An analysis of the Soul Maker Buffs - Alter - WarpPortal Community Forums

Jump to content


Photo

An analysis of the Soul Maker Buffs


  • Please log in to reply
6 replies to this topic

#1 2534130520102140553

2534130520102140553

    Amateur Blogger

  • Members
  • 334 posts
  • Playing:Ragnarok Online 2

Posted 11 September 2013 - 02:20 PM

From what I've come to understand, the basic gist of the soul-maker buffs and links is that, when all combined, you get:

 

+20% attack
+10% crit power
+10% vigor/haste
-10% damage
 
on 5 people, assuming everyone stays within range.
 
if we assume 10% vigor/haste means that you get the same amount of attacks out in 9 minutes than you would without it in 10 minutes, then that's a further ~11% increase in DPS, making 31% attack buff.  10% crit is tricky to calculate because of how crit varies from char to char, but if we can assume the average person has 10-30% crit rate, attack can further be calculated as having a 1-3% increase in the long run as well, making 32-34% boosted attack power.
 
If an SM were to replace a DPS in a regular dungeon, then this alone would not replace the third DPS, it would only add about 32-34% attack power to the total DPS output by 2 DPS, when a 50% increase in DPS output by the 2 remaining DPS is necessary to make the DPS output by an SM and 2 DPS equal to 3 DPS.  However, this does not include the fact that -10% damage is given to all, and all of this applies to the main healer and tank as well.  Plus, with an SM DPS build (aside from maxing out the Link/Buff skills), the SM might very well be able to nearly replace the lost 3rd DPS anyways?  I'm not sure exactly how terrible the DPS of an SM is and if 32-34% increased attack is enough to make up for the lack of DPS, but if you add the fact that DPS is nearly made up with buffs as it is it's looking almost as if even with the lack of DPS a soul maker is even better than having a 3rd DPS?
 
Granted, this is all ignoring w/e buff is lost by w/e potential DPS might have been used in the first place.
 
It's definitely a very interesting class that's hard to do anything but guesstimate on. :3
 
Now to analyze the DPS.  Even if Immunity is only usable for every 10 seconds for 2 minutes every 10 minutes, that's an immense payload at the beginning of every boss fight I assume.  I'm assuming the stats of an SM don't excel in making that 105% as worth it as you'd think, but that's 315% attack every 36 seconds. (assuming you count casting time as well, and ignoring the bonuses of vigor/haste from all your buffs which would surely help a lot) Aside from this you still get Sacrifice every 30 seconds for 115% damage.  This is also all ignoring the fact that it's all multiplied by an additional 30% during those 2 minutes due to Awakening, aside from the additional attacks you will get in that time from the 15% "acceleration," and the fantastic bonus you'd get of healing everyone a lil' bit whenever you crit.
 
So here's what I was thinking:  How about going for some serious burst damage at the beginning of that battle for the first 2 minutes, healing in-between 10-second cooldowns for Immunity, and then after the 2 minutes just focusing on healing and buffing?  The following build would work for the whole DPS part (however has only 3 skill points left for any healing):
 
 
Perhaps it would be better to just put the remaining skill points into some basic DPS skills and go full DPS aside from buffs?  Frankly if an SM can get 5 whole DPS buffed in a raid I'd think it'd actually be better off replacing a DPS altogether. (granted, this takes quite some co-ordination, especially if the DPS is split between ranged and non-ranged, and if it's difficult to control who gets the buffs exactly.  Even if you could get everyone to calm down and stand in the right place to get the SM buff right before the fight, if the fight lasts more than 5 minutes you end up losing a perfect DPS buffing.  Of course, just rebuffing around the ranged and giving the healers a bonus isn't necessarily bad either.)
 
Overall I think that in the end it just seems that, under the ideal conditions, an SM can actually make a party/raid even more OP than having 3 DPS instead of 1 SM and 2 DPS.
 
What, this build would take forever to level?  You're talking to someone who's solo-leveled and FS Priest to 50.  Not sure about a lack of healing skills that will keep me from ever needing to use pots tbh, but...
 
Aside from that, all new chars for a while now have gotten a skill reset scroll at lvl 35, so I may end up doing a build better for leveling at 25 and switch to this build at 50.
 
In conclusion, I've done the math and, even with the astounding amount of things that could vary and can't be calculated easily, it seems like an SM would be one of the best DPS out there for dungeon/raid bosses simply because it can boost other DPS and itself so much, and I wanna hear your opinions on whether I, someone who's had no actual experience playing an SM yet, am right or totally missing something. :D

  • 0

#2 feed3r

feed3r

    I made it Off Topic

  • Members
  • 24 posts

Posted 12 September 2013 - 04:55 AM

The whole raid gets 10% atk matk buff and 10% more critical damage
6 including soul maker gets 10% haste vigor heal amount and damage reduction
1 person and soul maker gets another 10% atk matk

You can further up the link % by 5% if you crit often enough. That means a well geared soul maker can keep the link buffs above at 15% if you invest in decent crit.
  • 0

#3 2534130520102140553

2534130520102140553

    Amateur Blogger

  • Members
  • 334 posts
  • Playing:Ragnarok Online 2

Posted 12 September 2013 - 09:47 AM

Ah, then 15% to all link skills, that makes it even better.  Still curious about the build I posted though, would people hate a SoulMaker that can't heal? (I mean, I've been told that they can't heal very well regardless anyways)


  • 0

#4 Puub

Puub

    I made it Off Topic

  • Members
  • 34 posts

Posted 12 September 2013 - 11:24 PM

I like your build, and the dps is something i may consider adding to my end build. BUT we have a functional ability issue here. Aside from the fact you've dropped healing, you have also added 2 skills that are very much in question of even being used at all.

 

Revive: In your build you have no heals yet have added a 10% buff to a party. Problem with that is, the 10% buff is applied at the time of each party members state.

Meaning it's fixed and does not change. Why is this bad? If "you" have the best you can get for your char, would a 10% buff save you from a blow that would KO a lesser geared char? No. It's also worse for lesser, or even max geared/carded chars. Yes it does help, but its situational and will not save you from a deadly blow. 

 

Devotion: This is the worst skill for a non tank to have. The two biggest problems with the skill is the death hp increase, and the fact some damage is given to the caster (SM). It's also to be noted that if at any time the SM heals the one with Devotion, Devotion goes away. I don't know if its a system thing or its supposed to be that way, but if a priest uses high heal, it also then goes away. (if thats the one that heals ppl in range i forgot) 

  

Its my opinion to drop the two all together. Too many things could happen.The worst, being saved by devotion then being killed again a second later.

Could have put up a Cure instead. The skill Cure Pearl may be the SM's trump card. At max it heals 44% for one person every 30 seconds and can be re-cast again in 10 seconds. Again it all depends on your build and what not. As of this moment though, i feel i can help keep the party alive (priest helping of course) with Restoration, Cure, Cure Pearl, and still kick some ass with my crappy dps skills. My opinion my opinion, just sayin'.

  Anyway, GOOD LUCK ALL SOUL MAKERS!!!    (man i need a avatar pic...)

 


  • 0

#5 Puub

Puub

    I made it Off Topic

  • Members
  • 34 posts

Posted 12 September 2013 - 11:25 PM

*double post XD*  my bad.

 


Edited by Puub, 12 September 2013 - 11:26 PM.

  • 0

#6 2534130520102140553

2534130520102140553

    Amateur Blogger

  • Members
  • 334 posts
  • Playing:Ragnarok Online 2

Posted 14 September 2013 - 11:43 AM

Hm, I don't think I understand you with Revive, but you're right, devotion seems bad.  Doesn't revive also increase the healing effect of every healer on that character as well though?  And why is a 10% decrease in damage unwelcome?  It seems like that skill would give the healers that little bit extra time they might need to heal people and make a difference in the raid.


  • 0

#7 NuwaChan

NuwaChan

    Amateur Blogger

  • Members
  • 439 posts

Posted 14 September 2013 - 07:11 PM

The issue with devotion breaking when someone heals the target must be a bug, highness heal or

LOR could accidentally break it at any time.

 

Not sure what he is talking about with revive. It is a skill that reduces dmg by up to 15% on every attack

a party member recieves.

 

If I don't go Cres I would try this build http://www.ro2base.c...310543.22310543


Edited by NuwaChan, 14 September 2013 - 07:12 PM.

  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users