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Proposals for Heal formula's?


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#1 PervySageMarty

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Posted 14 November 2014 - 05:40 AM

I have made a formula and wanna know what peoples reactions are, lets not flame me here for it.

(INT/2) x base LVL x ([(job LVL/2)/(5 x skill LVL)]) + MATK

MATK from both weapons, stats and gears then add flat additives to this number, whilst heal% modify the whole of the total after MATK has been added in, then effected by usual fluctuation from weapon variance. we will just say MATK% modifiers do not affect Heal at all. I wanted to make MATK actually part more of an impact to the formula but at this moment I have no idea how else I can include it without overpowering the formula.

 

There are many fatal flaws to this, such as a lvl 99 HP with 99 INT will heal more than an AB of the same lvl and int and even if the AB reaches lvl 150 unless they make the investment to have 120 INT by the end, but I am sure we can all discuss ways to change this formula or see what formula's other people have come up with?

 


Edited by Marty5337, 14 November 2014 - 05:44 AM.

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#2 Kadelia

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Posted 14 November 2014 - 06:49 AM

This formula is ridiculously strong. Pretty much doubling the amount of heal.

 

Imagine, Lvl 150 with INT of 150 with 50 jobs. About 300 MATK.

 

75*150 * 25/50 + 300 = 5925

 

I usually run around with like 75% heal increase gears.

 

floor((75*150 * 25/50 + 300) * 1.75) = 10368

 

10k REGULAR heal? And a high heal for 3.2 times that? 33180 high heal?

 

That's excessive don't you think?

What's wrong with the current formula? With the current formula my lvl 130 AB's normal heal is around 4400~4600 and my high heals 14~15k.


Edited by Jaye, 14 November 2014 - 06:50 AM.

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#3 ZeroTigress

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Posted 14 November 2014 - 10:33 AM

I just remember my Heal being significantly nerfed after Renewal, so much so that my semi-support Monk stopped being viable.
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#4 Kadelia

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Posted 14 November 2014 - 12:15 PM

I just remember my Heal being significantly nerfed after Renewal, so much so that my semi-support Monk stopped being viable.


And then they put out a ton of +% heal gears
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#5 ZeroTigress

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Posted 14 November 2014 - 12:20 PM

And then they put out a ton of +% heal gears


Which I either can't afford or am not online at the right time a vendor is selling them.

Yay.
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#6 NoxiousOrchid

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Posted 14 November 2014 - 12:21 PM

I have made a formula and wanna know what peoples reactions are, lets not flame me here for it.

(INT/2) x base LVL x ([(job LVL/2)/(5 x skill LVL)]) + MATK

MATK from both weapons, stats and gears then add flat additives to this number, whilst heal% modify the whole of the total after MATK has been added in, then effected by usual fluctuation from weapon variance. we will just say MATK% modifiers do not affect Heal at all. I wanted to make MATK actually part more of an impact to the formula but at this moment I have no idea how else I can include it without overpowering the formula.

 

There are many fatal flaws to this, such as a lvl 99 HP with 99 INT will heal more than an AB of the same lvl and int and even if the AB reaches lvl 150 unless they make the investment to have 120 INT by the end, but I am sure we can all discuss ways to change this formula or see what formula's other people have come up with?

 

 

That would make getting lower levels of heal desirable.  Should be something like ([(job LVL/2)/(5 x (20-skill LVL))]) instead of ([(job LVL/2)/(5 x skill LVL)])

 

It would be nice to see a buff to the heal formula, but it doesn't really need to be this big of a difference.  I heal about 3.5k on my bishop and am able support well on my own (my gears are not godly in any way).  A 10%-20% increase should be all that is needed, nothing more.

 

Something like this might be better:

{Skill_Lv × [(Base_Lv + INT) ÷ 5] × (3 + Job_Lv/100)} × (1 + (Skill_Mod ÷ 100)) + MATK

as opposed to what was on the wiki:

{Skill_Lv × [(Base_Lv + INT) ÷ 5] × 3} × (1 + (Skill_Mod ÷ 100)) + MATK

 

Sorry if I used wrong formula, just pulled it off the wiki.


Edited by NoxiousOrchid, 14 November 2014 - 12:24 PM.

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#7 PervySageMarty

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Posted 14 November 2014 - 02:08 PM

This formula is ridiculously strong. Pretty much doubling the amount of heal.

 

Imagine, Lvl 150 with INT of 150 with 50 jobs. About 300 MATK.

 

75*150 * 25/50 + 300 = 5925

 

I usually run around with like 75% heal increase gears.

 

floor((75*150 * 25/50 + 300) * 1.75) = 10368

 

10k REGULAR heal? And a high heal for 3.2 times that? 33180 high heal?

 

That's excessive don't you think?

What's wrong with the current formula? With the current formula my lvl 130 AB's normal heal is around 4400~4600 and my high heals 14~15k.

 

My high Heals around 20~25k so I cannot disagree with you on it being excessive to an extent. But I'm just thinking that AB's should be at least able to high heal quite alot more in proportion to damage dealt by the other jobs. I mean originally High Heal in its beta testing stage was like heal x skill lvl+1 and kRO thought it be too overpowering and gave us the current High Heal we see today. But still i believe that we should be able to heal abit more than we do currently. Lets see other peoples suggestions first.

The way I say it could be instead of changing heal formula we could just ask simply to give us a better high heal formula but I worry about what other crap they will do to the skill if we ask for it. In comparison, I think they will be too lazy to worry about changing skill formula's for everything else if heal formula was the only real change.


Edited by Marty5337, 14 November 2014 - 02:13 PM.

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#8 PervySageMarty

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Posted 14 November 2014 - 02:11 PM

That would make getting lower levels of heal desirable.  Should be something like ([(job LVL/2)/(5 x (20-skill LVL))]) instead of ([(job LVL/2)/(5 x skill LVL)])

 

It would be nice to see a buff to the heal formula, but it doesn't really need to be this big of a difference.  I heal about 3.5k on my bishop and am able support well on my own (my gears are not godly in any way).  A 10%-20% increase should be all that is needed, nothing more.

 

Something like this might be better:

{Skill_Lv × [(Base_Lv + INT) ÷ 5] × (3 + Job_Lv/100)} × (1 + (Skill_Mod ÷ 100)) + MATK

as opposed to what was on the wiki:

{Skill_Lv × [(Base_Lv + INT) ÷ 5] × 3} × (1 + (Skill_Mod ÷ 100)) + MATK

 

Sorry if I used wrong formula, just pulled it off the wiki.

 

That sounds like a much better suggestion, we should try either your suggested formula or tweak mine with your amendments. I wouldnt mind that amount, just not what we have now, I find it considerably low right now. I think if you can make it even a 30%~40% increase it would still be fine.
 


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