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Skill Damage Requests


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#1 Oda

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Posted 16 December 2011 - 03:34 PM

Putting up sticky threads to better organize the bug reports/feedback we're getting. For these, let's keep this simple.

Please use this format

[/quote]
[Stalker]
Skill name
Pre-patch times
Post-patch times

Why you would like to see this changed/changed back[/quote]

If you can give screenshots or detailed information we will use this feedback to make a determination and in the changes we are requesting from headquarters.

Please please avoid "yeah me too" posts or "this sucks" posts, as these just clutter up things.If you agree or think that they make a good argument just +1 the post please.
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#2 GuardianTK

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Posted 16 December 2011 - 04:02 PM

[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.

Edited by GuardianTK, 16 December 2011 - 04:03 PM.

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#3 asayuu

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Posted 16 December 2011 - 04:33 PM

First post is mine. I will start writing about the critical changes.

Aw I lost first post because I typed too much D:

[Maestro / Wanderer]
Skill Name:
Pre-patch formulas:
Damage formula: ATK [(40 * Skill Level + Dex + Agi/5)* Base Level / 100] %
Cast Time: 0.5 (fixed) + 2.5 (var)
Cast Delay: One second
Cooldown: Five seconds

Post-patch formulas:
Damage formula: ATK [{(Caster's DEX + AGI) x (Skill Level / 5)} x Caster's Base Level / 100] %
Cast Time: 0.5 (fixed) + 1 + 0.5 * Skill Level (variable) seconds
Cast Delay: One second
Cooldown: (4.5 + 0.5 * Skill Level) seconds

Why you would like to see this changed/changed back

Simple. While I appreciate the boost to Rainstorm's AGI formula, both the base damage and the DEX formula got severely hurt. Severe Rainstorm was never useful in a specialized build (Pure DEX/AGI for maximum damage), due to the high SP cost (Therefore it required INT), and the arrow cost (Therefore it required STR or Gym Passes).

The Ranger variation, Arrow Storm, got a deserved buff in formulas, having a fixed 1800 * base level/100, and being a single hit, it has a great affinity with Lex Aeterna. But if we have a real analysis:

AS: 48 sp, 10 arrows.
SR: 120 sp, 20 arrows.

Severe Rainstorm has a huge upkeep cost, and no affinity to Lex Aeterna. The higher cost justify the higher damage.

And if someone comes saying "Arrow Storm requires 10 job levels to max". I will answer with one thing.

Voice Lessons requires 10 points and gives 300 SP. On level 1 it gives 30.
Trap Mastery requires 5 points and gives 300 SP. On level 1 it gives 220.

Edit: Forgot to give a formula idea:

ATK: [100 + (DEX * 2 + AGI)] * (1 + Base level / 150)


@Post Above [Traps]:

I find out curious INT is more important than DEX on the new traps formula. I would change this formula in two things.

Post Balance: [{(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 }
Suggested Formula: [{((Trap Skill Level + 1) x Caster's DEX) + (INT x 4)} x (1.5 + Caster's Base Level / 100)] x {(50 + Trap Research Skill Level x 10) / 100 }

[For who did not understood: I raised the DEX influence, and lowered the INT influence of the formula. And the second point is asking a minimum value to not make Chaser's Trap Damage be zero, but instead half of the damage a Ranger can deal]

Edit: Dumb Correction... Added the "+1" in the wrong place ^^

Also, both traps deserve a cooldown. And both traps should have the same activation area and stuff. One second cooldown may be enough, in my opinion. Just to lower the spamability.

Edited by asayuu, 16 December 2011 - 05:33 PM.

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#4 NeoNilox

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Posted 16 December 2011 - 04:34 PM

[Sorcerer]

Spell Fist

Pre-patch: Matk [100 * (Skill Level + Bolt Lv)] % (Using Spell Fist 5 to converge Fire/Cold/Lightning Bolt 10's casting leads to 1500% Matk per melee hit)

Post-patch: Matk [(100 * Bolt Lv) + (50 * Skill Level)] % (Using Spell Fist 5 to converge Fire/Cold/Lightning Bolt 10's casting leads to 1250% Matk per melee hit)


IMO the Spell Fist nerf is pointless. It's not OP at all and its damage can be "easily" reduced by high Soft Mdef.


---
Actually, I wanted to post the 2-h staff ASPD thing as well but I don't know where.

Oda: You could use this thread: http://forums.warppo...opic=62376&st=0
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#5 TheSquishy

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Posted 16 December 2011 - 07:16 PM

Sorcerer

[Spellfist]

Pre-patch: 1500% matk damage per hit

Post-patch: 1250% matk damage per hit

Why I would like this changed...

Spellfist is easily and significantly reduced by soft defense. The signifigant loss of damage eliminates the few
leveling options for spellfist dependent sorcs after 130. The additional aspd penalty on 2-handed staffs is insult
to injury. Although, I would prefer a boost in damage I am content with it being returned to it's original 1500% matk.




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#6 RegalPrime

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Posted 16 December 2011 - 10:39 PM

*Im a level 150 Spell Fist Sorcerer.
Ive gone through the tiers of monsters / killed many mvps and have other various experiences with this spell.

[Spellfist]

Pre-patch: 1500% matk damage per hit

Post-patch: 1250% matk damage per hit

Why I would like this changed...


I have some problems with spell fist as a spell to start with even before the patch lowering the damage by about 20%.

1. To do decent damage you have to use a 2H staff (maybe with skull combo this is no longer true, but that is higher tier gear). Nothing beats running into melee range of high tier monster / mvps without a shield (not to mention the hp nurf).
2. Soul staff aspd is ok, but the kronos takes aspd down another 5 aspd.
3. To do any sorta decent damage you HAVE to use 2x Imp / 2x Siroma. So now we are down a shield and both Acc slots.
- Dont forget, any monster thats not earth / fire, your damage will be pretty crappy (or a low element modifier).
- No such thing as imp / siroma cards for the lightning bolt skill /// (please put this card in)
4. Higher tier monsters destroy spell fist damage because of their mgdef (which is calculated on the base matk before the multiplier).
5. Spell fist was supposed to be a duration based spell (ie, cast spell fist / and cast any other skill and you can still have the damage boost during that duration). This patch did not put that in.
6. Level 1 Summons boost the corresponding bolt damage by a VERY crappy 10% (additivly with imp / siroma clips). 2 Imp Clips and this bonus would increase your firebolts damage by 60%.

There has to be some sorta risk reward for going in melee range / being so gear dependent / and the minimial monsters you can use this skill effectively.
My suggestion is to:
- Revert the damage back to what it was.
- Add 50% mgdef bypassing on the skill. This way the damage will be a bit more stable as you increase levels and kill harder monsters.
- Increase the level 1 summon bolt damage boost a lot higher (25-50%). This way, if you want better damage you can pay for a level 1 summon (heck Pwave sorcers can boost their damage by 2x with a level 2 summon).
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#7 Dawei

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Posted 17 December 2011 - 12:20 AM

The skills I know and have tested have been stated

[Ranger
Fire/ice trap

Why: I think the just te change in elements was a strong enough need to these to traps. Adding the new formula is even more killer to the ranger and as stat it really hurts shadow chaser. I think just the elemental difference makes alot of the difference because instead of just needing one trap both are need on top of that there is no neutral trap unless cluster bomb gets changed to place able under targets. I wouldnt mind having a reuse sec or two if I were till doing 5-7k with SC bad 6-8k and ranger heck 6k would s be nice.

[Wanderer/maestro]

Severe rainstorm

Why:
I agree with you asayuu severe rainstorm. The agi buff is cool but I really don't want another agi maestro or wanderer though I could but yes the nerf to dex is a bummer.


As for the comparison to arrow storm I have both. Both are weak in a way. I don't think people have tried to solo with arrow storm yet... It's almost impossible I explained this in cast time thread. The damage is ok but cast is horrible since trapped build is out of the picture the logical one is Warner with the buffs those warg nice it's still single target and by the time you get arrow storm off it's doesn't one shot and it has a horrible cast and even worse recast delay compared to SR I mean SR is bad but the fact that arrow storm IS lvl 10 it kills it on the cast formulas. ( sorry this is on the wrong Thread to post this in and long)

In general though the post formulas really limit the shadow chasers lvl skill options. I think they took the hardest hit with this considering most of there skills are not meant for a PvM atmosphere but to copy and that's the idea or feeling I had for them when I first saw the skill tree.


Lastly

[rune knight]

Dragon breathe

Not sure on formulas and havent done to much testing on my RK

Why:
I did notice quit a bit of reduction to dragon breath and we know for 2 reasons change in formula as well as reduction in HP. I don't disagree with the HP reduction but on order to keep dragon breath somewhat the same damage as it once was could the SP mod of RK be considered I mean my ranger with 1 int has more int the my RK at 100 int (a little exaggerated also ill add screenie later I'm on my phone) but this would restore the damage but not really cause a huge effect.

Edited by Dawei, 17 December 2011 - 12:22 AM.

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#8 TheSquishy

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Posted 17 December 2011 - 12:21 PM

Ranger

[Fire trap/Ice Trap]

Pre-patch ( Base Level*2 + [ Base Level/50 + 3]*dex + 300)*Skill level + 5*INT + Trap Research bonus + Atk

Post-patchATK 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 }

Why I think it should be changed...
I understand that there was issues with this skills intended use
and that KRO wanted to make 1)require trap mastery to give a signifigant damage boost and 2) make things a bit harder for reproducing shadow chasers. But the execution is terrible.


Recommended changes
-Leave Elements intact. Should have been that way all along.

-Reduce damage of trap formula using the old damage formula as the base but change the type of bonus Trap research
gives: [[( Base Level*2 + [ Base Level/75 + 3]*dex + 300)*Skill level + 5*INT ] * [(0.05*Trap Research level)+1]] +Trap Research bonus ATK

This results gives not a huge, but rewarding damage boost for those that choose to max trap mastery and
ensure that chasers are getting less damage with traps without killing their usefulness.

Edited by TheSquishy, 17 December 2011 - 12:26 PM.

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#9 mikeberserkr

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Posted 17 December 2011 - 12:38 PM

Lord Knight

Clashing Spiral

Pre-patch times: 20K+(18~20K+) damage w/ 1 str on hunting spear
Post-patch times: Barely reaches 10K w/ 1 str on hunting spear


Why you would like to see this changed/changed back?

Becasue Nerf was HUGE... it is understandable to reduce CS damage since its high...

Rather than reducing CS power to less than 1/2(one half!) of its original power

Acceptable nerf should reduce CS power to 3/4 or 2/3 from its original power...


Now that would be a lot better, its not entirely 1 shot anymore like the original power... but at the same time not too weak either to be replaced by pierce again... now thats balace :glomp:

Edited by mikeberserkr, 17 December 2011 - 12:43 PM.

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#10 asayuu

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Posted 17 December 2011 - 01:01 PM

My suggestion to Clashing Spiral is something more to enforce addition of STR in the build.

Because seriously, it's stupid a melee skill dealing 20k damage with 1 STR. Think about a Warlock hitting 20k with any skill with 1 INT?

So Clashing Spiral should... I don't know. Hit 5k with 1 STR and 20k with 100/120. I don't know which formula would help it though.

Even so, the 2000 weight spear may be coming soon. We need to check how hard CS hits with it.
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#11 HRdevil

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Posted 18 December 2011 - 01:44 AM

Rune Knight

Pertz Rune - Stormblast

Pre-patch times: 100%*(rune mastery level)+100%*(floor(int/4))?
Post-patch times: ATK [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %

I suggest to change it to this: ATK [{Rune Mastery Skill Level + (Caster's INT / 6)} x 100] % .This rune costs actual zeny, materials and at a certain point it does the same dmg as a fire element Ignition Break.


:)

Edited by HRdevil, 18 December 2011 - 01:44 AM.

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#12 LeonFlare

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Posted 18 December 2011 - 01:56 AM

http://forums.warppo...post__p__688992

+1 first time i agree with you on something
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#13 frankSG07

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Posted 18 December 2011 - 03:02 AM

:)

+10 :)
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#14 Randalf

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Posted 18 December 2011 - 08:52 AM

Skill Name: Metallic Sound
Pre-patch formulas:
Damage formula: MATK * ( 120% * SkillLvl + 60% * VoiceLessonsLvl ) * BaseLvl/100.
SP Drain = 1 SP Drain per [110 - (10 * Lesson Level)] HP Damage.
Cast Time: 0 (fixed) + 1 (var)
Cast Delay: 1 Second
Cooldown: 5 Seconds
1.5x damage on slept targets.

Post-patch formulas:
Damage formula: Unchanged
Cast Delay: One second
Cooldown: 5-7 seconds
1.5x damage on slept targets.

Recommended changes:
MATK? Really? If you want a MATK based Performer to be a viable thing, add instruments with decent MATK. For some reason the level 5 cooldown was increased, though I'm sure no one noticed because this skill is never used. The SP Drain is 1 SP per 100 HP in damage dealt. On my (admittedly not geared for this, 267+59 MATK) Maestro, it's looking at ~6k (60 SP drained) damage before reductions. This skill is reduced by Raydric cards/Demi reduction and the like, so in WoE it'd probably end up at like 3k or less. So 3k damage and 30 SP drained on a single target on a 7 second cooldown. Yikes.
You could always buff the damage. Personally, I'd only buff the damage a little, but I'd make the SP drain more potent. I don't think Performers are meant to be slaughtering their opponents, but an SP drain would be a decent debilitating effect to toss out in WoE. Using the current damage formula, change the SP drain to be 25% of the damage done. Then you're looking at ~700 sp drained per cast in that example. A performer geared for it could possibly get that up to 1300-1500 sp drained. 7 second cooldown, single target, seems ok. Big spenders'd just ygg through it anyway.
Or you could make it so SP recovery via items is impossible after getting hit by this for 10 seconds. /gg



Skill Name: Reverberation
Pre-patch formulas:
Damage formula: (ATK 800% + MATK 600%) * Base Level/100, split between all targets
Cast Time: 0 (fixed) + 1 (var)
Cast Delay: 0.5 Second
Cooldown: None


Post-patch formulas:
Damage formula: Unchanged
Variable Cast Time: (1 + 0.1 * Skill Level) second
Global Skill Delay: 1 second

Recommended changes:
Remove the split, and this probably becomes usable for leveling (albeit not as great as Severe Rainstorm was). If DSL becomes usable on PVE maps (and the duration is okay on monsters), performers will have a decent means of leveling again. The MATK portion is still questionable, but I'm not entirely opposed to it being a staple of this skill chain.




Skill Name: Great Echo
Pre-patch formulas:
Damage formula: [ATK(700 + (SkillLv * 100) + (NumPerformers (max of 7) * 100)) * base level /100]%
Cast Time: 0 (fixed) + 1 (var)
Skill re-use Delay: 10 seconds
Cast Delay: 0.5 Second




Post-patch formulas:
Damage formula: ATK [{(Skill Level x 200) + 400 + ((NumPerformers (max of 7) * 100)} x Casterâ??s Base Level / 100] %
Variable Cast Time: (1 + 0.1 * Skill Level) second
Skill re-use Delay: 10 seconds
Global Skill Delay: 1 second


Recommended changes:
The final voice skill oddly has no MATK component, which is pretty bizarre given the previous two skills. May as well throw one in. While the damage does get nice and hefty(ish) with the full 7 performer bonus, we all know that will never happen on iRO, especially in a PVM environment. Again, I think all skills that scale with number of performers should instead scale with number of party members. With a 10 second cooldown, this won't be a massively spammed attack. If the concern is that a party of 12 Performers could chain it non-stop, then give it a shared cooldown for all performers in the party. To be honest though, the damage could even use a buff, given that it is seemingly intended to be the ultimate Performer attack skill.


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#15 Inwater

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Posted 18 December 2011 - 01:17 PM

If we don't use katars for Cross Impact we get way to long delay between each Cross Impact. We are more or less forced to use katars, I want to use swords/daggers/shields...Hello Ice picks, so many great/forgotten items! :)

Atm:
Rolling Cutter/Cross Ripper Slasher > Cross Impact

I don't understand this:
EDP will halve the skill modifiers of the following skills:
Soul Destroyer, Counter Slash, Cross Impact, Sonic Blow

EDP will fully increase the damage of the following skills (no damage reduction):
Envenom, Dark Illusion, Phantom Menace, Venom Pressure, Rolling Cutter, Cross Ripper Slasher, Weapon Crush

Edited by Inwater, 18 December 2011 - 04:42 PM.

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#16 asayuu

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Posted 18 December 2011 - 02:40 PM

@Reverb:

Should the skill STOP ACTING AS A DAMN MELEE PHYSICAL ATTACK? Ranged modifiers like Orc Archer Bow do not work with it, and any Crusader can Shield Reflect your face.

Well, this could also be said to traps. They should stop acting as physical melee attacks too, and work as what they really are, ranged attacks.
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#17 DeltaRay

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Posted 18 December 2011 - 08:19 PM

[Sura]
Skill name : Gate of Hell
Pre-patch times : same
Post-patch times same

Why you would like to see this changed/changed back[/quote]
Variable Cast Time: (0.8 + 0.2 * Skill Level) seconds
Global Skill Delay: (0.1 * Skill Level) seconds
SP Cost: (10 + 1 * Skill Level) %
SP Damage modifier: (1 + 0.2 * Skill Level)
ATK [(Skill Level x 500) x Casterâ??s Base Level / 100] % + (Casterâ??s Max HP - Casterâ??s Current HP) + (Casterâ??s SP x Damage modifier) + (Casterâ??s Base Level x 10)
If used as a combo skill,
ATK [(Skill Level x 800) x Casterâ??s Base Level / 100] % + (Casterâ??s Max HP - Casterâ??s Current HP) + (Casterâ??s Max SP x Damage Modifier) + (Casterâ??s Base Level x 40)

the bolded parts are parts of the formula which are not affected by cranial.People complained about getting one shotted by gfist , gfist takes all your sp and is a 95% chance of killing your enemy,GOH takes 1/3 of your sp AND its damage can also cause 95% death , whats the point of of nerfing gfist if you can do the same with 1/3 of your sp.
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#18 Mwrip

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Posted 18 December 2011 - 10:34 PM

This isn't so much a single skill request as a request to look at the Warlock class' overall damage potential... and probably Sorc too, but they at least have significant support power.

-MDEF has more than *quintuple* the power of PDEF, and unlike PDEF, can't be pierced without an MVP card that 3 people have per server, if that. This makes MVPing basically impossible, as well as rendering us useless on a lot of normal monsters as well.

-No matter how well geared a Lock is, he can't outdamage the tanker classes, which is one of those giant red flags in MMO balance

-Our debuffs really can't make up for either of the above (Lighting things on fire is a joke with how fast monsters die to meleers, freezing or stone cursing things just slows their killing down due to element changes, and Frosty won't stick with the nerf)

-Except for safety wall, our buffs are self-only.

The result is the easiest to kill class in the game, which can't make up for it by doing high damage (ignoring dedicated support classes, we're at or near the bottom of the list), and doesn't have enough support to make up for either. People will take us in TIs purely because our AoE is large enough to make up for the kind of really sloppy pulling you get in a 12 man pickup group, but that's pretty much the extent of our PvM value.

I think basically all Lock spells need a PvM-only damage increase.
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#19 Kadelia

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Posted 19 December 2011 - 08:25 AM

Sura
Gates of Hell
Pre-patch: Skill capable of dealing over 30k damage in WoE with only 30% of your SP as the cost. In strings, impossible to outpot on low-to-mid-HP classes like Genetic/performer/etc.
Post-patch: Does extra damage when used from a combo

Why you would like to see this changed/changed back:
Lower the overall damage by 20%. So its actually out-pottable rather than a one-sided fight against most classes. That cannot use Penuma.

Guillotine Cross
Cross-Ripper Slash / Rolling Cutter
Pre-patch: Deals low/moderate damage
Post-patch: Deals insane damage

Why you would like to see this changed/changed back:
Lower range for Cross Ripper from 7-9 cells or whatever it is, to 3 cells. It shouldn't be able to one-shot even Warlocks-- it should require the damage from rolling cutter AND cross ripper to kill the enemy. Being able to rolling cutter one person then cross-ripper someone else from range is silly.

Lower overall damage by 30% for rolling cutter against enemies outside of the 3x3 but inside the 5x5. Rolling cutter deals too much damage for how large the AoE is, and tends to kill too many people simultaneously for what an assassin should be capable of doing with EDP.
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#20 Caelum

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Posted 19 December 2011 - 08:06 PM

Warlock

Skill name
Jack Frost

Pre-patch at 150/50

Skill Level 	                1 	2 	3 	4 	5
MATK with Freezing Status 	1950% 	2400% 	2850% 	3300% 	3750%
MATK without Freezing Status 	300% 	450% 	600% 	750% 	900%
AoE Diameter                    27x27   27x27   27x27   27x27   27x27

Post-patch at 150/50
Skill Level 	                1 	2 	3 	4 	5
MATK with Freezing Status 	1950% 	2400% 	2850% 	3300% 	3750%
MATK without Freezing Status 	600% 	700% 	800% 	900% 	1000%
AoE Diameter                    11x11   13x13   15x15   17x17   19x19

Why you would like to see this changed/changed back
This skill is very dependent on the effect of Frost Misty. Frost Misty's freezing chance was greatly lowered, and the radius of both these skills was decreased. Because of this double-whammy, Jack Frost went from a great leveling skill to utterly useless. If freezing rates are to remain as low as they are + the smaller radius, then the base damage of Jack Frost (without freezing) needs to be increased more to compensate for this dramatic loss.

My proposed mod at 150/50
Formula: [(((skillLvl * 300) + 300)) * (bLvl / 150)] %MATK
Skill Level 	                1 	2 	3 	4 	5
MATK with Freezing Status 	1950% 	2400% 	2850% 	3300% 	3750%
MATK without Freezing Status 	600% 	900% 	1200% 	1500% 	1800%
AoE Diameter                    11x11   13x13   15x15   17x17   19x19


Edited by Caelum, 23 December 2011 - 07:29 AM.

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#21 Allysia

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Posted 20 December 2011 - 02:10 AM

[Wanderer/Maestro]

Skill name: Severe Rainstorm

Why you would like to see this changed/changed back:
I would like to see this skill as pre-balance, since I used it on my Shadow Chaser and now the damage is ridiculous, seems that almost all skills good to copy for SC are nerfed, so at least
to have one good, would be appreciated. Then I have a wanderer so when I will have time to lvl her, I would like that this skill works again as first of this patch.
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#22 firewind

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Posted 20 December 2011 - 03:36 AM

Counter Slash with Edp dosent work on Nightmare Terrors i do without EDP 5k dmg with 6k Oo

EDP will fully increase the damage of the following skills (no damage reduction):
Envenom, Dark Illusion, Phantom Menace, Venom Pressure, Rolling Cutter<-- Not true dmg is halve, Cross Ripper Slasher, Weapon Crush

Rolling Cutter

Damage: ATK [{(Skill Level x 50) + 50} x Caster's Base Level/100] %

Global Skill Delay: 0.2 second

5x5 AoE at level 5

Max Counter: 10


this one is bugged too dmg are too low

Edited by firewind, 20 December 2011 - 04:43 AM.

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#23 Kiehl

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Posted 20 December 2011 - 09:56 AM

Now that would be a lot better, its not entirely 1 shot anymore like the original power... but at the same time not too weak either to be replaced by pierce again... now thats balace :P


Fully agree with that, a damage reduction for Clashing Spiral is understandable, but the current damage is way to low.
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#24 Phil

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Posted 21 December 2011 - 06:11 AM

... are u hitting fire property monsters?? if so then that damage is normal i guess lol...

Edited by Phil, 21 December 2011 - 06:11 AM.

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#25 Inubashiri

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Posted 21 December 2011 - 08:18 AM

Whoa Whoa lets dial it back a few notches now
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