Enchanting and Classes
#1
Posted 18 November 2011 - 12:52 PM
http://forum.iahgame...nchanting sucks
That thread pretty much sums it up. It'd be nice to see at least Overlords get their proper damage and not be weaker than pallies
#2
Posted 18 November 2011 - 02:52 PM
#3
Posted 18 November 2011 - 02:54 PM
Thx, even though now we have high attack stats but our damage don't show much difference thanks for posting this. I always say overlords just have high attack stat to show off but in real pvp it's nothing @@I guess few people know enchanting really doesn't affect some classes(Sentinels and Overlords), because of how skills calculate damage.
http://forum.iahgame...nchanting sucks
That thread pretty much sums it up. It'd be nice to see at least Overlords get their proper damage and not be weaker than pallies
#4
Posted 18 November 2011 - 02:56 PM
Or.. we could just completely remove spin it bear, mega storm blade, and shield stun. It doesn't quite make sense why paladins have more offensive skills than myrms.
InB4 Pallies QQ about how to catch opponents and deal dmg.
#5
Posted 18 November 2011 - 03:41 PM
What I found was that skills do (attack) + (% + X) damage, where (attack) is your attack including all enchants and buffs while (%) is based on base weapon damage and (X) is the fixed damage bonus listed. This is usually how much damage the skill deals per hit and is recalculated every hit (so you'll see a variation in damage and you can miss/crit individual hits). However, skills like wolf rush only apply the (attack) part once for the entire skill, so the damage per hit is actually (attack/hits) + (% + X). Attack range is only calculated once, so each hit will hit for about the same amount of damage. The (% + X) is actually applied for every hit which makes them good when you first get them but pretty negligible at high enchant levels, making skills like wolf/falcon pretty pathetic later on.
Along the same lines, bosses like Bone Dragon that have a very high defense value will only apply defense the same number of times as your attack is applied, meaning an attack like Final Decision will get reduced by about 5000 damage every hit while an attack like Wolf Rush only loses 5000 damage over the entire skill (1000 per hit), which makes the latter somewhat better for breaking through defense if you have a weak weapon (remember that % + X is added for every hit, so it deals more damage than a single-hit skill would). However, this advantage is lost pretty quickly as enchant levels rise.
At least we have Multishot, Shootdown, and Ice Shower so we're not completely useless or anything. Dunno about Overlords since I don't play one.
#6
Posted 18 November 2011 - 03:47 PM
Edited by StormHaven, 18 November 2011 - 03:52 PM.
#7
Posted 18 November 2011 - 03:52 PM
Barunson, you are the best
#8
Posted 18 November 2011 - 04:00 PM
Edited by StormHaven, 18 November 2011 - 04:00 PM.
#9
Posted 18 November 2011 - 04:01 PM
#10
Posted 18 November 2011 - 04:02 PM
Edited by StormHaven, 18 November 2011 - 04:04 PM.
#11
Posted 18 November 2011 - 04:13 PM
#12
Posted 19 November 2011 - 01:42 AM
And this will kill off a whole lot of catching and combo potential.I think the exchange would basically be more damage in exchange for no more hitscan on those skills.
And cause weird ass animation / hitboxes on some skills, really.
#13
Posted 01 January 2013 - 11:50 PM
#14
Posted 02 January 2013 - 07:28 AM
You do realize that this thread has been dead since November 2011, right?You know, you could always just make the percent based on your full attack and... lower the percent if it turns out to be too high.
#15
Posted 14 January 2013 - 07:01 AM
Aaaand it was also still one of the top 3 or 4 topics not counting stickies. So what?You do realize that this thread has been dead since November 2011, right?
#16
Posted 14 January 2013 - 09:55 AM
I do not need any of your sass today.Aaaand it was also still one of the top 3 or 4 topics not counting stickies. So what?
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#17
Posted 14 January 2013 - 10:39 AM
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