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#1 HikariKouka

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Posted 13 February 2015 - 05:37 AM

I just decided to play this game again during my holidays and did a little research on new gear Eddga.

 

eddga_zps6lidyar2.jpg

 

cazar_zps8m3ke49y.jpg

 

As you guys can see above the new eddga set add no INT, Cast Speed which Crecentia need most and less AGI,Crit,Vigor. Now tell me who the hell need Haste for Crecentia?

If it's because new rune can add up to 160 stats per item then let's do a little compare:

Average cazar slotted gears with bs28 (+40 all stats) with full INT slotted Eddga (960 INT)

With bs28 cazar we will have 240 all stats which boost 1440 PATK, 1440 MATK, 240 parry, 720 hit, 480 crit, 240 dodge, 2889 hp, 4320 mp.

With full INT eddga we only have 5760 MATK

IMO sacrifice so many important stats, effort, zeny just for 4320 MATK and 500 more def is not worth. Not to mention we can use full +10 INT for cazar to boost 720 MATK which will decrease the gap beween cazar & eddga.

And cazar can add more Red/Greenseed freely not like eddga which we have to choose beween Blue/Red/Greenseed.

 

In case you guys want to compare cazar scythe's MATK with eddga scythe's MATK here:

http://ro2.doskoi.org/item/16702153
http://ro2.doskoi.org/item/16702153

 

Maybe the eddga set will have better honing result but it will cost us more, still not worth get full eddga gears IMO.

The only weakness in cazar set are gloves and shoes only add WIS. The best option for now would be replace cazar gloves,shoes with eddga. BUT eddga set still need a fix for stats anyway.

 

Srsly no VCR notice this unfair problem in test server? (sorry for my english)

 

 

 

 


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#2 KuroiKoneko

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Posted 13 February 2015 - 05:53 AM

you are forgot about +80int\str\agi runes what you can equip on eddga :x
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#3 HikariKouka

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Posted 13 February 2015 - 06:09 AM

^ I did mention it 160 stats per item :| Read it again please! And even you not use full +80 INT but mix it with AGI it's still cant compare to cazar :)


Edited by HikariKouka, 13 February 2015 - 06:10 AM.

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#4 Greven79

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Posted 13 February 2015 - 08:54 AM

Average cazar slotted gears with bs28 (+40 all stats) with full INT slotted Eddga (960 INT)

With bs28 cazar we will have 240 all stats which boost 1440 PATK, 1440 MATK, 240 parry, 720 hit, 480 crit, 240 dodge, 2889 hp, 4320 mp.

With full INT eddga we only have 5760 MATK

IMO sacrifice so many important stats, effort, zeny just for 4320 MATK and 500 more def is not worth. Not to mention we can use full +10 INT for cazar to boost 720 MATK which will decrease the gap beween cazar & eddga.

 

Your calculation is flawed. 960 INT would increase parry, hit, etc. as well. So let's choose 3x STR-80, 3x INT-80, 3x AGI-80:

 

3x 80 STR = 240 STR = 1440 PATK, 240 hit, 240 parry

3x 80 INT= 240 INT= 1440 MATK, 240 hit, 240 parry

3x 80 AGI = 240 AGI = 240 hit, 240 dodge, 480 crit

 

In total: 1440 PATK, 1440 MATK, 720 hit, 480 parry, 480 crit., 240 dodge.

 

Seems pretty much the same....

 

Sure, you don't have any HPs or SPs yet, but can choose CLS runes for the remaining runeslots to get damage reduction instead. In addition, Eddga gear increases VIT by ~100pts as well, so you're not that far behind. And if you focus your honing on VIT instead of INT, AGI or STR, the lack of VIT runes isn't an issue at all, because you could achieve the same result nevertheless (more STR runes, more VIT hones, instead of the other way around).

____________

 

The only open issue is the lower total for INT & vigor... and yes, both are downgrades, but reasonable ones! 

 

Due to the fact that the Crecentia gets twice as much MATK per INT as other classes, he should only get half as much INT to start with. Combined with a high weapon damage, the Crecentia has an unfair advantage. (PSE = phys. skill effect)

 

Cazar Gear;

11,289 MATK || 1,444 PSE => Priest w. Bible

10,195 MATK || 1,449 PSE => Sorcerer

10,774 MATK || 1,504 PSE => Wizard

11,189 MATK || 1,511 PSE => Soulmaker

12,717 MATK || 2,138 PSE => Crecentia

 

Eddga Gear;

11,214 MATK || 1,482 PSE => Priest w. Bible

  9,503 MATK || 1,444 PSE => Sorcerer (gets vigor instead of INT ?)

10,108 MATK || 1,500 PSE => Wizard

11,477 MATK || 1,593 PSE => Soulmaker

  8,826 MATK || 1,881 PSE => Crecentia

 

So the devs 'corrected' this a bit... but not perfectly. PSE is still too high, but MATK too low.  I would have increase weapon damage & INT, but would have lowered the MATK bonus of the weapon significantly.

 

The vigor nerf hits every class and it should be obvious that no class should be able to perma-stun or get close. Personally, I would have sticked to the vigor values, but altered the formula instead. That would have gave players more reasons to chase Eddga gear.


Edited by Greven79, 13 February 2015 - 08:58 AM.

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#5 HikariKouka

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Posted 13 February 2015 - 11:10 AM

3x 80 STR = 240 STR = 1440 PATK, 240 hit, 240 parry

3x 80 INT= 240 INT= 1440 MATK, 240 hit, 240 parry

3x 80 AGI = 240 AGI = 240 hit, 240 dodge, 480 crit

 

In total: 1440 PATK, 1440 MATK, 720 hit, 480 parry, 480 crit., 240 dodge.

 

Seems pretty much the same....

 

 

This is a problem. Why I have to upgrade so much just to have same bonus as cazer with little extra def? And need to pay more for honing if I want to actually get stronger than cazar (ofc pay more for refine again or use transfer ticket)

And in case you don't know, most of Physic Attack Skills of Crecentia are useless for now unless they do some thing called "Balance Patch". So untill they do it, INT still the main stat that Crecentia need most.

I'm sure 90% of Crecentia now go for full INT instead of hybird because we don't even have time to cast Diem Wind, Illusion Blade, etc ... the only useable is Tempest.

Also not our fault or our vigor that priest can perma-stun, it's because broken skills dev gave us. They just need to increase cooldown, decrease damage, etc... that ONLY skill and DON'T do anything that effect other classes. It's just like they lowered the drop rate just to stop BOT but yea it effected normal players too. That's stupid way to make things balance.

And I've mentioned this before, we do need vigor to lower the cd of Awake which allow us to use more our ultimate skill a.k.a Death Grip. Other classes don't have to be in ymir mode which have 10 mins cd to cast their ultimate right? Don't forget that Death Grip don't have update from master level. Maxed level still 3.

About "Ignition" double our ATK/MATK. I don't know if you actually play Crecentia before or try to compare damage beween Crecentia and other classes on 1 target or mob. Even with that high ATK/MATK we deal almost equal damage to other classes, the only thing that effected by that huge amount of ATK/MATK is pet's damage/healing effect. Without pet, I srsly doubt if Crecentia can keep up threat with other dps like Sin, Rogue, Ranger or even Warrior with sword aura (even a Priest can easily out threat a Crec without pet, who is master of dot now huh?)

Try to make a Crecentia before talking about Crec's damage or unfair advantage. It's not just about stats but skills of each classes also effected damage result. Remember that.

 

 

 


Edited by HikariKouka, 13 February 2015 - 11:16 AM.

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#6 Arbalist

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Posted 13 February 2015 - 11:36 AM

He didn't miss the +80 runes, but he did miss the +50 runes. Instead of using +10 runes on Cazar, you should be using the new +50 INT/STR/AGI runes on them.

I still say for most classes that you shouldn't be comparing Eddga to Cazar, but instead comparing Eddga to Colo gear, because let's be honest, CLS runes are the key attraction. For PVE, I'd rather stay at ML 30 for most cases for more desirable formulas and easier to build Cazar sets. Mix and matching at ML 35 is viable for some classes even for PVE, but I haven't looked at all of them yet.

EDIT: Taking another look, if you go 4 Cazar + Eddga Top, you'd get a nice big boost in Vigor, if that's your thing anyways.


Edited by Arbalist, 13 February 2015 - 02:15 PM.

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#7 magpi

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Posted 13 February 2015 - 08:14 PM

Yes :(  I noticed this.... and it was the first thing I reported on when we got the gears in the test server. 

 

Its an absolute mess. 

 

I had considered mixing and matching myself but the handicap of the set bonus and not being able to use all +80 runes when other classes are able to just makes it sickening.


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#8 ro2lots3

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Posted 15 February 2015 - 05:52 PM

I dislike when cres class dps is just about mermaid...I also agree that if we take out pet damage, our dps lower than other dps class like a lot!!

I notice that physical attack pet damage like poring, archer skeleton and vador are reduced greatly on Dark Whisper and FP mobs but magical attack pet like mermaid, RSX pet is scale like always. This migh be the higher defense of the mobs but there is no magical resistance that reduce magical attack damage. Is it a bug?


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#9 Stratum

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Posted 15 February 2015 - 06:07 PM

Pet dots ignore target defense, whereas physical attacks do not. Hence the large relative damage difference between the two DPS pet flavors.


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#10 Arbalist

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Posted 15 February 2015 - 06:32 PM

^That. Mermaid's shock ignores defense, just like any other skill DoT, but when it starts whacking with it's staff (normal attack), its affected by Defense just like Poring, Archer Skeleton, and Vador. Those DWF monsters just happen to have a ton of defense.

There's no Magic or Physical pets too by the way. Pets use both the P. Atk and M. Atk stats to calculate damage.


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#11 szk2

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Posted 15 February 2015 - 08:11 PM

even so, it should not be the case, imo because let dng be different by the pet level itself. We should be able to choose different pet without 80% damage nerf. It shouldnt be like everyone use mermaid for dps but it should be more variety of choice with different pet mechanic. just my 3 cents


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#12 Arbalist

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Posted 15 February 2015 - 08:47 PM

Pets are such an outdated system, built before AOV was even introduced. It was better balanced for older formulas, but would need a pretty decent overhaul to make it fit this messy new patch. I wouldn't mind if it was revamped in the near future though.


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#13 Greven79

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Posted 16 February 2015 - 06:14 AM

Pets are such an outdated system, built before AOV was even introduced. It was better balanced for older formulas, but would need a pretty decent overhaul to make it fit this messy new patch. I wouldn't mind if it was revamped in the near future though.

 

I agree that this system needs an overahaul. But in general, I would prefer it to be removed (lowered class diversity). Both ideas are highly unlikely. Gravity is unwilling to 'fix' old stuff... it would mean they have to admit a mistake. So they'll rather create other inbalances until a mess of inbalances results in an chaotic form of 'balance'.

 

And in case you don't know, most of Physic Attack Skills of Crecentia are useless for now unless they do some thing called "Balance Patch". So untill they do it, INT still the main stat that Crecentia need most.

 

That's not true. With Eddga gear alone, the Crecentia achieves a physical skill effect of 1,540pts, whereas Rogues & Assassins achieve 1,511pts and Knights 1,505pts. And I already mentioned the PSE of magical classes last time. All in all, Crecentias perform pretty well. And Crecentia also gains at least twice the ATK bonus from every single item or buff that increases either STR or INT.

 

The damage multiplier of Tempest is pretty good, so the damage output of physical skills isn't the problem. The main issue is - once more - that the Crecentia is lacking something as broken as Battle Tactics, Cross Impact or Cruel Bite.

 

I'm sure 90% of Crecentia now go for full INT instead of hybird because we don't even have time to cast Diem Wind, Illusion Blade, etc ... the only useable is Tempest.

 

It's not that Crecentias 'don't have the time', but more that there are better options. Stigmas aren't important enough.

 

Also not our fault or our vigor that priest can perma-stun, it's because broken skills dev gave us. They just need to increase cooldown, decrease damage, etc... that ONLY skill and DON'T do anything that effect other classes. It's just like they lowered the drop rate just to stop BOT but yea it effected normal players too. That's stupid way to make things balance.

 

We have a different opinion on that as well. When I look at all the skills, I see that there was a concept. But it was based on low vigor and low cast speed percentages. As soon as players achieve abnormal values, the mechanic is broken. F.e. I doubt that the devs planned a pet cooldowns below 15sec, which allows the Crecentia to have multiple ones at the same time. So in order to restore balance, it's wise to lower the percentages again. But they choose the wrong method. I would have made vigor/cast speed level-dependant.

 

And in regard of the drop chance:

I have several alts, but NONE owns anything they found by themself.

 

It would have been stupid to farm cards, mats, DNAs or any gear part with these characters. Higher-level characters could do this much faster! So what you call 'balanced' actually destroyed the reward system of the game and was unfair for new players without an OP character as well.
 

And I've mentioned this before, we do need vigor to lower the cd of Awake which allow us to use more our ultimate skill a.k.a Death Grip. Other classes don't have to be in ymir mode which have 10 mins cd to cast their ultimate right? Don't forget that Death Grip don't have update from master level. Maxed level still 3.

 

That ignores the fact that both the Crecentia and the Soulmaker have TWO ultimates and it ignores the fact that the one who's dependant on Awake has a lower cooldown.

 

So let's see. A typical class ultimate has a cooldown of 20sec. That sums up for 30 'ultimates' in 600sec. A Crecentia has a 60sec cooldown for Tempest => 10 uses in 600sec, but has a second ultimate that can be used every 10sec. But this one is limited to a 180sec window every 600sec. But still, you could add ~18 uses. In total, he can cast 28 'ultimates' in 600sec.

 

In order to balance the skillpoint requirement, Death Grip and Immunity deal high damage with only 3 skillpoints, not 10. So the Crecentia / Soulmaker can split their skillpoints on two ultimates.

 

So it's simply false to believe that a Crecentia or Soulmaker deserves a high vigor rate. They only have an automatic 'burst damage' feature.

 

About "Ignition" double our ATK/MATK. I don't know if you actually play Crecentia before or try to compare damage beween Crecentia and other classes on 1 target or mob. Even with that high ATK/MATK we deal almost equal damage to other classes, the only thing that effected by that huge amount of ATK/MATK is pet's damage/healing effect. Without pet, I srsly doubt if Crecentia can keep up threat with other dps like Sin, Rogue, Ranger or even Warrior with sword aura (even a Priest can easily out threat a Crec without pet, who is master of dot now huh?)

 

Try to make a Crecentia before talking about Crec's damage or unfair advantage. It's not just about stats but skills of each classes also effected damage result. Remember that.

 

So we are back to the typical Battle Tactics QQ-ing. Many players seem to be all to eager to point out other inbalances, while being surprisingly blind to their own.


Edited by Greven79, 17 February 2015 - 04:02 AM.

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#14 quickiee

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Posted 16 February 2015 - 08:18 AM

He didn't miss the +80 runes, but he did miss the +50 runes. Instead of using +10 runes on Cazar, you should be using the new +50 INT/STR/AGI runes on them.

I still say for most classes that you shouldn't be comparing Eddga to Cazar, but instead comparing Eddga to Colo gear, because let's be honest, CLS runes are the key attraction. For PVE, I'd rather stay at ML 30 for most cases for more desirable formulas and easier to build Cazar sets. Mix and matching at ML 35 is viable for some classes even for PVE, but I haven't looked at all of them yet.

EDIT: Taking another look, if you go 4 Cazar + Eddga Top, you'd get a nice big boost in Vigor, if that's your thing anyways.

 

offtopic but just a quick question. is it possible to slot the new +50int/stre/agi runes into cazar? isnt the new rune suppose to be slotted into 'bind rune' hole and in this case purple rune slot only?


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#15 Arbalist

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Posted 16 February 2015 - 11:15 AM

^You can put +50 in all gears and costumes. So to your question, yes. Only +80 requires purple slots.


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#16 magpi

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Posted 16 February 2015 - 12:05 PM

This is hard because I agree with a lot of what you ALL are saying. 

 

Pets- Yes the system is outdated but its not exactly a class issue, its a game mechanic issue. Right now how I deal with this problem is just go with the flow until/if it gets fixed. In parties, every class pretty much has a go-to pet at this point. If you are the only cres in the party, YOU should be the one using mermaid for the dps output. If there are are more than one cres, your other options could be Imp, Vador, RSX.... so we do have a few options. Heal pets are also powerful with our class because of the formula they work on. DWL I actually ended up being the designated pet healer if we couldn't find someone. 

It is a little redic right now that we tend to depend on survivability with pets when they are supposed to be an added extra, not a necessity. 

 

 

Ignition- Personally i feel like this function could have been added in the stat multipliers instead of wasting the space of a skill. Taking a glance at formulas, yeah it does LOOK crazy overpowered (http://blog.warpport...4/afterstat.jpg) but Hikari does make a good point. Compared to other classes it doesn't -feel- any different than the damage done by other classes. Again the numbers LOOK overpowered when it is raw data but you may need to look at an individual skill's % damage before saying its bad compared to another class. Yes the PSE might be much higher in our class but the skill itself doesn't ever add up to a very high % maxed compared to the skills of a few other classes. THIS is the reason why it feels as though we are doing similar damage as others even having Ignition.  

 

 

Vigor- Grevan has a point too about this. Our cooldowns are decent as is. I did not fall into the vigor rush like most other players did (basically vigor turned into the new agi, if anyone remembers thooooose days) I used parry hones on my gear which almost always gave an INT or STR stat and just stuck with that.

A BIG plus to the  Eddga gear is honing now has a much more desirable outcome than it does on cazar and below. Yes, the system is making us dependent on other mechanics of the game such as refining/honing/seeds but the past events sort of prepared us for this with giving us plenty of honing scrubs from boxes and the current oil drops. FP is also dropping PLENTY of polishes so you may be lucky to save up some high% ones from grinding if you do not wish to purchase them with KP. 

 

Haste- Yeah we DON'T need it. Most of are skills are instant cast  >.<

 

 

The gear in general- I haven't really had a chance to play with it in live (with large parties and pvp) but first impression i'm getting is... what do you want to accomplish? PVP gear, the Eddga has enough customization to be great especially with the new honing results. PVE gear, if you have a good investment in your cazar with seeds and hones and refines, just upgrade them with the +50 bind runes (if this is not fixed) and continue with it. Most people are currently running with cazars right now with little problems. OR try out the Eddga and customize it to your liking. I planned on starting off with the gloves and boots to say byebye to the useless WIS stat and go from there! 

 

 

INT vs STR Builds- Not gonna lie, but I am a bit biased because I have been an almost a full INT build for a LONG time. I've always supplemented my STR with runes and cards and upgrades basically JUST to boost Tempest. I am currently working on my costume's STR bind runes as we speak. I've always enjoyed the impressive DoTs that come from it and my skills are based around most of the magic attack based skills. The reason being... 4 skills being based on physical attack versus 6 skills based on magic (equal number if we figure out whats going on with bram) and ALL of the debuffs dependent on ATK are magic ones.  The physical skills are just not powerful enough (besides Tempest) to really put that investment in IMO. I'm not telling everyone to go this route because a custom build off your play style is always the way to go. I just feel that the phys skills need something a little more enticing to make me want to use them. 

 

 


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#17 Arbalist

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Posted 16 February 2015 - 12:38 PM

Haste- Yeah we DON'T need it. Most of are skills are instant cast  >.<

FYI, haste wouldn't help non instant-cast skills on any class. Haste only affects the weapon swing speed (white damage). The description on Ranger's Wind Walk and Mage's Wind Emblem are labelled incorrectly. Cast Speed is the only thing that reduces cast time (other than not lagging of course). This can also be tested with Cast Speed hones versus Haste hones. A common misconception is that it affects animation speed, but it does not. 


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#18 HikariKouka

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Posted 16 February 2015 - 03:31 PM

@Greven79 : I told you to try make a Crecentia or at least find one to test damage output then we talk. OK?

How to play Crecentia in LoTS? We use our debuff skills depend on situation that raid need and use dots. Since Crucio & Furnuculus both have 30s duration so we can stack up Stigma with Diem Wind/Illusion Blade for Tempest & stack up our STRONGEST DOT Contengency. Even cast LoD on off tank to help him clear mob, etc...

How to play Crecentia in AoV? Pet - Furnuculus - Crucio - Earthworm - LoD then Crucio again and repeat for HIGHEST DPS amount. Reason?

- Crucio's mechanic changed. They lowered dot damgage & increase direct damage then deal final damage after 30s DEPEND ON dot damage. See? It's stupid as duck, idk how they expect us to wait 30s for final damage while we can spam it whenever we can cuz direct damage is A LOT stronger than total dot damage + final damage and CAN crit. WOW!

- Contengency: SUCK. It's totally useless when they introduced penetration. (Again, WOW) From a strongest skill that need A LOT of time to stack up to the weakest skill that no one give a F about it anymore.

- Evanessco: now we talk about this skill. Useless since noel was borned but it got upgraded from Master Level (WOW! Cool huh?) Gravity gave a squishy midget class that they claimed as DPS a reflect damage skill. Another WOW for Gravity.

- Stigma Mastery: They gave a class that was mean to be Master of DOTS a crit rate boost for NORMAL attack and it also got upgraded from Master Level. so much WOW!

 

Gravity's WOW level is over 9000!!!

 

 

 


Edited by HikariKouka, 16 February 2015 - 03:34 PM.

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#19 ro2lots3

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Posted 16 February 2015 - 07:17 PM

@graven79

 

For cres calculation from ignition double stats, cres skils are also scaled lower than other class. For example war/knight bash, sin/rouge double attack, priest holy light, monk raging blow all do 250%  damage but cres equivalent skill diem wind only does 20% at max


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#20 Greven79

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Posted 17 February 2015 - 03:26 AM

Yeah, three attempts to spell my name and only one got it right. Btw: It's a reference to this guy!

 

@ Ignition:

I think the developers made the right choice to implement this as a skill. Players usually check their skill menu more carefully than the stat description in the character menu. And I am not a big fan of different stat bonuses to start with. Do Wizards, Sorcerers, Crecentias and Warriors need a higher ATK bonus? - Of course not! The system was just a cheap way to avoid proper class & skill fixes.

 

@ test damage output:

Hikari, I can screenshot my DOT damages if you want to! And I never said that all the skills are fine. But the truth is that all the flavorful characteristics of a crecentia are secondary to their pet damage. The Crecentia HAS the tools. Earth Worm is extremely useful, Sleep // Imperio insane and the DoT's still ARE powerful. Which also brings me to my next point.
 

@ Diem Wind damage:

Is it so hard to see that it is caused by the concept of the Crecentia? Let's assume that you'd always have to choose between:

  • full STR
  • full INT
  • half STR, half INT

And this means everywhere: statpoints, accessories, cards, runes, titles, hones, buffs, etc.

 

Now if the Crecentia focuses on pure STR, Ignition assures that he ends up much better than other classes. Whereas most classes get only 650 PATK out of 325 statpoints, a Crecentia gets 1950 PATK (an advantage of 1300pts). So it's easy to compensate the 20% lower damage of Diem Wind. If a Crecentia would focus on pure INT instead, every magical skill would end up more powerful compared to other classes, even if it has a similar damage percentage.

 

And if the Crecentia chooses to go half INT, half STR, he wouldn't end up weaker than other classes, because he can combine several melee attacks AND multiple DoTs. So the damage deficit is compensated by a more efficient skill selection.

 

Now of course, it wasn't originally planned that players achieve the defense rates they have now. Blame Gravity for their refinement system and broken formulas. Sure, this makes melee attacks less powerful and DoTs more attractive, but the conceptual difference of the Crecentia didn't vanish. He still gets twice the ATK bonus compared to other classes. And in many cases (f.e. accessories), he doesn't have to choose and gets the other stat for free!

 

Blame the devs from using the wrong translation for Bram Gush if you want, but it's simply not true that "ALL of the debuffs dependent on ATK are magic ones". In fact, neither Raw Tilt, Blindness nor Imperio // Mayhem care about whether it's physical or magical damage. And the skill tree in total mixes physical & magical skills quite 'randomly'.

 

And as a final note: I said that there IS an inbalance, not that it outbests any other inbalances.


Edited by Greven79, 17 February 2015 - 04:05 AM.

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#21 magpi

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Posted 17 February 2015 - 05:47 AM

Blame the devs from using the wrong translation for Bram Gush if you want, but it's simply not true that "ALL of the debuffs dependent on ATK are magic ones". In fact, neither Raw Tilt, Blindness nor Imperio // Mayhem care about whether it's physical or magical damage. And the skill tree in total mixes physical & magical skills quite 'randomly'.

 

And as a final note: I said that there IS an inbalance, not that it outbests any other inbalances.

 

Uhh That is exactly what i said >.< Raw Tilt, Blindness, Imperio and Mayhem are NOT dependent on a type of damage. The most flavorful thing about this class is the debuffs, and those skills i enjoy to use in my rotation are those so of course i went INT. I am not disagreeing with you with what you say. 

 

I also believe that even though a full STR or hybrid is going to be weakened, that it is technically balanced out in that way. It would be highly imbalanced if the STR based skills gave much higher damage considering one of our "ultimate" attacks (tempest) could be spammed many times since it it not dependent on Ymir. The new gear does benefit us in this way. 

 

It's not perfect... but it really is the better of classes when it comes to imbalance.

 

 

sorry for spelling your name wrong >.<


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#22 Rompe

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Posted 08 April 2015 - 10:27 AM

That little hit rate, considering whether used only runes pvp

horrible set


Edited by Rompe, 08 April 2015 - 10:33 AM.

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#23 magpi

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Posted 08 April 2015 - 11:49 AM

Currently I have Shoes, gloves and Scythe and the best i can say is unless you want a PvP set, don't bother getting more than that. Aside from the good hones on the scythe, there really isn't much need to get one if you are PvE. 

 

If you chose to go PvP, pump up your hones with PvP Increase polish (magic attack for scythe), use Attack CLS, and get immortal accessories to increase your pvp increase as much as possible. 

 

 

I'm not too thrilled with this new set either. I hope with the next one, they take our concerns into consideration. I guess they really intended for us to mix and match but this is terrible >.<


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#24 7843140731162112220

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Posted 08 April 2015 - 04:21 PM

I'm using eddga shoes and glove only for now, there goes 40k hp but 6k sp
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