What are your thoughts for Balance changes?

Discussion in 'General Discussion' started by xDarkomantis, Oct 1, 2019.

  1. Becca
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    Becca GM

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    Fully agree, mesos > exp whenever I'm on my mage
     
  2. Becca
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    I think it's just with the flow of the server tbh. It's been up for quite a few years now, and back in 2013/2014/2015 and even 2016 that was when everyone was still leveling up so I remember tons of smegas about party grinding.
    Now that everyone's all leveled up for the most part, they've made their own hs mules, se mules, they have their own mages to leech themselves with. They don't have to grind (especially if you're hp washing you can't really grind to begin with..)
     
  3. Carney
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    no. with or without se the stafe damage is still at a fixed dmg of 125%.
    bufffing 125 -> 130% means that your dmg increased by 5% = 0.05
    if ur current dmg with or without se is 30,000 (125%). that means:
    30,000 + (30,000 x 0.05)
    = 30,000 + 1,500
    = 31,500 (125%->130%)

    there is no way 125%->145% (20% increase go from 30,000 -> 31,500 (1500 increase
    i was hitting 20,000 when strafe was 100%. when 100->125 (25% increase go from 20,000 -> 25,000 (5000 increase

    just follow my formula above^
     
    Last edited: Oct 2, 2019
  4. EZFebreezy
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    EZFebreezy Well-Known Member

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    Back when you could door/tp to tot without doing the quests, ob2/ob4 leech was the highest end leech in the game and there were people who bought and sold it regularly.
     
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  5. Geyforlife
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    Geyforlife Well-Known Member

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    Having tried leeching my characters at O2 (which is far superior to o4), I can say for certain that exp for the AM is basically the same as Petris (negligible differences). As for mesos, I think it is worse since the travel time is much longer (and more costly if you decide to use tp rocks)
     
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  6. MoriForest
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    MoriForest Well-Known Member

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    I'd like to to have Knight of Cygnus and Aran & Dual Blade introduced. No need to further balance the current 5 classes anymore because people would play KoC and A&D instead.

    Ez balancing.
     
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  7. Jooon
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    To an certain extend, 199,999 cap might be nostalgic, but instead of buffing Strafe damage output, why not simply increase the damage cap to 250k or even 300k. Which allows paladin to be actual really solid attackers, MM to be able possibly match BMs with and harder hitting snipe and A minor push to the 1v1s of Buccs Barrage too.

    Loving to see the community continously grow and get stronger day by day. But when the class bottlenecks that particular player’s potential with the damage cap. It seems very, questionable?

    Meanwhile making these classes stronger, probably doesn’t significantly adjusts the fact that NL will still be superior and not affect the players who invested an insane amount of time and effort into it, but allowing other class to be an certain extend comparable.
     
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  8. TXV
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    I just wish they'd make other classes comparable to NL's :-/. Right now the meta seems to be 1. Make a mage to farm mesos 2. Wash and gear NL

    I know people will play other classes because they like them more, but it's undeniable that NL's are the strongest class. Would be cool if you could play say a marksman without knowing in the back of your mind that NL's are stronger...
     
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  9. LichWiz
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    With the new balance changes to buccs, that were more bossing focused, some skills were left behind.
    While snatch remains as a useful skill in certain grinding situations, energy orb completely fell out of favor.

    For those who don't know how energy orb works, it deals its full damage to the first target, then loses damage rapidly as it jumps between targets. potentially hitting up to 6 targets at lvl 30.
    Skills that have damage drop as steep as energy orb are not exactly very fun, and also not very useful while grinding. [i have enough experience on this subject with using chain lighting >.>]

    So, I figured, why not make this skill into a more utilitary skill, and give it the ability to stun? Here's my rough idea of how it can be done:
    lower its base damage way down [for example, 110%], and have each level increase the damage by very little [10% damage per lvl for example, resulting in a 400% damage at lvl 30], but instead of the normal damage drop after each hit, have it do normal damage to each target.

    As for the stun, have it begin at a set % chance to stun for a short time [for example, 42% chance to stun for 1 sec], and increase the stun chance per level until it hits 100%, while also increasing the length of the stun at minestone levels [for example, every level get 2%, so that in lvl 30 its 100%, and increase the stun duration by 1 second on lvls 11 and 21, so at best it will stun for 3 seconds]

    The reason i think this is a needed change, is that buccs have stunning in their core design, especially when they have a skill like "Stun Mastery", but, the only stun skills available to them are from two skills of 2nd job: backspin, and uppercut. while backspin is used both as a stunning tool and stunning, it can only stun up to 3 targets that are closeby, and uppercut is single target stun that is never used outside of 2nd job.

    There's also no need for so many "aoe" damage skills when buccs have infinite access to transformation > snatch and DS.
    So in order to make the stunning part of buccs a more previlent part of grinding, it would be awesome to see stun somehow inserted into this underrated skill.
     
  10. Jimmers
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    Jimmers Donator

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    Give NLs a full map ultimate like ARch Mages and Bishops so that we can sell leech
     
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  11. Ayane
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    Ayane Well-Known Member

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    Stun Mastery is kinda irrelevant after the buffs, you could remove it and nothing much will change
    Skills like demolition or barrage after the buff will pretty much 1 hit almost every mob (except specific ones like the monks in shaolin) with or without criticals so it doesn't matter.

    Dragon strike deals 900% damage so getting 60% more from the crit (to get 960%) is almost nothing and is very insignificant. Even if you had SE it wouldn't be that powerful, and even Snatch deals rather high damage (600%) that the 60% won't matter.
    Criticals only become powerful when you use skills that deal low damage % per hit (like hurricane, TT, spear crusher, strafe etc)
     
  12. Relmy
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    U shure thats how it works? I was pretty shure that se sffects the hit, so if hit does 900% se would make a chance to hit 1540%.....
     
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  13. Ayane
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    Ayane Well-Known Member

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    Crit is additive and not a multiplier (except for mages and arrow bomb)
    I pretty much proved it too, I tried dragon strike with a 7800 range bucc and the max damage was around 65k with no crit and 70k with crit
    If it was a multiplier I should have been able to easily hit above 100k
     
  14. sparky95
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    But then how does my Drk hit 45~55k without crit but ~100k with crit using crusher?
     
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  15. FuminoAya
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    Im pretty sure SE is a multiplier for critical dmg. Though we should ask an Admin for that, or just look at the formula for SE. Does anybody have a clue where to search for that info, apart from looking in the game files?

    Maybe your Buccaneer is broken, i'd bring her in a repair shop asap or just return entirely :D


    Edit: then again, maybe SE has an adjusted formula for each skill in the game, thus buccs don't hit high with it on certain spells ( or other classes aswell )
     
    Last edited: Oct 16, 2019
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  16. Ayane
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    Ayane Well-Known Member

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    Cause SE gives +140% damage
    the difference between 170% crusher and 310% is quite big
    Try it on something like paladin or corsair and the difference will be much less
     
  17. FuminoAya
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    I agree on the Thief change suggestions, something along these lines would be great, though not overpowering the skills.

    However buffing rage from 12->15weapon attack and making it stackable seems like an overkill.
    I know that echo of hero gives 4% attack of your total attack (atleast that's how it is used in the dmg range formula for shadowers)
    Now let's say i have the following gear:
    3wa Medal
    1wa 2 carat lovebirds wedding ring
    145wa dagger
    43wa khanjar ( shield )
    23wa gloves
    20 wa cape
    17 wa shoes
    using an onyx apple ( +100wa )

    i'd have a total of 352wa
    echo of hero would add 4% to that , so 352wa*1.04 = 366.08wa = 366wa (rounded down)
    so echo of hero, which is usable every 2 hours, and lasts 40 minutes adds 14wa to my 352wa.

    your suggestion is a better version of echo ( also stacking with echo ) having no cooldown and adding 15wa in the above calculation compared to 14wa from echo.
    With the 15wa from your rage version it'd be 367wa with rage (15wa) and 381wa with rage (15wa) and echo of hero.

    I'd suggest nerfing rage to like 8-10wa but being stackable with potions or buffing enrage to like 20wa or 25wa lasting maybe 1 minute or so, making it stackable with attack potions & echo but giving it a cooldown of like 2-3 minutes.

    This way enrage would be great if for example multiple paladins have their crash ready at Horntail and want to maximize their dmg output with the hero in the squad in that timeframe where the heads won't be able to uphold their w.cancel. so it's a really nice utility spell, not just raw dmg added from (rage) continuesly, not being effective at all when w.cancel is active on any of the horntail heads / zakum or whatever.

    People would have to time their spells efficiently and not just spam their buffs like it is for many other classes.
    For example Shadowers use Smokescreen also whenever it adds a good amount of DPS, e.g at Zakum for Corsairs at the arms, so they have to reposition less and worry less about their battleship. I'd not use smokescreen when their ship is broken and on cooldown, but rather wait for it to be up again.
     
    Last edited: Oct 16, 2019
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  18. Jooon
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    Lets just suggest to Adjusting rage to not overwrite potion buffs like apple. Keeping it simple an early buff targeted @CPQ lol
     
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  19. FuminoAya
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    i edited my earlier post. to not make it a no-brainer skill, however there is still early / midgame. so i support the idea of keeping it simple aswell. or actually buffing rage ( not making it stackable with potions, adding some wa ) so it helps at early / midgame. but also changing enrage to my below added idea or it being stackable with pots, giving it a wa buff but also a cooldown.
     
  20. LichWiz
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    There's actually an option in the code to have a skill not overwrite another item/skill, and not add to it either, which means, only the highest effect is at play.
    You can see this at work with skills like pirate's 1st job dash. when you use it, it won't overwrite skills like haste, or speed potions, but if it gives more speed than a potion or skill, it won't disable it either.
    This can apply to rage as well, so that it won't be capable of deleting any other active items or skills, but not actually add to them if rage gives less att.
     

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