So I had an idea to buff several skills so they could be like they were in the original GMS V83 with some custom changes. The goal is also to make skills which are currently useless more useful. Warriors: Make Lightning Charge stackable with other charges (and maybe nerf it's damage to 120% so it won't be too strong) like it was in GMS, this will make Paladins about equal to heroes and more viable in general. Buff Enrage to about +40 atk so it won't be useless like it is now when people can just use stoppers instead. Make Shield Mastery increase your overall defense by 100% or more rather than the defense of your shield (which is extremely low), this will give people a reason to go 1h. After all shields are meant to defend you. Increase Dragon Blood to around +30 atk so it won't be useless. Buff Rage to a party +25 atk buff. Mages: Right now most mage skills are useless and people only use ultimates so it should be changed. Buff Elemental Amplification to 150% like it was in GMS, this will counter the meteor/blizzard nerf Buff ice/fire demon attack up to around 200, make them deal damage over time and also make the mobs weak to the opposite element (so the summon could hit for extra damage like it was meant to be, that's the reason archmages get summons with the opposite element. Archers: Increase the damage of Iron arrow to 200% Allow the Sniper's ice shot to deal critical damage. Make both Hamstring and Bullseye work on bosses as they are completely useless right now. This will also give Marksmen an additional party benefit as they will make bosses more likely to miss people. Buff Marksman's strafe to about 150% damage. Make Concentrate give 40 atk like Enrage (for the same reasons) Allow inferno to burn enemies to make it an alternate mob skills (right now arrow bomb is much better) Allow Dragon's Breath to be used in close range (that's the purpose of this skill anyway, to push mobs) The class also needs a general HP/defense buff because they do not have any sort of defense unlike other classes (thieves got high avoid) Thieves: Make Shield Mastery increase your overall defense by 100% or more rather than the defense of your shield (like warriors) Buff the damage of Assaulter to 500% like it was in GMS Buff the damage of Assassinate to 700% and the damage of Boomerang Step to 600% to make Shadowers more powerful Pirates: Significantly increase the defense Battleship gives you (from +100 to about +1000 or more) so it will be more tanky. Also give the same defense bonuses to transformation/super transformation Buff the damage of Barrage to 300% Buff the damage of Demolition to 450% Fix the slow energy blast attacks during transformations
Buff NL to have SE on their own. Give bishop Elemental Amplification. Buff brandish to hit additional 1 line. So people only focus on those jobs as admins always want them to #Imnotupsetwitharchmagenerfsarcasmlol @ontopic: nice idea but dont hope too much on admin. They decided to nerf A/M while still unable to properly fix Paladin's Threaten.
i think this should be buffed to 200% since hurricane do 100% dmg per second. Considering also the speed of this, its like 2 seconds with out SI effect. Also bowmaster's hurricane should be buffed for 3o or 50% considering the hard work you need to wash and the low minium % dmg this one have. (This its a opinion ofc i really like the dps of hurricane, but i fell its low considering a 6k+ range for example)
I haven’t read a DPS chart in a while. How high are BMs on it? Is it Sair, NL, Drk, BM, Hero? If MMs get a significant buff on Strafe, I see no reason why not to help BM. Just wish the gap closed a bit especially since MM have to be more interactive with their snipe/strafe rotations. Wish they’d revert crash changes on hero/drk; or at least not give hero a meme skill. For Paladins if they’d fix threaten, that alone would really help them out. Also think ACB should get a slight hitbox increase. I pray everyday I get any kind of MM buff. If we get a slight Strafe buff it would help out immensely. Inferno/Blizzard are mostly meant for CC. Even MM, I iron arrowed up for training, both Iron and ArrowB. are superior mob skills. Are shadowers really that weak? I thought they were mostly terrible due to no access to ASS 30. IMO, it wouldnt be fair to matchup any class vs NL, but compared to other melees like drk/hero, how do they fair?
Dps order is bit vague other than sair and nl as it depends on situation. For e.g, BM would white drk with full buffs at krex and toad but drk would have upperhand in pap, zak and ht due to stance. Shadowers are quite helpless in HT due to limted terrain but they can be godly (even above sair/nl unless super endgame) in zak/krex/toad with adequate skills. For the power crash, I was hoping to suggest a different approach. What if all 3 warriors have armor crash but that works with charge mechanism, similar to that of buccaneers which require high damage input over prolonged period of time before it can be fired once fully charged. Then pallys will no longer be used only as mules in bossses. To give some advantage to pally, give wep att/def up debuff only to pally's armor crash. If the armor crash is used before fully charged, it only debuffs wep/def up but if fully charged upon use, it breaks wep cancel.
I didn't like it when GMS did that. It made Lightning Charge no longer it's own thing, never to be seen again from being covered by the other charges. It'd be far simpler to just add 20% more to every charge; that way we don't lose our strong, and independent lightning. <3 Not that I care for a buff, but if it had to go down, I'd much prefer it that way.
If all warriors have chargeable crash, how would that make paladin unique? However, I do agree with the chargeable crash (avoid mules). Paladin should be the only warrior to have cancel wep cancel. Also I think % of acb should be increased
It's hard to make specific arguments for buffs and about balance without using specific nubmers, so I made this. DPS charts can be a bit hard to relate too because they make assumptions about equipment -- I think that % damage per second is a useful stat, because you can relate between different classes with your individual range, and because lower weapon attack classes will benefit more from attack potions. While I'm not disputing that people ht with friends (I only ht with guild), you can definitely see why pub groups only want to recruit night lords. My understanding is that SE is 15% per line to add 140% skill damage, and stacks with the crit passives for BM/MM/NL (for example NL gets 65% chance to add 140%+100%). Damage with SE depends on the number of lines per second, and was scripted in matlab rather than wasting time doing binomial. Average error from this method is about 0.02% so not relevant. Spoiler #bucc, barrage ds %total = 0; %n = 100000; % %barrageDs = [230 230 230 230 460 920 810]; % %for i=1:n % dps2 = 0; % for j=1:length(barrageDs) % dps2 = dps2 + barrageDs(j); % if rand < 0.15 % dps2 = dps2 + 140; % end % end % total = total + dps2; %end % %avr = total/n %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %#Bucc, demolition %total = 0; %n = 100000; % %Demo = [400 400 400 400 400 400 400 400]; % %for i=1:n % dps2 = 0; % for j=1:length(Demo) % dps2 = dps2 + Demo(j); % if rand < 0.15 % dps2 = dps2 + 140; % end % end % total = total + dps2; %end % %avr = total/n %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% #Night Lord, Triple Throw no SE %total = 0; %n = 100000; % %tt = [150 150 150 75 75 75]; % %for i=1:n % dps2 = 0; % for j=1:length(tt) % dps2 = dps2 + tt(j); % if rand < 0.5 % dps2 = dps2 + 100; % end % end % total = total + dps2; %end % %avr = total/n %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% #MM, Strafe with SI #SI changes the snipe / strafe rotation (more strafes per snipe) #You do 9 strafes per snipe with SI #However, this is fixed damage and is not suitable for % range per second. %total = 0; %n = 100000; % %strafe = [100 100 100 100]; % %for i=1:n % dps2 = 0; % for j=1:length(strafe) % dps2 = dps2 + strafe(j); % if rand < 0.55 % dps2 = dps2 + 240; % end % end % total = total + dps2; %end % %avr = total/n %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %#Sair battleship cannon % %total = 0; %n = 100000; % %damage = [380 380 380 380]; % %for i=1:n % dps2 = 0; % for j=1:length(damage) % dps2 = dps2 + damage(j); % if rand < 0.15 % dps2 = dps2 + 140; % end % end % total = total + dps2; %end % %avr = total/n %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % %#Hero brandish %% %total = 0; %n = 100000; % %damage = [260 260]; % %for i=1:n % dps2 = 0; % for j=1:length(damage) % dps2 = dps2 + damage(j); % if rand < 0.15 % dps2 = dps2 + 140; % end % end % total = total + dps2; %end % %avr = total/n %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %#DK spear crusher % %total = 0; %n = 100000; % %damage = [170 170 170]; % %for i=1:n % dps2 = 0; % for j=1:length(damage) % dps2 = dps2 + damage(j); % if rand < 0.15 % dps2 = dps2 + 140; % end % end % total = total + dps2; %end % %avr = total/n %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% #Shadower Boomerang SB %total = 0; %n = 100000; % %damage = [500 500 80 80 80 80 80 80]; % %for i=1:n % dps2 = 0; % for j=1:length(damage) % dps2 = dps2 + damage(j); % if rand < 0.15 % dps2 = dps2 + 140; % end % end % total = total + dps2; %end % %avr = total/n %%%%%%%%%%%%%%%%%%%%%%%%%%% If you think I've made an error, feel free to let me know as I'm interested in this and want to know accurate numbers. Google sheets strips some of the formatting in xlsx files, so if you want the chart features see attached file.
A comparison between classes checking % of damage per second isn't a good idea because all weapons have different damage multipliers to them. For example a critical hit from a bow (with SE) and a crusher hit from a spear (with berserk) both deal 340% damage but the spear will deal much higher damage because spears got a higher multiplier (STRX5) and if a DrK and a BM have the same type of items the Drk will have much higher clean range. You had several mistakes too, for example you didn't include the Corsair's bullseye bonus (x1.2), the paladin charges (they do multiply your damage, and can even do more damage on elemental weak enemies). You also said bucc got 2 min 2 trans and 2 min normal but it's actually 2 min trans and 4 min normal skills and your Drk calculation is wrong Crusher is (170+21 crit average)x2 berserk bonus x3 lines=1146%
Thanks for the heads up, fixed those. Note that bucc super trans has a 240 s cooldown in royals, unlike 360 on bbb. My problem when thinking about damage not % was more that ranges are individual based and will depend on attack pots etc (I didn't feel confident in saying what the low, mid, and high end ranges for different classes are) -- this was more to see that one class needs to have n times more range than another class. Regardless though, I agree with you that buffs could help reduce the gap in classes, while still allowing nightlords / sairs to remain the optimal attacker choice, as well as potentially encouraging people to make new classes that they previously avoided because they were bad. Is there any good dps chart data for royals? I feel like arguments for buffs would be more convincing if differences in dps could be shown with specific numbers.