didn't offend anyone, I'm just joking. or am I? who knows. BUT COME ON. LET ME SEE A PALADIN BALANCE THAT GIVES ME GOOSEBUMPS. In all seriousness, is anything else gonna change for paladins in the near future? Pablo, out <3
The paladin buff has placed paladin in a good spot already. you can see that their damage has put them in a good spot compared to other jobs in real game examples like here: https://royals.ms/forum/threads/pirate-king-krexels-2nd-eye-dps-tests-bucc-and-sair.145069 (they outperform most classes in the krexel kill) They are currently better single target damage and not as good in multi targed damage as the other warrior classes.