New Wizard changes

Explanations please - no flames
Taladome
Posts: 275

New Wizard changes

Post#1 » Mon May 10, 2010 2:36 pm

Ok here is the good and the bad of it. The changes are great and does bump the dps up, and casting every minute does save a bit of mana. I havent done crit checks yet to see if the bonus is working but my far from uber wizard is parsing around 5k dps using staff, CD, and rain clicky in between from full mana to oom. I tested this with familiar on, and with brilliance on from ssra shield and it equals out, more crits less damage or more damage less crits it just equals out. In doing this I discovered something interesting. The iceflame of eci buff which is kinda like a familiar in that it adds a bonus to your nukes overwrites familiars BUT it stacks with manaflare. Maybe the familiar could just be done away with and the iceflame spell be rewritten to work on fire nukes so get the bonus from manaflare too.

Something else I discovered. With iceflame/manaflare stacked using free mana rain clicky and stacking one other rain spell(ghelid rains) I can achieve identical dps with very very little mana cost. 5.1k dps from stacking rains with manaflare(of course there might be some resist issues on higher end mobs) but still an alternative to the I wanna big nuke right now idea of things. Over the same time period about 120 sec of being oom casting CD, a free rain in between, and two clicks of the new staff clicky I was able to achieve the same dps stacking those rains with mana flare and was left with 95% mana.

Just my thoughts hope it helps out in the further improvement of the class

Taladome
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Tyler
Posts: 4365

Re: New Wizard changes

Post#2 » Mon May 10, 2010 2:41 pm

Care to post the Magelo of your Wiz so i can get an idea of gear/aa level?

Also when you say Manaflare, was it I, II or III ?
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Taladome
Posts: 275

Re: New Wizard changes

Post#3 » Mon May 10, 2010 2:48 pm

Wizards name is Saldarus(far from uber just a boxed wiz) and it was manaflare 3

Taladome

edit:working on the crit thing now but my parser doesnt seem to care about showing me those lol any recommendations on a good parser for that?
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Tyler
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Re: New Wizard changes

Post#4 » Mon May 10, 2010 2:52 pm

Ok - so you had a 60% fire nuke focus (assuming you are using Chaotic Detonation) only so there is still room for improvement from that alone.

On the bright side - i think (!) i found the stacking issue with regards to Ro's and Manaflare thx to your hint with Iceflame. Changes are in but need reload as always.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Taladome
Posts: 275

Re: New Wizard changes

Post#5 » Mon May 10, 2010 2:55 pm

80% fire nuke bonus from nova hardened hammer

Taladome
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Tyler
Posts: 4365

Re: New Wizard changes

Post#6 » Mon May 10, 2010 2:57 pm

Ok thx!

So if we get Mana Flare running Wiz should output some very respectable DPS if not OOM and still around 5k while oom.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Taladome
Posts: 275

Re: New Wizard changes

Post#7 » Mon May 10, 2010 3:13 pm

Yes those numbers can definately be achieved using rains and at very little mana cost, my only concern is the resist rate on them. 5kdps low mana cost can become 0dps low mana cost if constantly resisted. I am all for the constant DPS way of going tho I have this feeling if the nukes themselves become higher and higher its going to create alot of drama. I do feel that wizards should be the highest dps class in the game because thats all they do really, at the same time having 1 nuke so big and powerful you can cast it and ks about anything might cause more drama than its worth.

Ps is there some reason our lvl 69 rain (meteor storm) does lower damage than our 66 rain(tears of the sun)

Taladome
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Tyler
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Re: New Wizard changes

Post#8 » Mon May 10, 2010 3:16 pm

Yea, exactly my thoughts - if wizards nuke for 50k on a regular basis, trash mobs in xp zones needs to have 100k at least to make it worthwhile.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Taladome
Posts: 275

Re: New Wizard changes

Post#9 » Mon May 10, 2010 3:55 pm

OK results from my crit tests did it by hand using draught of fire on 50 casts two times each to make sure no lucky runs.

With staff in back slot/familiar enabled 19/50 nukes were crits
Second time....................................21/50 nukes were crits
Removing staff leaving familiar enabled 24/50 nukes were crits
second time.....................................23/50 nukes were crits
Removing familiar and staff then buffing with brilliance of might 1 21/50 were crits
second time.........................................................................19/50 were crits

Seems there isnt much effect to adding the staff in fact I think it has a possitive and negative effect, with it on I had the most crits in a row(6) than any other test, and with it on I had the most non crits in a row(6) its almost like an its off or on kinda thing lmao

Taladome
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aabamzen
Posts: 178

Re: New Wizard changes

Post#10 » Mon May 10, 2010 4:37 pm

It's been a while since I have had to break out statistics so I'm not going to, but just going by feel I'm going to guess that there weren't enough casts there to outsmart the random generator which is why you see the odd results. The standard for parsing for EQLive is something on the order of hours for melees, which gives hundreds of thousands of hits.
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