Quoted from "subzeroex;582687"
Whats the soft cap for intel and mattack at lvl 75?
Quoted from "mnkmurphy885;582752"
This isn't like super-accurate or anything, but in passing the other day, Paz mentioned to me that he thinks the ma softcap is like 250k or so in KBNhm. Which is easily surpassable by warmage ofc, and pretty much by no one else, except maybe a really beefy m/w. It's high. Pretty much no danger of hitting it by anyone who isn't a warmage, and even if you are, more is still better- they come out with new stuff every so many months.
As far as the poster above who was looking for the mdam formula, sadly it seems it was lost when they migrated the forums over, and midknight retired, so unless Paz or someone can pull it out of their *bleep*, we're out of luck.
As far as vids of tstorm kiting go, can someone be bothered to troll youtube and dredge up the ones Sacred*bleep* made before he was "disappeared"? He may have been a bleepity bleeping bleeper, but he did good work in ToSH on bugs.
At some point, if someone would like to help me make a section for m/ch and m/wl that would be great. I don't and won't play dwarf classes, so aside from vaguely perusing their elites, I have no freaking clue. And one of these weekends I should probably go through and update this for Chap. 5.
Just think, I'll make it LONGER!!!![]()

Quoted from "midknight129;511996"
sFact is a percentage factor while sDam is an integer value just like what we currently have. The current damage formula basically takes the mDam contribution (factored by base cast time) and adds it to the sDam integer (a flat, linearly scaling value based on skill level). The result is that you really don't get significant benefit from leveling a spell; it's almost entirely based on mDam.
Quoted from "midknight129;510777"
You've got to understand exactly how that bonus damage is worked into the damage formula. The normal damage formula can be boiled down to [Base_Damage] * [Attack_Factor] where [Attack_Factor] is the multiplier based on your Attack value vs the target's Defense value and [Base_Damage] is the base damage calculation involving %DPS for physical skills or mDam and sDam with associated masteries for magic spells. Initially, we all thought that the stat bonus portion was added in in the Base_Damage calculation but it was later discovered that it's actually added on after this whole formula. The result is ([Base_Damage] * [Attack_Factor]) + [Stat_Bonus]. What this means is that the Stat Bonus does not benefit from spell mastery, vahtos bonus, or even your Attack vs Defense multiplier. So even if you have enough Attack to do 1.5x normal damage, the Stat Bonus stays at 1.0x. The marginal benefit to this is that it works the other way, too. If your attack is below the defense of the target, you'd get an Attack_Factor of less than one; it reduces your base damage. But it won't reduce the Stat_Bonus. For example, say you have an attack factor of 0.5. You'd be doing half your base damage, but the stat bonus would remain at 1.0, its normal value.
Quoted from "midknight129;511586"
One of the biggest problems for Mages is that they get only marginal benefit from training their skills. sDam (the tooltip value on any particular spell) rises linearly as you level it. It is then simply added to your mDam benefit. By contrast, physical DPS-based attacks will multiply the skill value with the DPS value. What happens is that Magic output grows linearly while Physical output grows quadratically. The stat-based bonuses are marginal at best and, while they do need to be increased to a degree, that alone won't fix the problem. What will fix the problem is a new formula for Magic Output that allows for Quadratic growth.
Quoted from "ruisen2000;602618"
I'm a bit confused about M/W though. I've always heard they're excellent at PvE (compared to other mage classes), but I just don't see any elites that are really anything special.![]()
Quoted from "Borella;602619"
25 elite: More crit
40 elite: More matk
45 elite: More mdamage and critical magical damage
50 elite: More casting speed
70 elite: More intelligence
Think it's pretty obvious.
Quoted from "ruisen2000;602636"
It didn't seem as good on Fan's elite skill list descriptions. Most of it looked like
-> Get more mana (who cares)
->Get more mana (again)
->Incrases Crit (Already hit crit cap)
-> Get more mana again (meh)
->Get Rage (oh, ok...)
-> Increase Matk (Pretty much a bunch of other mages have matk self buffs too)
-> Only next 3 attack increase in Mdam
-> casting speed, might be nice I guess.
Quoted from "ruisen2000;602636"
It didn't seem as good on Fan's elite skill list descriptions. Most of it looked like
-> Get more mana (who cares)
->Get more mana (again)
->Incrases Crit (Already hit crit cap)
-> Get more mana again (meh)
->Get Rage (oh, ok...)
-> Increase Matk (Pretty much a bunch of other mages have matk self buffs too)
-> Only next 3 attack increase in Mdam
-> casting speed, might be nice I guess.
Quoted from "EsxCape;602683"
Both sides of the combo are fun to play, but let's be honest...between the two, M/W is obviously the more functional. I mean aside from the general point that's always made about magical damage, M/W is probably one of the most balanced. There's not really any bugs or defective skills with that side of the combo, so if you want smooth sailing then that's the way to go. Also the chances of it being nerfed are pretty slim. Actually there's probably a higher chance of it being buffed than nerfed (and it was already buffed in some previous balancing efforts from RW).
Quoted from "Borella;602684"
Go W/M till they nerf it, then go back to M/W and be the best mage combination. There's really no way to lose with that combination xD
Quoted from "EsxCape;602651"
Elemental Explosion - increases magic critical hit rate for 15 min (self buff, requires Rage) ... This is the first really good one you get. You should have it active at all times because it's like a permanent crit rate boost if you do. The Rage requirement can be annoying though.
Magic Boost - Winning skill! I almost feel like Berserk ends up being more useful for the Mage than for the Warrior in this case because if you're standing at a distance from the battle, your defense doesn't matter as much as it would if you were in close combat. So basically you're raising your magic attack with almost no risk involved.
Enhanced Intensification - (Passive) I believe this was changed since Fann's guide was posted. What it actually does is boost your mdam for 20 seconds (a boost to the original amount of the skill) and increases your critical magical damage by a percent while in effect. It's actually a great boost to the original skill.
Meditative Current - (Passive) This skill is the bee's knees. For me it procs all the time, almost more than I actually need it to. The benefit is very noticeable and in a boss fight it's a godsend. xD
Meditation Path - (Passive) After using Fireball, Lightning, Plasma Arrow, or Discharge, you can run around while casting for the next 7 seconds. To me, this seems more PvP oriented as there would definitely be benefits to running around while casting Flame.
Wisdom and Bravery - (Passive) Gives Brute Strength (passive Warrior general skill) an extra increase in Stamina. After it is used, it increases your Intelligence by 50% of your Stamina plus 50% of your Strength for 30 seconds. It's passive, but only useful if you threw points into Brute Strength. Even if you didn't, it won't hurt you to put points in there. I've always had the extra TP to level Brute Strength, so I just do it for the hell of it.
Quoted from "Borella;602647"
More crit is never not beneficial.
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