Sk / Pal DPS proposal

Explanations please - no flames
Harney
Posts: 333

Sk / Pal DPS proposal

Post#1 » Sat Jun 12, 2010 5:15 am

Obviously SK / Pal dps sucks complete ass compared to every other melee, which it should, but not as bad as it currently does.

Melee on this server is so inconsistent because the minimum damage never changes, it's a 1, no matter what weapon you have, so even if you give a knight a 500 damage weapon, it's going to be highly inconsistent based on the few attacks he gets with it. I think the best angle to improve sk / pal dps is to give them a high dd / hate self buff that procs often, and scale it for the tiers.

Something with a high procrate like panther will allow consistency in DPS and in hate generation. Something like 400dd base at tier1, 700 base at tier 3, and 1k base at tier 6, can also throw in a 300-800 hate on the procs, based on the tier level.

Maybe like LDoN for tier 1, a 100% droprate from sleeper for the second tier, and a xegony drop or ct drop for the last tier, so that higher tiered sk's have more dps / hate than the lower tiered ones.

This is obviously just one person's suggestion to help improve knight dps, as I think most everyone can agree it's something that needs to happen.

-H
Harney

Leoben
Posts: 30

Re: Sk / Pal DPS proposal

Post#2 » Sat Jun 12, 2010 5:52 am

I second this. I don't know if it's the best way to resolve the issue that I've noticed since I started playing on this server, but what I just read pleases me. Before moving on, I'd like to voice a strong opinion that SK out-DPS Paladin.

There's a huge gap that needs to be filled- after all, I'm getting out-DPSed by mages that have their epic 1.5. It just feels wrong. Given the changes to hate spells for SK though, you might make them too strong by adding on more hate without reverting the previous changes.

My weapon skills cap out at 280/310, that's another thing I'd like to point out.

#1: Self-buff, adds high-procrate DD.
#2: [PAL] ???? [SK] Increase proc-rate/damage of lifetap self-buff.
#3: [PAL] Add pet. [SK] Increase efficiency [AC/health/attack] of pets.

KNIGHTS FOR CHANGE!

Relnon
Posts: 142

Re: Sk / Pal DPS proposal

Post#3 » Sat Jun 12, 2010 6:36 am

On the note of minimum damage being 1, what if the SK and Pally hp/ac self buff had a minimum damage modifier so they consistently hit for higher amounts of damage?

Might be a good idea for zerkers as a zerker only item with a self buff clicky.

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Tyler
Posts: 4365

Re: Sk / Pal DPS proposal

Post#4 » Sat Jun 12, 2010 6:53 am

Great minds think alike Relnon ;)

Innate self proc is one thing, although im really against more procs. Rather see the minimum Damage go up a lot, lets say 1000% ?
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Leoben
Posts: 30

Re: Sk / Pal DPS proposal

Post#5 » Sat Jun 12, 2010 6:56 am

1250% = better :)

[Minimum hits of 125 would be nice.. minimum hits of 250 would be much nicer-- my max hits are around 579 if I remember correctly.] a large boost here would benefit everybody greatly.
Last edited by Leoben on Sat Jun 12, 2010 6:58 am, edited 1 time in total.

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Tyler
Posts: 4365

Re: Sk / Pal DPS proposal

Post#6 » Sat Jun 12, 2010 6:57 am

Well, if min damage is one, 1000 = 10 min damage or 12.5 per your proposal. I think thats still totally weak.

Maybe combination of boths or so.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Leoben
Posts: 30

Re: Sk / Pal DPS proposal

Post#7 » Sat Jun 12, 2010 7:00 am

Ah yes, sorry it's late.

I don't want to overpower Knights, but a higher minimum damage, higher weapon skill caps, and maybe a proc [or increasing power of pets] would work.
Some combination thereof. Or make the DoTs a lot stronger for SK.

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Tyler
Posts: 4365

Re: Sk / Pal DPS proposal

Post#8 » Sat Jun 12, 2010 7:06 am

We try for an innate proc for now, lev69 so everyone gets if for free.

Next reload.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Relnon
Posts: 142

Re: Sk / Pal DPS proposal

Post#9 » Sat Jun 12, 2010 7:58 am

I'll try to get a decent parse up later, but for now it looks like Knight's Storm causes my SK to hit for higher damage most of the time.

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Tyler
Posts: 4365

Re: Sk / Pal DPS proposal

Post#10 » Sat Jun 12, 2010 7:59 am

It only adds a buff (proc), so can't be really.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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