No direct quotes, so I do comment it with a thrid color.
Varetyr Spear: 800~1600%; Shadow Explosion: 1070%, Rage Strike: 1140%; Shield Cannon: 1160%; Brutal Strike: 1300%; Vulcan Arrow: 1306%; Tempest: 1400%; Moonlight Dance: 1420%; Flame Explosion: 1540%; Guillotine Fist: 1680%; Ray of Genesis: 1949%
didnt play as sorc before,and dont know about them. so dont say anything about them.
shadow explosion:2x damage with mark of shadow,
knights are warriors are tanks class not monster with too high crit damage
rogue moonlight dance:%30 more damage with detect weakness debuff(+%40 damage from mark of death if they are using)
crescentia tempest:%10 damage per stigma buff. if oppenent have 5 stigma buff then %+50 damage
about vulcan arrow and flame explosion; rangers and wizards even not using these skills. they are already have good attack skills like double strafing or fireball/firebolt( i agree its hard to obtain 100 points for these class. but other skills hit hard i think.)
guillotine fist and ray of genesis: no need talking about them i think. they are hitting like hell.(wtf 10 sec cd ray of genesis)
i m not saying this skill should be %2000 or something. my suggestion is +-%1400
I guess, you really should have read the whole part about Sacrifice, not just picking out a single sentence.
My statement WAS - and it hasn't changed - that the starting damage multiplier isn't that bad at all. Your reply doesn't even try to prove me wrong. Instead you point out the optional bonuses for certain skills. But I seperated the non-optional damage amplifier and the optional bonuses into two sections in my last reply already and compared both of them.. well... seperately.
Whereas other classes get quite a powerful bonus on a certain condition of the target (stunned, knocked-down, frozen or marked), the Soulmaker transforms health into damage instead.
To repeat my analysis: The obligatory (don't know the right word in english) damage... a.k.a. the damage multiplier of the skill isn't that bad. Sure, it could be about 1400% like you suggested, but IMO that wouldn't be enough. (It's just a mere 10% improvement) and still not competetive with other skills.
So what should I suggested was to boost the optional bonus <see highlighted text>:
Therefore, the damage multiplier of the Soulmaker isn't the worst of all. However, the additional damage due to sacrified HPs ought to push it to the top, but the additional 3~4k damage isn't worth anything at all right now. So you're right to say that the damage multiplier should be adjusted, but I would either prefer to grade the damage down in general OR add a situational boost to Sacrifice instead. (F.e. more damage against stunned targets or targets with a Soul Injection, etc.)
The point is that the higher the damage gets in comparison to character's hitpoints, the lower the additional benefit for Sacrifice gets. And this is what happened in the past: The weapon damage was increased significantly to compensate for the high defense rates. So the sacrifice bonus is useless right now. The additional damage bonus from sacrifying HPs ought to boost the skill by at least 30~50% boost, not just adding 3~4k more damage.
You could inprove Sacrifice without even touching the skill by decreasing the overall damage and the defense rates of all classes significantly.
sorry but we dont have any stun skill . on the other hand soul injection idea is not seem good. soul injection only for aoe damage.
That's partly true. I only made an example of how I would fix the skill to make it more comparable to those of other classes.
True, the Soulmaker doesn't have a stun ability like other classes do, it's rather called 'immobilized'. Likewise, although the Soul Injection is currently used to allow a 'hop over' or chaining of skill effects, that doesn't prevent it from being used for other bonuses as well. Of course, if you prefer to go the same route as other classes, simply INVENT an additional bonus called Detect <whatever> (similar to Detect Weakness) and then apply the usual boost if the target is affected by <whatever>.
In my opinion, Soul Extinction shouldn't have a DoT at all, but should rather decrease the defense rate of the target. But IF the DoT ought to stay, it should be about 20~25% of the original DPS => 110% (instead of 33%). I would also like to see the skill with a cooldown of 1sec on every skill level to keep the damage increase 'linear'.
%110 dot good idea i think. %110 seems fair. more than %120 gonna be unfair i think.
Keep in mind that I implied a general concept of DoTs being dealing no more than 25% of the usual DPS of the 'bread-&-butter' skill. Because this would then apply to HoTs as well, you can guess my comment about Cure.
About Dispel: This skill could have a 100% success chance and wouldn't be overpowered. So I would suggest to either put the chances up to 25% / 50% / 75% (or 33% / 67% / 100%) and rather increase the cooldown to keep the skill 'balanced' (40~60sec). It should rarely be used, but it should be likely that the skill use wasn't wasted.
actually my suggest also %100 at lvl3 but i dont think so dev gonna be do. so thats why i said before %15-%30-45 since this is more acceptable.
It still makes no sense to change your bid just because you think that the devs won't agree. I would still write down 100%. You can use me a reference and write that this is the will of the players and use the cooldown as an argumentation as I did.
The soulmaker should be defined by their soul-links, so they need to be pushed significantly. They shouldn't be just another passive bonus, but create active effects. F.e. IMO it would make more sense, if the Soullink - Revive would generate a decent heal-over-time to all linked members (similar to a Land of Recovery) or spread healing effects among all linked characters (similar to the Crecentia's Soul Injection rules).
about links, too many suggestions floating around. if we talk about link, this gonna be too long
Well, I made no overall suggestions here either. However, I tried to state the idea that "soul-links" don't have to be passive. They could add trigger effects or be seen-&-used as zone effects, with the inherited bonus of still being mobile (unlike LoR f.e.).
The Soulmaker has to become a fully qualified support character - and not just because of a ridiculous Cure. I'd like to see this class next to a Priest or Sorcerer in a 10-man raid.
lasty thank you
You're welcome.
Edited by Greven79, 23 July 2014 - 04:44 AM.