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241

Wednesday, April 6th 2016, 2:11pm

if you still think trading p/s and m/p for tac smash mdef reduction will reduce mage dps you litterally can't do simple math. as stated earlier those 2 buffs together are worth roughly 20% so reducing ma by 20% same as doing x.8. reducing mdef by 20% same as doing x0.8. plug both new values into the damage formulla you get 1-0,5*mdef*0.8/matt*.8 the two 0.8 cancel each other ending up with the same as before the change 1-0,5*mdef/matt
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242

Wednesday, April 6th 2016, 2:31pm

Lol compared to people who used to play like racer meark lok etc they aren't as good as them buy they are good they are 3rd tier magio is 1st you can't compare. Also no one plays k/m on my server for pve can be wrong and it won't only help k/m.
Also if that's the case make it for everybody that one attack buff and dam buff can only be use if you try to use another it will over write it
oh dang do I get to be tier 1 dps?
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243

Wednesday, April 6th 2016, 2:35pm

Well I never said it would be less I just said I Would rather have both because doing that isn't Change its just for convenience melee beat us out in dam so I don't want to give away stacking unless we're getting a dam boost.
And ancient never said give them more pdam as aow is only dam buff for melee I just said if ppl going to qq about stacking let one attack and dam stack for melee but I forgot aow is both dam and attack so nvm.

Also ancient me on w/m was me coming back from a 2 to 3 year break seeing my class get dropped to 75% and it was all because oh pvp they should of adjusted the skill for pvp and leave it at 100% for pve as that is w/m main skill and I want to be able to compete in burn without having to goo all int/ma and having extra buff like m/d which isn't normally in a universal party ppl always qq about nerf because if jealousy so theor class can be the best like you are doing which will make clearing inis harder.

I don't wanna hear any backlash from a guy who said snipe as hard as flame when I read that I knew you just messed up your case and gm's were like let's stop reading this.
You just want to buff m/w and forget about anything else as everything you said has consequences but hey.
Lol and yes meark don't let it go to your head.

Also lightning is good as it is don't nerf it .

Also soppy if I think about ma stacking is better imo because bosses have about 800 mdef 20% is 160 but I usually buff higher than 160 if you include house and all those other supporting buffs in burn overall stacking may be better imo haven't did all the calculations but I still want tax but don't get rid of stacking.

Also ancient I feel this thread should be called the selfish desire of a midgamers to make m/w all power, m/w power boost thread not mage class balance.

This post has been edited 1 times, last edit by "mohammed1234" (Apr 6th 2016, 3:19pm)


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244

Wednesday, April 6th 2016, 4:18pm

So much Flaming. Ha. Mage jokes...

Step one- Go back to page 12

Step two- Read Soppy's short list of proposed changes

Step three- Forward them to someone who will do something with it

Step four- Wash eyes out as they may have gotten contaminated by some of these other posts and begin to burn.

:thumbsup:

Not much else to say on the topic, as the best suggestions have already been said and await action.
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245

Wednesday, April 6th 2016, 4:39pm

So much Flaming. Ha. Mage jokes...

Step one- Go back to page 12

Step two- Read Soppy's short list of proposed changes

Step three- Forward them to someone who will do something with it

Step four- Wash eyes out as they may have gotten contaminated by some of these other posts and begin to burn.

:thumbsup:

Not much else to say on the topic, as the best suggestions have already been said and await action.



What about my list of changes on pg 12 :(
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246

Wednesday, April 6th 2016, 5:40pm

You did good cloak rom would just have to adjust the numbers with calculations and I would to hear some ideas from the infamous nirvana

247

Wednesday, April 6th 2016, 5:59pm

lol if you think w/m got nerfed for PvP <edited>, at the time of nerf(75 cap) w/m was destroying everything in terms of dps in runs, it could tank the endgame and still hold damage. I'm long fights at 6th and 7th Nome really came close to its damage. Idk about US servers but none was even playing w/m in PvP at 75 cap(or was it 77 the nerf? Meh idk) at the time there was no real decent PvP gear, so I find it hard anyone was playing w/m then, not to mention siege was an entirely different game then to what it is now, now w/m rekts because the low Matt needed and the high def it can get and still one shot everything.

<edited>

Now my 2 cents:

I think the suggestions from soppy sere a good start, but I would say keep p/r fairy stacking with everything(none mentioned this buff yet)

other classes probably need some changes too, I suppose easiest way is to finally just add 80 and 90 elites and make changes to them there rather then redesigning current skills (which for m/p and m/s are fine imo)

There have been many other threads accross all communities with ideas for new elites, not just for mage, will try link it later to the bit for mages because there was some good ideas for m/wd m/p.

Also I think mage in PvP is fine, leave it as it is, instants and flame hit hard enough already.

Aqualink was here. This post was fine without the personal attacks
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248

Wednesday, April 6th 2016, 6:14pm

I've discussed my idea's and thoughts with others in game who have posted here already, and what soppy had said seems to be the simplest improvement to the m/w for the developers to perform.

And cloak I like your idea's but I don't have very much input on them as they are mostly for pvp and mage general. Which imo would need a LOT more work to improve the mage clas in general. So i'm just focusing on points that at least make the 1 mage class more of a playable option for people.

As for my infamous input WK, I can't say enough about how much I am against INT modifiers increased or added onto skills, as 30k more dmg on a 10mill flame is nothing, but 30k more dmg on a 100k flame would be huge in pvp. Which mage pvp is plenty fine if they know what they are doing as it is.

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249

Wednesday, April 6th 2016, 6:47pm

We've let this thread go for as long as possible despite all the attacking and non-contributing posts, and have edited them out. This is pretty much exactly the reason why we tend to close these threads down, it is entirely too much work to keep the attacks out by just editing and they get out of hand fast.

Note: If you come across an attack towards you and the moderators have not seen it yet - do yourself a favor and do not reply to the personal attack with more personal attacks. Instead hit the report button or ignore it and it will be cleaned up.

Infractions and warnings have been handed out here. Next personal attack in this thread gets a lock. We will not put up with it in this case.

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250

Wednesday, April 6th 2016, 8:26pm

Alright so it seems a lot of people have taken a like to the below post, most of which consists of suggestions already made at some point in this thread. So meh being meh is going to try and see if I can debunk it or w/e. Nothing against you soppy (nothing yet), I just like arguing, keeps meh mind sharp. :thumbup:

Now before I start, there is one thing I noticed...or rather didn't notice, correct me either way. But you didn't mention if you were expecting all of these suggestions to be implemented, or any one of them or various combinations of them. Ill see if I can cover all the different scenarios before I get bored.

I'll just start off with assuming that you are expecting all of the suggestions to be implemented.



1) tac -20% mdef and remove buffs stacking.



Now this one seem to be the most controversial one. Yes I made a whole thread about this quite a while ago, I recall quite a lot of people that shot this idea down back then are now all of a sudden supporting it here, and supporting it very strongly if I may add, but ehh lets not waste time with that. And yes I have pushed this idea in the past. But that was back when I was trying to get what little I could for mages. But this thread had escalated well beyond what I thought it would, so I thought you know what, screw it, I'm going to go all the way instead of trying to get what little scrap I can for mages.


As of right now, the line that seems to come with adding mdef reduction to ts is that the mage buff stacking needs to be removed. Well why do we want mdef on ts? so we don't need to use m/p and p/s every 15 min or every time we die right? Mainly so we mages don't need to run outside the instance. Well I haven't done all the nitty gritty math but m/p plus p/s gives approximately 20% or so boost in matk. Well 20% boost in matk is the same as 20% reduction in mdef, which leads as to why people think putting mdef on ts will require matk stacking to be removed. Now this is a perfectly rational way of looking at it. But the core of the issue imo still remains, mages will need to go outside to get d/wd, since d/wd buff is far more important than m/p or p/s. But if there are melee in the raid then raid also needs d/w. The problem that melee and mages have are opposite, melee can't easily reach the patk needed to break pdef and mage can't easily reach the mdmg needed to make use of the fact that their matk has gone past the bosses mdef.

And I think people will agree when I say this, that with the current burn meta it will be quite some time before we can regularly build raids that can accommodate 2 different healers. So the problem still remains, which school of dps has to run out side? because someone has to, d/w and d/wd are both too important of buffs, and both are needed if a raid is to reach its optimal potential. And if someone has to run outside then does it really matter whether you have 1 buff alt standing outside or 3? People that uses those alts already have those alts, its not like they can get back all they spent behind the alts since the alts are no longer useful. I mean you are already outside and defeated the purpose of putting mdef reduction on ts. And this is the reason why I think putting mdef on ts won't really solve any issues. Mage dps wont increase and mages or melee will still have to run outside.


Now if you were to say something like remove it so the mage buffs don't stack but give mages a dmg boost, by increasing mdmg on staff to equal 2h melee ones, or give mage a small passive dmg boost then that I would be perfectly comfortable with. Because at that point d/wd dmg buff will become a want and not a need, so mages will have no excuse to complain. Because imo m/w doesn't really need m/p or p/s buff, they just grab it because its there.






2) wisdom of bravery now calculates like every other buff, but also increases mdam by 40% for the duration.

why 40%? based on damage calculation you get x damage for your skill and it is multiplied by a att/def ratio. when you break the boss mdef that modifier is 1-0.5*mdef/att. based on magio's stats and on debuffed mdef of the average bp hm boss I arrive to a 0,74 ratio when he uses swap set and 0,53 ratio when he uses mage gear to cast wisdom of bravery. 0.74/53= 1.4 which means you need 40% more damage to do the damage you do with swap set using normal set. this suggestion would removes the need to have 2 sets of gear

This is very unlikely to get implemented as it would directly hit rw/gf's wallet, and that alone is enough reason to believe that this will never happen.




3) make guitar stack with the other musics.

Concretly it means 1 or 2 extra flames during burns as you get your first flame off faster. not biggest of deal but a slight buff





I am going to assume you mean make guitar and lute stack without reducing the casting speed cap, as nothings stated on the matter. For this suggestion to get implemented RW will actually have to put in work for something that will have very little effect in the game itself. Yes I see you say that it means the first 1-2 flames will go faster, but these 1-2 flames are likely to be the weakest of all your flames, since wl/m , m/wl and druid very likely haven't gotten their buff/debuff on boss yet. And unless the average flame of the m/w hits for 20m or so the weakest 1-2 flame will do very little to boost dps.

Now if you made this suggestion assuming that casting speed cap will be lowered then well Ill just refer to what cike said, that its a very icky situation and imo shouldn't be messed with by rw.



4) Make fire/wind mastery 70% instead of 63%.

Small buff to mage damage, anything more would be too much.


meh, ill take 7% over no %. But would be preferable if they made it a nice round 100%, 63% seems like such an odd number. Or maybe add the fire dmg boost to cata, so using cata gives 37% more magical fire dmg. This way no one can complain that m/wd has become too op because m/wd flame spam won't benefit from the increased fire magic power.



Now Idk if this has been discussed in detail or not, I may have missed it. But if mages won't get a raw dmg boost, even a small one like changing dmg boost from cata from 20% to some where between 40-50% then how about increasing dps done by mages as their casting speed increases just like melee?
-Failed attempt of trying to put a picture in here cause I don't know how to-

ROM's one and only pure stam/pdef stated tank

REACHED 13.57M PDEF ON 29/09/2016, NO SIGIL, HAIDON, ZODIAC OR RELATIONSHIP BUFF.

Retired until mages are buffed or melee's are nerfed

This post has been edited 2 times, last edit by "ancientgear" (Apr 6th 2016, 9:24pm)


251

Wednesday, April 6th 2016, 9:27pm

This is a reply to Ancient's post:
Alright so it seems a lot of people have taken a like to the below post, most of which consists of suggestions already made at some point in this thread. So meh being meh is going to try and see if I can debunk it or w/e. Nothing against you soppy (nothing yet), I just like arguing, keeps meh mind sharp.

1) You're still a Magic DPS in a melee party. Just run w/o D/Wd. The amount of times it's actually the difference between clearing vs not clearing is minimal. It's just epeens hurting, being honest here that includes my own. I went between not running because of the work, then running without alt buffs, then running with alt buffs, then quitting because of the work.

- It's not just the running out, but also the leveling of alts and logging only 2 clients instead of 4.

- Also sometimes my 15 minute buffs expire as we wait everyone to be ready at the boss. They seem to expire at the worst times. Druid/Warden at 30 mins gives a better window to run out not only fewer times, but you also get to pick when. Even at strategic times between certain bosses.

-Or get rid of the skill altogether and make it a Mage general passive. Would still have a drawback as a TP sink. D/Wd would still be viable as a tanky Healer Class in Siege. I won't cry over 10% MDMG (I've been mostly healing as D/Wd now).



2) Really good change in my opinion. As it only affects the Mage/Warrior, which is the go to Mage burst DPS combo. This won't affect M/Wd in PvP. This would give Mage/Warrior their very own Illusion Blade Dance/Feral Leader/Blood Arrow.

-Although Ancient is right. This would be really hard to convince as all the puris, drillers, runes, abl's, and with the crazier ones the plussing and tiering would be a sizable loss of diamond consumption.



3) I already pointed out that this change would also extend the current burn time from around 10 seconds (Mediative Current) to 20+ seconds. It's a buff to non-M/W combos too and it would also let full magical parties of caster and melee magic dps run in harmony. Having to choose between Lute for your W/M or Guitar for the other 4 Mages is dumb.



4) Damn! straight up 37% passive damage increase. Jesus christ. There's two types of people here. The ones that believe Mage just needs to do less work, but wouldn't mind a small buff, and the people who wants to make Mages gods. Maybe I'm overreacting... Cike help me out with the math bro. Mind watching the vids I posted on page 8 and changing my damage with the 37% dmg buff and comparing them to the rest of the raid for us? I'll love you long time.

-63% is weird. Here's why: Fire Knowledge gave 5% @ Lv0 and gave 1% per level. It was changed at Lv58 cap when it was giving 63% increase. They capped it at Lv50 and made it go to 63%. Ironically, if they didn't make that change back then you'd have your 100% Fire Knowledge now at Lv95.

-I must be missing something here. What stops the M/Wd from popping Elemental Catalysis before Earth Core Barrier? It's not something uncommon, as you might believe, when there's super tanky people. All you need is to survive long enough to Serenstum/pop dmg reduction buffs/holy aura and everything else there is to survive it.

- That was discussed. Problem is that melee hitting harder over the attack speed cap is due to their damage formula. Magic formula would need to be completely reworked for your suggestion to happen. I personally would hate such a big change following Runewaker's track record.
Magío • Mithras

This post has been edited 2 times, last edit by "Magío" (Apr 6th 2016, 9:40pm)


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252

Wednesday, April 6th 2016, 9:46pm


4) Damn! straight up 37% passive damage increase. Jesus christ. There's two types of people here. The ones that believe Mage just needs to do less work, but wouldn't mind a small buff, and the people who wants to make Mages gods. Maybe I'm overreacting... Cike help me out with the math bro. Mind watching the vids I posted on page 8 and changing my damage with the 37% dmg buff and comparing them to the rest of the raid for us? I'll love you long time.


I said 37% fire magic dmg, not 37% raw mdmg boost, and only on cata along with the current boost that cata gives. Ehh probably should have worded it better. And once again reason I use m/w as an example is because m/w is the whole reason this thread started. Its most work intensive mage combo and the least useful one out of the 12-15 sec burn. I do have the other mage combo and I do play them. They are pretty decent across the board except for burst dps. If nothing else they are at least fun to play, m/w has like 0 good aspects for me except for burst dps.
-Failed attempt of trying to put a picture in here cause I don't know how to-

ROM's one and only pure stam/pdef stated tank

REACHED 13.57M PDEF ON 29/09/2016, NO SIGIL, HAIDON, ZODIAC OR RELATIONSHIP BUFF.

Retired until mages are buffed or melee's are nerfed

253

Wednesday, April 6th 2016, 10:29pm

That's still 37% passive boost on Fire damage. Flame is the only skill used in burn. So practically speaking, that's still a 37% damage buff. Maybe it was actually me who should've worded it better... I understood you meant Fire Damage not MDmg. My bad.


It actually is a ~22.6% passive increase on burn afaik derived from 2/1.63

Please excuse the quality of the screenshots as I ss'd the actual frame in the video.

This is me at 77m damage compared to a Wd/W at 112m damage. Note: I had 62% crit rate while Lonewarrior had nearly 100% crit rate. He was VERY lucky. We all teased him in the video for it. 20m+ > everyone else, bar Lone's perfect crit rate (yet still only 15m behind him).



With the 22.6% DPS increase, in the form of Fire Knowledge going from 63% to 100% (math above), my DPS would've actually been around 95m. With 62% crit rate compared to Lone's 95%+ (There are other factors, crits on AD and double silence hits, but this is just hypothetical as a measuring stick.)

Pretty sure nobody got crazy crit rates here. I was at around 45% crit here. Almost the same damage so still around 95m total with that buff. 20m+ > everyone else.



This is the same story. 56% crit rate for me. With the 22.6% increase it turns into 100.5m damage. 15m+ > everyone else.



Throw this in here for fun. Only 35% crit rate for me. With the 22.6% increase it turns into 64m. Barely the 20m behind of the other times WITH SUPER BAD CRIT RATE.






I'm sorry but that's 4 instances where it looks biased towards Mage. Not that I would mind the buff... but is it really necessary? Not really.

Can you shed some light for me to maybe understand why you believe Mage is so weak as it is now? What instances are you running? With who? Do you have Ironblood Will? Do you have your badge title buffs? Your gear compared to your competition?

Also if you'd be able to answer those same questions about your competition. IBW, Badge titles, etc.
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254

Wednesday, April 6th 2016, 10:33pm

Agree with Magio, 37% is way overkill. We'd still be trash compared to W/S but we'd easily take second for burn in the game.
I wouldn't mind the 37% increase if the fire damage increase from Wl/M was reduced to say 7% or so though. Reduces the huge mage dependency on the 4 stacks from Wl/M, and a few % more fire damage would be welcome just because M/W is awful at literally everything else.
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This post has been edited 3 times, last edit by "ruisen2000" (Apr 6th 2016, 10:52pm)


255

Wednesday, April 6th 2016, 11:07pm

I don't know about comparing it to Warrior/Scout. If anything I'd compare Mage/Warrior only to Rogue/Mage, Warden/Warrior, Warrior/Warden, Scout/Warden.

Warrior/Scout and Scout/Rogue are special. You NEED to build the raid around them, in terms of Slash or Vamp bleeds, for them to do their super amazing DPS. Put a Warrior/Scout in a Mage party and he won't be so hot. Sure, you can argue the ceilings of a Mage party vs a W/S or S/R party are not the same. That's a topic for another thread tho.
Magío • Mithras

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256

Wednesday, April 6th 2016, 11:32pm

It was more of a passing comment rather than a serious comparison, although I have seen single W/S preform well.
WTB the W/S thread though, though I don't think there'd be anybody that would volunteer lol.
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257

Thursday, April 7th 2016, 1:57am

Can you shed some light for me to maybe understand why you believe Mage is so weak as it is now? What instances are you running? With who? Do you have Ironblood Will? Do you have your badge title buffs? Your gear compared to your competition?

Also if you'd be able to answer those same questions about your competition. IBW, Badge titles, etc.



I know that I very well may be speaking ignorantly here, but here's why I think that the Mage class needs a boost. Let me just say beforehand that I do appreciate the feedback I got on my list of possible changes, and I do realize that most of them were geared towards PVP. That is because I don't do PVE. The last instance I ever ran on level was KT unless you count the easy mode versions of the higher up dungeons. With that being said, here are my reasons why I believe Mage needs a buff.

Magio, I'm assuming you don't mind but I'm going to use you as the example. You're without a doubt one of the most powerful Mages if not the the most powerful on mithras. You're in the 1% that has achieved their toon's pinnacle of power. Mage has a strong burn phase with their ability to spam Flame and because you're so powerful, you are able to turn out the damage needed to keep up with the rest of the classes. Your screenshots reflect this as you placed second place in 3/4 of the boss fights.

However, I can only assume that you placed that high up because the fight only lasted for about the duration of a burn which again the Mage is strong in. One of the main points I've seen made throughout this thread is the Mage's lack of sustained damage. I read earlier on this thread that if you want a sustained class, play a sustained class. If you want a burn class, play a burn class. I completely agree with these words. The problem I see is that flavor-of-the-month classes have great burn phases, but also great sustained damage. In my opinion, a class should not have both of those. They should excel in one, but be average in the other. Classes that excel in burn should not greatly excel in sustain, and their damage should fall off and slow down. . Classes that don't excel in burn should have great sustain which would allow them to catch up to the burn classes over time. We have classes that easily excel in both without as much gear effort a mage has to do. The Mage can perform well during a burn but only if they're geared to the teeth. Without cutthroat gear, their burn phase will be easily be eclipsed by everyone else's including those who are lesser geared. There is one thing that geared and undergeared mages share though, and that is poor sustained damage.

Magio, where would your damage have sat if the fight would have lasted for let's say 5 minutes? You would have been near the top of the chart along with the other classes that excel in burn but after the first 15 to 20 seconds, your damage would have fallen off greatly. Others would have fallen off as well, but not to the same effect that we fall off.

As a mage it seems that if you have Cutthroat gear you will have an above-average burn phase and a crappy sustained phase. If you are not a top-of-the-line Mage, you will lack in the burn phase and end up at the bottom of the sustained phase. We are only good for burns and crowd control. Other classes are good in too many aspects but seeing as nerfing other classes would cause an outrage, the only logical thing would be to bring mage up to an all-rounder like the other classes in the form of better sustained DPS.
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258

Thursday, April 7th 2016, 2:02am

4) Damn! straight up 37% passive damage increase. Jesus christ. There's two types of people here. The ones that believe Mage just needs to do less work, but wouldn't mind a small buff, and the people who wants to make Mages gods. Maybe I'm overreacting... Cike help me out with the math bro. Mind watching the vids I posted on page 8 and changing my damage with the 37% dmg buff and comparing them to the rest of the raid for us? I'll love you long time.

been looking for 2+ years and i still don't have a satisfactory magical damage formula (all the ones i've seen are either not complete or do not incorporate all the variables i'd like to modify).

that being said, i am fairly sure you are on the right track (+-) with the ~22% increase from 2/1.63.

just multiply current damage by 1.22 and you should have approximate numbers for a 100% fire mastery, IF it works the way you (and i) suspect.



all that being said, i see a good number of people throwing around % increase/decrease for proposed tactical smash as well as MA buff stacking. i'm not sure if you guys are aware, but since most of the attack buffs in RoM are weirdly multiplicative, the more buffs you have, the greater effect each individual buff provides (e.g. 2 9%+stuffs buffs are better than 1 18%+2xstuffs buff), whereas, unless you shift tiers in the ADF, each individual defense reducing debuff will increase your dps by the same proportion (assuming same -def%), no matter how many defense reductions are already on the target (e.g. a -25%def debuff will ALWAYS increase your dps by ~33%, no matter if it is the only defense debuff or if there are 5 more). see note at bottom for extended analysis.

for funsies here is a graphical representation of the ADF on the y vs. attack/def ratio on the x.





note: for this example, i assumed attack is always between 20% and 100% of defense. when you get to attack > defense there will be diminishing returns on -def% buffs(as well as attack buffs, but thats a different story), and when you are <20% def, it will NOT increase dps unless you break 20%, however, for the purposes of this thread, i am assuming most people run with attack between 40% and 150% of boss def (after all buffs/debuffs), so the statements are /generally/ true.


edit: after talking to cenre, i might have assumed a bit on the low side. i'll look at it a bit deeper.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

This post has been edited 6 times, last edit by "Cike" (Apr 7th 2016, 2:44am)


259

Thursday, April 7th 2016, 5:00am

I might be underplaying my gear here, but I don't believe it's amazing, anymore. It was...once *Insert Sad Ben Affleck Face* But I pretty much stopped gearing except for weapon.

4 of my pieces look like this


6 of my pieces look like this


2 pieces have Eons (Original OD HoE earring, Cape), only 2 pieces have Ravens (Restatted OD HoE set).

I believe Eons orange is equal in strength to the lowest yellow today if you use the best 6 Int/Ma stats. So only 2 pieces are current. The majority is at least 8-10 levels old. Everyone else in the video is pretty much in the same boat, if not better.


I agree on the sustained damage, but the lute/guitar stacking change would extend current 10 second .5s Flame burn phase for Mage/Warrior to around 20s if I'm not mistaken. So it would drop off almost twice as later than it does now. Basically less catching up to do and more burn.

Small notes: Wd/W is strong sustained damage but in no way shape or form is it a walk in the park as you make it out to be. You have to be constantly be eating mana pies and chugging mana pots. You may think it's whatever, but it's not. R/M is afk sustained dps though. But it doesn't compare to Warrior/Mage sustained damage on a high defense target (like a boss).



I'm not sure what you're saying Cike. I did know the two stacking buffs could be more than 20% matk fully buffed (when you factor in house maids, 3% fountain buffs, pet passive, Berserk), but to be honest, I'd rather have the tank carry 20% mdef reduction than have to go out every 10-15 minutes for ~30% matk increase (less for non Mage/Warrior combos because of the lack of Berserk).

This should be a relatively easy change. Several people complained about "the work" compared to other classes. Why are you opposed to this? This would basically remove the biggest chunk of it.
however, for the purposes of this thread, i am assuming most people run with attack between 40% and 150% of boss def (after all buffs/debuffs), so the statements are /generally/ true.
Ok nevermind. Yeah an endgame M/W would be buffing over cap. I get around 1,000,000+ matk on burn if I have everything (bar P/R). Neither of my alt buffs are maxed but even if I take away maxed buffs by diving by 1.096 twice I still end up with ~832,500 matk.

Slogar,Bone Peak 3rd boss, has 1,024,151 mdef. Apply Druid Seed, M/Wl, Midnight Ritual, Elemental Weakness, you end up at ~483k mdef. Put 20% on top of than from TacSmash we end up at ~387k. My full burn matk would be more than double of an endgame boss' mdef as M/W still.

Even my Mage/Warden was reaching 471k matk in burn WITHOUT zodiacs while using Mdmg food. Take M/P and P/S out and I'd be at 392k matk. Still a bit over the boss' MDef... Again overcompensating here since I removed Lv95 buffs and the ones I actually use aren't that high.



I believe that change is worth it *shrug*
Magío • Mithras

Cike

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Thursday, April 7th 2016, 5:43am

magio: i'm pretty sure you know what you are talking about in terms of buffing values (probably more than me, i just made a bunch of assumptions based on never being in an endgame party). the (confusing) explanation was more to essentially point out to others here that it's more complicated than just comparing a couple numbers. looking back, i don't think my post actually did any of that coherently, and i apologize.

do i actually have a stance on the "double buffs vs. tact smash" issue? not really. i suppose that means i should just gtfo.

anywho, you might want to look at this graph showing the diminishing returns of stacking attack/reducing defense when attack is already substantially over the boss defense. on the x axis is (attack/defense - 1)*100 (in short, what % are you over the defense). the y axis is the increase in damage (%) over what a toon with attack equal to the defense would be doing (simply a baseline for comparison).

simply note that when you have double the magical attack (x = 100) of a toon with attack equal to the boss def, you are only doing 50% more damage than them.

or don't, i'm a weird random stranger on the internet, don't let me tell you how to live your life.

(note: both of these graphs are ONLY comparing relative ADF's. I assume things like crit, mdam, etc, are all the same)
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.