The state of the server - class balancing

Explanations please - no flames
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Tyler
Posts: 4365

Re: The state of the server - class balancing

Post#41 » Wed May 12, 2010 7:48 am

I guess the key to Dots is this formula

Regular Dot = 300 dmg over 6 tics to total of 1800 Damge
Tyler Dot = 900 Dmg over 2 tics to total of 1800 Damage

And everyone should be happy or not? Granted, each tic gives you the chance of a critical dot, thus removing the amount of tics loweres the chances of a critical dot. So maybe

Tylers Tuned Dot = 1180 Dmg over 2 tics to a total of 2360 Damage. (20% bonus over original spell)

Edit - then dot stacking will become an issue ;) So maybe

Tylers retuned dot = 690 Damage over 3 tics for a total of 2070 Damage (15% bonus over original spell)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Relnon
Posts: 142

Re: The state of the server - class balancing

Post#42 » Wed May 12, 2010 10:22 am

Although faster acting DoTs would make the damage occur faster, it kind of defeats the purpose of a DoT. =(

I like watching my opponents rot away over a period of time. Either more damage, or faster casts, I could be happy either way. If I had it my way DoTs would never fade! <insert maniacal laughter here>

You could also use the SK agro spell 'Dread Gaze' as a starting point for the pally version, since they don't get a straight hate spell line like we do.

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Tyler
Posts: 4365

Re: The state of the server - class balancing

Post#43 » Wed May 12, 2010 10:37 am

I changed 2 necro dots to be 2 and 3 tics. They still have 1 that lasts a full minute or 10 tics for bosses. We'll see how this works out.

Dots on trash become more realist with this change.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

windsofwar
Posts: 57

Re: The state of the server - class balancing

Post#44 » Sat May 15, 2010 1:19 am

necro dps has always come from dots. i agree that having some short action dots are nice. however its always been a part of learning the class imho to know when to cast what dot. as for dot stacking......thats just what we necros do. we are couriers of doom and discord. a necros sole saving grace in the dps department is that dots that we can stack. use to be necros were considered overpowered .....sadly not anymore :p
Notcreatedyet : monk: really im only pretending
Notcreatednow :necrophile: dot dot dot dot........snare....fear /giggle
Dughan :cleric: uh....guys did I mention Im oom
Grach :zerker: would you like the making fu@#....BERZERKER!

Aesop
Posts: 118

Re: The state of the server - class balancing

Post#45 » Sat May 15, 2010 7:09 pm

Staff does such an awesome job of continually tweaking the classes to balance whether it be nerf or buff =) I think in this case you should improve necro dots (resistwise, lengthwise) and for trash mobs I think a decent sized nuke combined with the pet dps should be sufficient. The few necros that the server has (and yes there is only a few) seem to be all saying the same thing, they don't like the short and big dots. They like them long and mean.

ChaosSlayer
Posts: 1693

Re: The state of the server - class balancing

Post#46 » Sun May 16, 2010 11:45 pm

as a high end necro myself, I am also leaning towards the fact that 3 ticks prabobly pointless, unless they server simply as ANALOG to nukes
Hopefully the upcoming necro rewamp will give all players an ability to play the class with variety of options.
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khaliss
Posts: 357

Re: The state of the server - class balancing

Post#47 » Mon May 17, 2010 9:38 pm

Damage ratios on melee weapons could be toned down very slightly too... let's take a look at type 30 augs:

Frozen Shard of the Fighter
AUGMENTATION MAGIC ITEM NO TRADE
Slot: BACK RANGE PRIMARY SECONDARY
Skill: Augmentation Atk Delay: 0
DMG: 9 AC: 25
STR: +10 STA: +10 AGI: +10 DEX: +10 WIS: +10 INT: +10 CHA: +10 HP: +100 MANA: +100 Endurance: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Mana Regeneration: +3
Required level of 70.
WT: 0.0 Size: TINY
Class: WAR RNG BRD ROG
Race: ALL


Emblem of Strength
AUGMENTATION MAGIC ITEM LORE ITEM NO TRADE
Slot: BACK RANGE PRIMARY SECONDARY
Skill: Augmentation Atk Delay: 0
DMG: 13 AC: 50
STR: +15 STA: +15 AGI: +15 DEX: +15 WIS: +15 INT: +15 CHA: +15 HP: +150 MANA: +150 Endurance: +150
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Mana Regeneration: +3
Required level of 70.
WT: 0.0 Size: TINY
Class: WAR RNG MNK BRD ROG BST
Race: ALL


These augs are very powerful, not only does it have +150/100HP & lots of stats, the +13/+9 dmg is such a big jump on dps from 20-delay weapons. That's why there's a huge gap from high-end players to your average joe.

If we can tone these down a little bit, maybe +4dmg on ST type30 aug and +6dmg on PoAir aug, it would further bring melee & casters closer in damage output. The stats alone (hp/ac/mana/end, etc) are already well worth the upgrade.

No need to change type 4 & 8 damage augs, since we don't want it to affect low/mid-end players.
Last edited by khaliss on Mon May 17, 2010 10:46 pm, edited 3 times in total.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

Mist
Posts: 6

Re: The state of the server - class balancing

Post#48 » Mon May 17, 2010 9:53 pm

Regular Dot = 300 dmg over 6 tics to total of 1800 Damge
Tyler Dot = 900 Dmg over 2 tics to total of 1800 Damage

And everyone should be happy or not? Granted, each tic gives you the chance of a critical dot, thus removing the amount of tics loweres the chances of a critical dot. So maybe

Tylers Tuned Dot = 1180 Dmg over 2 tics to a total of 2360 Damage. (20% bonus over original spell)


Tyler,

I think you are forgetting that although you have fewer opportunities to crit with less ticks, each crit will provide far more damage, thus balancing out the shorter duration.

It works the same way as for two handed weapons versus one handed weapons. Although two handers swing less and thus have less opportunities to crit, each crit they do score is proportionally larger than a one handed crit would be.

So, it is unnecessary to boost the spells damage simply as a means of compensating for a loss of critical opportunities, although it may be a good idea depending on where Necromancer DPS is currently.

Firenze
Posts: 886

Re: The state of the server - class balancing

Post#49 » Fri May 21, 2010 11:13 am

I just checked tylers parses.

So warriors with sune buff do more dps then a monk ? kinda wierd sir
Firenze of VallonZek <Europea>

Gwynraven

User avatar
Tyler
Posts: 4365

Re: The state of the server - class balancing

Post#50 » Fri May 21, 2010 11:18 am

Exactly the reason we do this class balance.

Knight doing less than 1k dps, wars doing almost 4k dps with sune buffs. So with Bard song, Shaman buffs (there is more than Panther btw that increase melee dps by a huge margin) that will be closer to 6k than to 5k.

That's ridicolous.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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