This post has been edited 1 times, last edit by "pachat93" (Apr 7th 2016, 6:53am)
i looked at the values more closely and it appears that we can use the % as a "close enough" for the purposes of comparison. I looked at the buff skills, and the flat number increases are just not large enough to make a real difference (unlike, for example, food, which the % is just 15%, depending on how many buffs you have, the flat increase can push it into a 21% or more attack buff).@cike based on my calculations I end up with a boss mdef around 460k once you use everything in a standard group. based on a 1 050 000 mdef boss
so m/w in burn end up in the matt>mdef category for the calculation and that means modifier = 1-0,5*mdef/matt. Now for the multiplicatives effect. you are going to have base value*mutiplierA*multiplierB*etc... now if you do abstraction of the flat value given by the buffs we have m/p = 9,6% buff and p/s = 9,6% buff so they do mutiply 1.096*1.096 = 1.20 roughly. say your ma before those buffs was X then after you add them you end up with 1.20X. so we aren't really removing 20% by removing the buffs, we are removing 100/120 =0.83 so about 17%. now if you add up the flat values into this it turns about to about 20% in total. meanwhile we are really removing 80% of the boss mdef.

Sorry if I came off to harsh. I didn't mean it that way at all. Also I didn't even have you in mind with that statement. I was talking more about the other M/W's. That is by far the change that would cut down on the work by at least 50%. 2 clients instead of 4. Leveling 1 alt instead of 3. Rebuffing only every 30 minutes isntead of every 10 or 15. (Sometimes you still have 5 minutes left, but you know you won't make it to then next boss in a timely manner, so you gotta go out and rebuff either way). 15 minutes run out at the most inconvenient times. I would've thought this change would be unanimously accepted.do i actually have a stance on the "double buffs vs. tact smash" issue? not really. i suppose that means i should just gtfo.
What I was trying to say is that by removing the two 9.6% buffs from stacking you actually lose out on 30% matk full buffed not only ~20%. But like I said earlier, it SHOULD NOT MATTER. Please correct me if I'm mistaken. Even my low matk as Mage/Warden, on burn, should break the Boss' defense.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)
*Nod, nod* Yeah I've gotten to ignore a lot of strat by being range over the years:@cloaked Mage/warrior are not made to be sustain dps. I think it would be an insult to m/s if they actually were made into sustain damage. If you want to compare with the melee dps, aside from w/s yes m/w will fall off, but the sustain from wd/w and w/wd of this world is nowhere near the one of true sustain damage class like w/m. Other classes like wd/s will outdps a wd/w in a prolonged fight if chiron is allowed to live. Now if you look at r/m, it is true their sustain is hight, but they also tend to deal less damage then the wd/w and w/wd combos during the first 15 seconds of the burn. I think mages are a lot more like scout where you have a very strong 12-15 seconds and it falls down a lot after with the potential do to a decent burn every 2 minutes. the difference to me is that scout is very reliant on 2 hits doing a lot of damage where as mage have more reliable damage. Why do mages and scout have lower sustain damage than the rest? imo it's to make up for the fact that they have the range advantage so to make up for it they have lower sustain then the other burst combos. anyways that's my take on the current meta classes and why i think it is fine as it is. each of the top class bring a different set of strenght and weaknesses
(yes, it took a while xD)with the amount of debuffs and buffs, breaking defense shouldn't be much of an issue for mages (or many classes, really, as long as you have half-decent base attack and bring all your buffs). to be honest, the point of my last example was the fact that after you break the defense, additional attack has diminishing returns (going past double the defense just seems overkill to me, at that point you are getting something like less than half a %dps for each %attack).What I was trying to say is that by removing the two 9.6% buffs from stacking you actually lose out on 30% matk full buffed not only ~20%. But like I said earlier, it SHOULD NOT MATTER. Please correct me if I'm mistaken. Even my low matk as Mage/Warden, on burn, should break the Boss' defense.

This kind of stopped being true on US servers ever since W/P and K/P became almost a staple for so many decently siege geared players. Its not uncommon for someone with 100k+ matk and 14k Mdam to hit only 30k instant crits and 75k flames against a melee prior to defense upgrades. Granted, this is more of a buff alt issue, but figured I'd mention it since it was brought up.
Also I think mage in PvP is fine, leave it as it is, instants and flame hit hard enough already.
This post has been edited 1 times, last edit by "ruisen2000" (Apr 7th 2016, 6:35pm)
it looks like most ppl agree that mages in general needs a boost but that would make m/w (and m/wd in pvp) really strong. so a simple solution would be to change wisdom and bravery skill to provide 50% inc in int directly (this removes the need for 2nd pair of gear and lowers the total inc in int after using this skill ~ 50%) and than go about providing mages a boost.
the only other concern of m/wd in pvp is their flame spam, which is really easily countered; serestrum, silence, stun, fear or even just rooting and running out of range or behind that convenient pebble to create LoS issue can help against the flame spam and there is no way that they can immune against all of these, so it shouldn't really be a problem.
. Making them a good bit of $$ along the way. 
This post has been edited 5 times, last edit by "SHAYdynasty" (Apr 13th 2016, 4:17pm)
One of the most important point of this thread I think, and here the last mages stand hoping that if they at least get one thing from this thread, this will be the one.
Quoted
These changes can help but the work work work work work work ( >.> dont hate me) that a m/w needs to do needs be addressed first.
This post has been edited 8 times, last edit by "ruisen2000" (Apr 14th 2016, 11:48pm) with the following reason: Why does the font keep randomly changing?? nerd rage...
This post has been edited 3 times, last edit by "SHAYdynasty" (Apr 15th 2016, 6:04pm) with the following reason: added 4th point, also pointed out % numbers is not nearly enough
Dumping my thoughts/suggestions/changes to Wisdom and Bravery. some can be a reach, some are probably not very good, but to me this is the skill that needs to be changed. Still give the massive boost it does w/o the need a swap set. Of course some people who made swap sets will be pissed if the need of a swap set was thrown out the window, but people are already upset they have to make one. So I can't really think of a way to have best of both worlds.
*** Percentages are just made up numbers, too a point, that are subject change ***
1. Changes Brute Strength to Calm Mind. Passively increases Intelligence by a %. (9.6% at 95 right now?) Can be activated to increase Intelligence by 100% (not enough i know) for 30 seconds. (Loses passive bonus while activated and on CD)
- The M/W elites already changes Berserk to help out the mage side, so lets keep with the theme of changing the warrior general skills.
- Unfortunately you will need to invest in more TP
2. Increases your Intelligence by 50% (not enough i know) for 30 seconds. Also increases your Intelligence by 30% of a friendly target's Stamina plus 30% of their Strength.
- This is probably stupid, just thought I put it in here. Would need to target your tank or healer and use the skill. Still can be used from your own stats.
- This wouldn't completely throw away the need of a swap set since you would need it for solo purposes, or maybe your tank does not have a whole lot of stamina, who knows. But this is more of a "lets not piss off the people that made str/stam sets, but lets make it not that appealing for new players to make one".
3. Increases your Intelligence by 50% (not enough i know). Also increases your Intelligence by 30% of your target's Stamina plus 30% of their Strength.
- Same thing as above, but instead of a friendly target, now it is an enemy. I don't know how much attribute values a boss has so numbers would have to be altered
- Does not affect solo potential
- Would need to add some crazy range to it like 250, and maybe not trigger GCD. M/W already go through a million buffs, last thing is to have this last, making Rage Mana last that much less than it already is. Or maybe also increase Rage Mana duration. WTH is this 12 sec crap ahaha.
4. Converts 100% of both Physical and Magical Defense to Intelligence. (Value refreshes immediately)
WOW just looking at those numbers 100% int increase wont even be enough for the other changes lol. Probably need 250% to match these numbers.
- Based off Magio's Gordy Test video, it looks like he starts at 67,093 int pre-burn buffs. Then right before his first flame, he is at 162,037 int. His combined Pdef, Mdef is 104,601 at this time. IIRC, W&B is the only burn buff that increases int. So with this change he will be gaining more int than before.
- However in the long run it won't be an increase comparing to the changes I mentioned above.
- Make M/W more squishy! more traits to define M/W the BURN MAGE.
- Probably go up even more since you can use PDef, or MDef food instead of HP or the usual, nothing at all. (so again numbers are subject to change)
5. More when I can think of them.
Again just throwing stuff out here to see community response or maybe even Runewaker/Gameforge response. Really kind of curious what a GM has to say about this whole thread.
This post has been edited 1 times, last edit by "ancientgear" (Apr 15th 2016, 9:33pm)
hit the nail on the head of what would need to be addressed to "fix" mages (across the board would be nice).So yes people can say that mages get more buffs than melee with p/s m/p p/r, but sadly they don't make up for the lack of mdmg that mages suffer from.
