Skill Damage Requests
#26
Posted 21 December 2011 - 08:22 AM
#27
Posted 21 December 2011 - 09:28 AM
[Ranger]
Fire/Ice Trap
Pre-patch: Something similar to ( Base Level*2 + [ Base Level/50 + 3]*dex + 300)*Skill level + 5*INT + Trap Research bonus + Atk )
Post-patch: ATK 100% + [{(Fire Trap Skill Level x Caster's DEX) + (INT x 5)} x (1.5 + Caster's Base Level / 100)] x {(Trap Research Skill Level x 20) / 100 }
I'd like to see this changed back to pre-balance patches, because this new formula basically requires Trap Research in order for Fire/Ice Trap to deal any kind of damage. Although this is a skill from the Ranger class, it is a problem that mostly pertains to Shadow Chasers who used to make use of it for leveling purposes. Chasers can no longer use Fire Trap for leveling purposes due to the Trap Research requirement. It's likely that Rangers will completely abandon using Traps in favor of using the new formula given by Arrow Storm.
I am a pure trap ranger, with high dex and int, and I have lvl 5 Trap Research. My damage with fire trap (and ice trap) is less than half of what it used to be pre-balance, dropping from 8.5k to about 4.1k (except against opposite-element monsters, which then brings it up to 6-8k depending on level of element). I agree with a lot of the comments that changing fire and ice trap from neutral to fire and water property should have happened, and is already a significant reduction in efficiency, but to also reduce damage of the traps by 50% or more? This seems utterly ridiculous to me, and makes trap-builds pretty unusable, especially with the long cast times now applied to hunter traps (I use hunter traps a lot as a ranger).
Yes, Cluster Bomb still does good damage, but it is a very difficult skill to use, not only because it cannot be placed under monsters, but because it's activation area is only 1 cell big. This makes it really hard to even drag monsters over it to activate, which means instead you have to place Cluster Bomb in a clearing, drag the monster near it or over it, and then detonate (something SCs cannot do), and Cluster Bomb animation takes a while to disappear so in order to place another one quickly, you need a different open clearing. With all this, it might still be plausible to use Cluster Bomb to kill with efficiently if it did enough damage, but it still only does 10-12k damage. Not nearly enough given it's incredible inefficiency to use.
Fire and Ice (aka Freezing) Traps should not be hit so harshly with decreases in damage, especially for a pure trap ranger, with max trap research. Change the formula to lower the damage by 10% or so, fine. That will hurt, but at least be playable. A 50% or more reduction is just ludicrous.
Edited by Midas, 21 December 2011 - 09:36 AM.
#28
Posted 21 December 2011 - 12:02 PM
Skill name: Judex
Current formula : MATK = [ { (Skill Level x 20 ) + 300 } x Caster's BaseLV / 100 ] %
Cast Time: 0.5 (fixed) + 2.5 (var)
Cast Delay: 0.5 seconds
Cooldown: none
Suggested change:
Skill name: Judex
New formula : MATK = [ { (Skill Level x 50 ) + 250 } x Caster's BaseLV / 100 ] %
New Cast Time: 0.4 (fixed) + 1.6 (var)
Cast Delay: 0.5 seconds
Cooldown: none
Reason:
Why is this even a skill??? Damage is so horrible. Can't even deal solid 2k to monsters at level 5.
The MATK difference between levels 1 and 5 is only 80% (level 1 320% MATK & level 5 400% MATK
not a huge difference). A level 1 Judex can sometimes deal the same damage as level 5
(not worth putting some skill points). Lowered the cast time a bit because it is not doing huge
damage unlike any third job skill which can one hit everyone.
The suggested damage formula will give:
level 1- 300% MATK
level 2- 350% MATK
level 3- 400% MATK
level 4- 450% MATK
level 5- 500% MATK
damage is still low but you can feel a bit of difference between levels 1 and 5 but still maintaining
them not to be a killer class.
Edited by mcdhol24, 21 December 2011 - 12:24 PM.
#29
Posted 21 December 2011 - 12:20 PM
For a bow user, I'd really suggest u make Arrow Storm a non target specific skill and make it a ground skill instead. Its really hard to use it in woe. If u can understand wht i mean, i would point out tht ranger balance has made him pure pvm and less woe able.
I recommend the change of arrow storm becoming an area skill like storm gust.
Edited by Aravindan, 21 December 2011 - 12:22 PM.
#30
Posted 23 December 2011 - 01:23 PM
I am a pure trap ranger, with high dex and int, and I have lvl 5 Trap Research. My damage with fire trap (and ice trap) is less than half of what it used to be pre-balance, dropping from 8.5k to about 4.1k (except against opposite-element monsters, which then brings it up to 6-8k depending on level of element). I agree with a lot of the comments that changing fire and ice trap from neutral to fire and water property should have happened, and is already a significant reduction in efficiency, but to also reduce damage of the traps by 50% or more? This seems utterly ridiculous to me, and makes trap-builds pretty unusable, especially with the long cast times now applied to hunter traps (I use hunter traps a lot as a ranger).
Yes, Cluster Bomb still does good damage, but it is a very difficult skill to use, not only because it cannot be placed under monsters, but because it's activation area is only 1 cell big. This makes it really hard to even drag monsters over it to activate, which means instead you have to place Cluster Bomb in a clearing, drag the monster near it or over it, and then detonate (something SCs cannot do), and Cluster Bomb animation takes a while to disappear so in order to place another one quickly, you need a different open clearing. With all this, it might still be plausible to use Cluster Bomb to kill with efficiently if it did enough damage, but it still only does 10-12k damage. Not nearly enough given it's incredible inefficiency to use.
Fire and Ice (aka Freezing) Traps should not be hit so harshly with decreases in damage, especially for a pure trap ranger, with max trap research. Change the formula to lower the damage by 10% or so, fine. That will hurt, but at least be playable. A 50% or more reduction is just ludicrous.
Ok let me make it short... As described above. Traps have become really useless now. What is the point of making the ranger more pvm than he already was? Elemental fire/ice trap is a good change but the damage formula is really bad.. This is from a trappers point of view
For a bow user, I'd really suggest u make Arrow Storm a non target specific skill and make it a ground skill instead. Its really hard to use it in woe. If u can understand wht i mean, i would point out tht ranger balance has made him pure pvm and less woe able.
I recommend the change of arrow storm becoming an area skill like storm gust.
One: yeah the traps are an issue that needs to be addressed. Not to mention the Ice trap reuse delay is like 3X as long as fire trap unless you put one on another cell.... making the pathetic 3X3 AoE miss half your mob.
Two: I changed my baby ranger to Arrow storm / Aimed bolt build + camo: Arrow storm is GREAT the way it is in PvM, you can cast it on the monster near the center of the mob as they are coming for you and not have to worry about missing half the monsters because they have moved out of the AoE. The only real drawbacks are the reuse delay and not being able to use multi-carded weapons ( like carga for melee, 2 slots AND more ATK than elven bow ) to get HP back and can't wear shield reductions. aimed bolt should be able to be used with just the basic size# hits and if the target is immobilized you should get the extra hits by chance.
#31
Posted 23 December 2011 - 02:34 PM
#32
Posted 31 December 2011 - 05:29 PM
Skills: Claymore Mine, Blast Mine
Pre-patch: Deals full damage to all targets.
Post-patch: Splits damage among targets.
Reason: I know the cast time and delay changes were already reverted, but I think the damage of these traps should be reverted as well. There shouldn't be a reason for nerfing 2nd class skills unless they are ridiculously overpowered, and these traps were no where close. This change is simply not necessary, and impacts the ability of hunters to level, and negatively impacts a whole play style.
#33
Posted 31 December 2011 - 06:32 PM
#34
Posted 31 December 2011 - 10:23 PM
30k damage on an aspd based instant cast skill at level 99 is overpowered.Hunter
Skills: Claymore Mine, Blast Mine
Pre-patch: Deals full damage to all targets.
Post-patch: Splits damage among targets.
Reason: I know the cast time and delay changes were already reverted, but I think the damage of these traps should be reverted as well. There shouldn't be a reason for nerfing 2nd class skills unless they are ridiculously overpowered, and these traps were no where close. This change is simply not necessary, and impacts the ability of hunters to level, and negatively impacts a whole play style.
#35
Posted 01 January 2012 - 03:26 AM
30k damage on an aspd based instant cast skill at level 99 is overpowered.
Under what conditions are you getting 30k damage out of Claymore Mine or Blast Mine at level 99?
#36
Posted 01 January 2012 - 05:40 AM
Skills: The Mangent, Maze, Cobalt, and Verdure traps
not really a pre/post patch issue. I just think that these traps should work in pvp/woe. These traps are pretty much useless at this point no one that i know gets them in their build. However if you changed it so that in pvp/woe there was maybe a 70% chance + 5% x the level of trap research learned to change someones property for 30 seconds +10 seconds x level of trap research...
This could be very useful in woe, throw down a few earth traps before a choke point and let your RKs finish them up with some Dragons Breath. Be nice to also make an icon show up above their head to show what element they are changed too, so for fire you could put the burning symbol, water the freezing, wind maybe a lightning bolt, and earth a rock. That way both the player affected and everyone else knows when and what element they were changed to.
#37
Posted 01 January 2012 - 05:46 AM
#38
Posted 01 January 2012 - 01:37 PM
On an int/dex build where you're vs'ing a monster with the right elemental advantage.Under what conditions are you getting 30k damage out of Claymore Mine or Blast Mine at level 99?
#39
Posted 01 January 2012 - 08:24 PM
#40
Posted 02 January 2012 - 05:37 AM
Edited by Helen07, 02 January 2012 - 05:52 AM.
#41
Posted 02 January 2012 - 12:52 PM
You call Performer classes balanced at this time? You should study up a bit more on the changes instead of spouting things you don't know about.Everything is all balanced. People just want to make their favorite Job powerful but I agree in Judex damage buff though... making it at least to 500% MATK at level 5. Aside from that its ok and it gives a challenge to everyone.
#42
Posted 02 January 2012 - 07:40 PM
Hypocrite. This game is far from balanced.Everything is all balanced. People just want to make their favorite Job powerful but I agree in Judex damage buff though... making it at least to 500% MATK at level 5. Aside from that its ok and it gives a challenge to everyone.
#43
Posted 05 January 2012 - 03:42 AM
Lightning Ride
Pre-patch: Instant
Post-patch: Variable, 1-5 seconds
Reason I think it should be changed: Damage is too low and it's only really viable in PvM.
I think you should use all the spheres (the level depends% dmg a sphere).
for example:
lvl5 with 5s: 5k dmg
lvl5 with 10s: 10k dmg
lvl5 with 15s: 15k dmg
lvl1 with 15s: 3k
lvl1 with 1s: 0.2k
lvl5 with 1s: 1k
work like RB..
without LR sura weak in PvM, and not have any usable skills... (SB low, RB cd10 sec, TC use HP/SP+Low splash, GoH pvp and single target)
ps
Or mb lower CD on RB.. 2-3 sec.
Edited by nikespawn, 05 January 2012 - 04:05 AM.
#44
Posted 05 January 2012 - 05:14 AM
ARCHBISHOP
Skill name: Judex
Current formula : MATK = [ { (Skill Level x 20 ) + 300 } x Caster's BaseLV / 100 ] %
Cast Time: 0.5 (fixed) + 2.5 (var)
Cast Delay: 0.5 seconds
Cooldown: none
Suggested change:
Skill name: Judex
New formula : MATK = [ { (Skill Level x 50 ) + 250 } x Caster's BaseLV / 100 ] %
New Cast Time: 0.4 (fixed) + 1.6 (var)
Cast Delay: 0.5 seconds
Cooldown: none
Reason:
Why is this even a skill??? Damage is so horrible. Can't even deal solid 2k to monsters at level 5.
The MATK difference between levels 1 and 5 is only 80% (level 1 320% MATK & level 5 400% MATK
not a huge difference). A level 1 Judex can sometimes deal the same damage as level 5
(not worth putting some skill points). Lowered the cast time a bit because it is not doing huge
damage unlike any third job skill which can one hit everyone.
The suggested damage formula will give:
level 1- 300% MATK
level 2- 350% MATK
level 3- 400% MATK
level 4- 450% MATK
level 5- 500% MATK
damage is still low but you can feel a bit of difference between levels 1 and 5 but still maintaining
them not to be a killer class.
I would like to see a bigger increase in judex, maybe changing the area to 5x5, and the damage going
level 1- 600% MATK
level 2- 700% MATK
level 3- 800% MATK
level 4- 900% MATK
level 5- 1000% MATK
This wouldn't be overpowered or change bishop to a 'killer' class (it's basically a mage thunderstorm but with 12 prerequisites). Judex would be useful to poke some monsters, but ME or supporting a party would still be the way arhbishops level.
Umm, in which thread do I post "Archbishop skill tree is still a mess requiring you a mix of melee/attack/support useless skills to get sacrament and thus every archbishop build is nearly the same"?
#45
Posted 11 January 2012 - 03:16 PM
Yes we are solid in PvM situations but even at 141 with +9 WW set and 193 aspd you still cannot do anything vs RK`s, Suras, GX`s, mado mechs. This game is supposed to be balanced and it still isn`t at all.
Warg Strike got a buff which is great but it`s still not good enough. In my opinion Warg Strike should be doing 12k on heavily geared players. That way spamming it manually or automatically would definetly result in some even match ups vs the previous classes I listed.
Arrow Storm got buffed...Still it does garbage damage on many classes at high levels with decent gears.
So the question is: What will be done about this?
Edited by TheKraven, 11 January 2012 - 03:17 PM.
#46
Posted 12 January 2012 - 02:09 AM
Job: Acolyte
Pre Patch and Post Patch:
Damage : (MATK x 125%) x (Holy light Modifier)
Cast Time : 0.4 Fixed 1.6 Variable
Skill Delay : none
Cooldown : none
Desired Formula:
Damage: (MATK x 150%) x (Holy Light Modifier)
Cast Time : 2.0 Variable
Skill Delay : none
Cooldown : none
REASON WHY:
- I am not really asking for a huge buff for holy light. I just wanted it to be 150% MATK instead of 125%. 125% MATk is too small for a 2 second cast time skill and I know many priest will like the small buff but they wouldn't use it much still because of poor damage output. Cart revolution which is also a quest skill has 150% ATK and can deal 250% ATK max in aoe so it is fair to make holy light to 150% MATK as well. Consider to make the overall cast time to variable because it is the only damage FS Priest can do and it is very unlikely to achieve instant cast anyway even maxing dex and stuff. And damage will still be low so it is still a balanced buff for Holy light even with soul link it is still low.
#47
Posted 12 January 2012 - 09:47 AM
Rangers really don't need any more buffs do they? Just learn how to play the character again. It's different than prepatch but they're actually one of the upper tier classes now(especially once the full white wing set goes in)
Are you serious right now?? Just because we got a WW set were good again? BAHAHAHA in PvP and WoE we are unmatched in every way vs a good GX, Sura, Mado mech, Gen, RG and RK. If you`re dying to Arrow Storm even with 120 dex, a +14 elven and a +10 WW set then you need to invest in better equips. My Arrow Storm does trash damage on decently geared players and has like a 3 second after cast delay. Arrow Damage is a complete joke not to mention we cannot even use a shield and have low survivability with the set. Pneuma snap, cc, GoH-Gfist good bye even if we do keep our distance. Shadow Formation and well were screwed, Gx touch us and we die and even if we do use Keen nose they will still cloak again and were done in less then a second, Mado mech...Neutral barrier and 1 arm cannon and were dead, Gen=acid bomb and good bye, WL=tetra vortex...You people don`t realize even with the balancing patch and this new set were still useless with our bows and cannot kill anything head on. WE STILL DO NOT HAVE A 1 SHOT KILL SKILL when every other class besides performers do!
Even with 193 aspd the hit locking can easily be bypassed by almost all classes and our bow damage is easily pottable so don`t say ``Learn how to play the character again``. We are supposed to be the ranged specialist but all other class have a 1 shot killing skill at 5 cells or more of distance.
#48
Posted 12 January 2012 - 12:39 PM
If you think you are weak in WoE you are a bad ranger. Elite Rangers hit lock my genetic easily and make me have to pot hardcore to stay alive, and this is with +12 cranial immune shield, +9 Glorious armor set, +12 Cat Ear Beret, and 140+ VIT. Pneuma is a surefire defense against rangers, but its also a sure fire defense against Gates of Hell, too. If you're wearing white wing set and trying to kill with arrow storm, you are a baddie. 193 aspd fear breeze, crits, and warg bite are what makes Rangers deadly. And this is ignoring that they are still useful for trapping and such.Are you serious right now?? Just because we got a WW set were good again? BAHAHAHA in PvP and WoE we are unmatched in every way vs a good GX, Sura, Mado mech, Gen, RG and RK. If you`re dying to Arrow Storm even with 120 dex, a +14 elven and a +10 WW set then you need to invest in better equips. My Arrow Storm does trash damage on decently geared players and has like a 3 second after cast delay. Arrow Damage is a complete joke not to mention we cannot even use a shield and have low survivability with the set. Pneuma snap, cc, GoH-Gfist good bye even if we do keep our distance. Shadow Formation and well were screwed, Gx touch us and we die and even if we do use Keen nose they will still cloak again and were done in less then a second, Mado mech...Neutral barrier and 1 arm cannon and were dead, Gen=acid bomb and good bye, WL=tetra vortex...You people don`t realize even with the balancing patch and this new set were still useless with our bows and cannot kill anything head on. WE STILL DO NOT HAVE A 1 SHOT KILL SKILL when every other class besides performers do!
Even with 193 aspd the hit locking can easily be bypassed by almost all classes and our bow damage is easily pottable so don`t say ``Learn how to play the character again``. We are supposed to be the ranged specialist but all other class have a 1 shot killing skill at 5 cells or more of distance.
You are really bad if you think genetics, mado mechs, GXes and RGs are more deadly than a ranger.
Edited by Jaye, 12 January 2012 - 12:40 PM.
#49
Posted 12 January 2012 - 12:48 PM
If you think you are weak in WoE you are a bad ranger. Elite Rangers hit lock my genetic easily and make me have to pot hardcore to stay alive, and this is with +12 cranial immune shield, +9 Glorious armor set, +12 Cat Ear Beret, and 140+ VIT. Pneuma is a surefire defense against rangers, but its also a sure fire defense against Gates of Hell, too. If you're wearing white wing set and trying to kill with arrow storm, you are a baddie. 193 aspd fear breeze, crits, and warg bite are what makes Rangers deadly. And this is ignoring that they are still useful for trapping and such.
You are really bad if you think genetics, mado mechs, GXes and RGs are more deadly than a ranger.
You do realize were glass cannons still right? that`s our main issue dude we still get into tight spots in WoE we can`t always utilize range...not to mention even with my 500+ hit I still miss on Gx`s like 70% of the time...this is including Warg Strike the main reason we are able to kill at times
The only classes we have a chance against are Geneticists and WL`s...And `geneticists can get close to us in WoE, you cannot always utilize range it`s impossible not to mention Warg Strike cannot go through obstacles. The fact is in WoE they will get close to you there`s no doubt about it so range won`t help you much...
Edited by TheKraven, 13 January 2012 - 04:09 PM.
#50
Posted 13 January 2012 - 08:38 AM
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