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Reduce Attack Speed / Spell Damage Effectiveness

Discussion in 'General Suggestions' started by Twin Lotus, Apr 10, 2016.

?

Do you agree with me?

  1. Yes-I do agree with you on this, and I do not want attack speed to increase spell damage like this.

    17 vote(s)
    34.7%
  2. No-I do not agree with you on this, and I do want attack speed to increase spell damage like this.

    18 vote(s)
    36.7%
  3. I absolutely do not care. I likely just used this response to see the votes.

    14 vote(s)
    28.6%
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  1. Twin Lotus

    Twin Lotus Straw Hat

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    Alright you probably seen a large range of people starting to use attack speed with their slower weapons to exploit the rule, "Higher the attack speed, the higher your spell damage output."

    This feature is pretty much broken for the fact that using slower weapons (Which have more damage than faster weapons), deal even more damage through upping attack speed, and thus, creating a larger damage output.

    So, people may ask how this originated. It originated since the Gavel Expansion update, people knew about it since then (including me), and was not really brung to the surface until a player by the name of @AldoreiHermit posted a thread with a video of his friend soloing Bob in 4 seconds! Here is the video with the thread link below:

    (https://forums.wynncraft.com/threads/new-record-of-soloing-bob-4-seconds.120347/)
    Jeez! That's a really large portion of damage within mere seconds!
    [​IMG]
    Alright, now you are probably thinking how can one get their damage output that high? Simple. Attack speed with a slow weapon. In this case, that is obviously a Mummy's Rag (There might be other attack speed equipment but who knows), and the weapon that he is using is very possibly an Alkatraz, a warrior mythical item capable of dealing a large amount of earth damage, and is super slow. For the reason that Alkatraz is able to do god-knows-what damage, the effectiveness of the +2 attack speed tiers from the Mummy's Rag is able to increase the earth damage output significantly. You can think of Mummy's Rag like the new Soul Signal, almost all high-leveled players be using it for the large damage difference!
    (Please correct me if I made any mistake here ^^)

    But here's the problem-it's common sense, really. That's too much damage! If two people were to fight in a duel or in the Nether, with 50k amount of damage, nobody can survive that. Not even the bosses we have at the moment, which can also die in like 4 seconds or so because of this.

    This is likely even more bigger of a bug than the spell damage raw multiplier screwing up, like *5-10 worse. It breaks the game significantly for one to be dealing that much damage comparing to anyone else that does not use the rule to their advantage. Remember, this is a suggestion by a person who USES this sort of thing. Yeah, that's me, and I do find this quite broken, and I'm not lying. But looking at this bug to go with super slow mythics is something I never though or wanted to surface, but it has. And it's become a big problem within the fields of PvP and PvE.



    Speaking of suggestion, now I am going to tell you my actual suggestion! This rule can be fixed in many various ways, you see. Here are some:

    1) Reduce "Attack Speed / Spell Damage" Effectiveness
    This is quite straightforward. The damage multiplier that goes with spell damage and additional attack speed should be reduced to a low amount where it would not bother others significantly.

    2) Remove Additional Attack Speed Effectiveness
    Let me start this with a question-what did you think attack speed was supposed to be used for, when you first knew about it? Faster melee hitting. Right? Not something that determines what your spell damage output is. Most people are using attack speed for spells now, not melee. The attack speed identifications that come from your armor and accessories should not increase the spell damage output, rather it should put an effect on people with melee-type builds. The default attack speed and the +n attack speed tier that comes from your weapon (not including identifications) should be the only thing that determines the overall spell damage. (Suggestion credit: @Bippy Dippy)

    3) Rework Equipment with Attack Speed
    The equipment that give additional attack speed tiers are very valued nowadays, like Mummy's Rag, Electrocharge Greaves, and Clock Boots. Each piece here can give up to +2 attack speed tiers, and can give +6 attack speed tiers if all combined, which renders weapons like Alkatraz to not be super slow, but deal the damage of a super fast weapon. So, weapons like Alkatraz should negate these offers of attack speed and be given an attack speed identification that decreases all attack speed by at least 6 tiers, because super slow is the slowest tier available ATM, and to maintain its super slow melee ability. Reworking equipment like the mentioned armor pieces (Mummy's Rag, Electrocharge Greaves, Clock Boots) will be a little harder because it will make attack speed tiers identifications useless if they were to disappear from the equipment, so using the above suggestions can also work with this suggestion in a way or so.

    (BTW, I don't know. Is attack speed even working with the rate of fire of the weapon?)

    Anyways, these are my suggestions, and hope it goes into consideration by the content team. Hopefully these exploit-amounts of damages are going to be fixed. I don't want to be killed twice in the Nether by the same uppercut.
     
    Last edited: Apr 11, 2016
  2. (Meric)

    (Meric) No longer edgy

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    Mhmm Maybe
     
  3. UltimateShitLord

    UltimateShitLord Mhm CHAMPION

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    Attack speed increasing spell damage shouldn't be a thing imo
     
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  4. Fread

    Fread Well-Known Adventurer HERO

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    Great one! :)

    Thanks for remembering me let me tag @Ripjaw95 here :3
    ________________________________
    Btw there is a suggestion
    As if you simply delete attack speed multiplier, the spell cast by a super fast attack speed weapon would be horrible because of how bad the base damage is.
    So maybe they should only multiply the DEFAULT attack speed and ignore those that you get from ids.
     
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  5. Twin Lotus

    Twin Lotus Straw Hat

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    If you effectively read the whole thing, you'd probably see that I already mentioned what you just said.
    Unless you just haven't read it clearly that is, I may change that part up a bit.
     
  6. ShinyAfro

    ShinyAfro Well-Known Adventurer

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    I think that's a bit to severe, some of us use attack speed on not op builds. Like seriously, maybe limit it to +2 teir attack speed and that's it. And nerf alkatraz because honestly, besides like 2-3 super slow weapons, what bloody weapon does 100k damage uppercuts?

    Kinda getting sick of this NERF PLS because literally a very small minority items are broken and unbalanced, so they decide to nerf everything that vaguely resembles it to make it go away which doesn't even resolve the core issue and makes a bunch of items under powered because of it. I mean look at spell+, no one uses it anymore. Got nerfed too hard, you're a joke for using spell+.

    Soon 1k damage will be op and will be outrageous the way we going, qira will be a 100 man raid.
    ________________________________
    And about the attack speed being a part of spells, i don't see why the hell not. Why do some attack speed items nerf spell damage and melee? it was clearly intended to be that way. I mean look at breezehands, +1 attack speed 55 agi/dex ring from the hive, -65% melee -20% spell damage. That item would be completely stupid if it were not for spells factoring it in. i mean wot. u wot. we all wot m8 nah
     
    Last edited: Apr 11, 2016
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  7. Twin Lotus

    Twin Lotus Straw Hat

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    What do you mean by not op builds? Anything I can think of is how melee builds are underrated and therefore seen as not a trending thing that is overpowered. Cause the only other thing attack speed determines is spell damage output, no? Anyways, I already mentioned something along the lines of that attack speed should only affect melee damage in the second suggestion, so you missed a point. If you still think a cap of +2 attack speed tiers will be better, you should see just how effective that can be on something like an Alkatraz at the moment. That's why I created the first auggestion, to instead generally decrease attack speed / spell damage output effectiveness, until it does not bother most people, maybe like 20k earth damage maximum for a whole uppercut with Alkatraz at super fast. As you can see, it does not necessarily affect melee builds, unless I got the wrong kind of build, then it's your turn to say something.
     
  8. iEddie

    iEddie Sad :( VIP+

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    Damn bob is soooo weak to earth. Hmmmm i GOt no idea what this thread is about tho
     
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  9. Baezingashinga

    Baezingashinga Famous Adventurer VIP+

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    I think +tier attack speed should actually work.
    If you don't know what I mean here's an example.
    Bob does 1 hit per 3 seconds with a super slow weapon.
    He wears mummy's rag and clock boots with 2 tier attack speed.
    He should have fast attack speed.
    But he still does 1 hit per 3 seconds.
     
  10. Twin Lotus

    Twin Lotus Straw Hat

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    Good to know I'm not going crazy.
    You are looking at this the other way around. Bob is not weak to earth, his defenses are just not enough to comprehend this guy's immense earth loads of damage that comes from a MYTHIC and ATTACK SPEED EQUIPMENT. He is a mere challenge at that state.

    Now, if you still do not know what this thread is about, I am going to say it very simply, and hopefully you get it - I suggest that the large amounts of damage you inflict using equipment containing attack speed (Such as Mummy's Rag chestplate) should be altered in some way so it is not too much of a bother. I don't think you would want to live in a world where people one-shot others with this devastating trick, no?
     
  11. Cruuk

    Cruuk yopyop HERO

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    I highly agree with this, +tier attack speed builds are pretty much top tier in terms of damage, and should probably get a nerf, but here's something to note:

    They should nerf attack speed given by armor/accessories, not weapons.

    Some weapons like Tisaun's proof and Chakram give themselves attack speed as a mechanic to that weapon, simply nerfing attack speed would make these weapons kind of underpowered.

    And from reading your suggestion, I see that you want to nerf the exploitation of super slow weapons being brought up to super fast, but, as I mentioned before, if they simply nerf Attack Speed / Spell Damage Effectiveness, weapons that are already super fast without +tier attack speed IDs would become shit since they need the spell damage multiplier since their damage is very low.

    All I'm saying is that if they're going to nerf Attack Speed / Spell Damage Effectiveness, they should nerf the +tier attack speed given by armor/accessories.
     
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  12. oHybrid

    oHybrid What's poppin' individuals

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    Ayyy My Guild Buddy xD
     
  13. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    Like @Bippy Dippy said, the main problem with removing the attack speed buff is that it nerfs all naturally fast weapons, like Chakram. If you, as you put it, "decrease attack speed effectiveness until it does not bother most people", then it would open up a whole new bunch of problems
     
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  14. Twin Lotus

    Twin Lotus Straw Hat

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    Good point! Can't argue with that, I may implement a change into my suggestion, following your idea. I actually haven't thought that part out, despite that it was that obvious. Thanks. (BTW, should I put in your credit for that?)
     
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  15. Cruuk

    Cruuk yopyop HERO

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    Yes I guess.
     
  16. JuiceConqueror

    JuiceConqueror Well-Known Adventurer

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    There was a good solution to this posted somewhere else regarding the 100k uppercut, and that is to add default -attk speed IDs to weapons that have high potentials to deal extremely highly high amounts to damage.
     
  17. MagicGum

    MagicGum #GrimNation VIP

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    You have like 3k health with that build though and could easily get one shot. But then again, statue.
     
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  18. WithTheFish

    WithTheFish Internet Macrocelebrity

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    Full support, nerfing all attack speed armors so that they can only reach 1+ attack speed probably wouldn't be that bad either. Slow and hard-hitting items should honestly just generally be for melee builds and not used as items that can be abused with +tier identifications.
     
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  19. Kraby

    Kraby *insert clever meme* VIP+

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    its not attack speed
    its just alkatraz and apocalypce having the potential to be super op
    for example there is a lvl 90 bow that is super slow and deals like 1.2k damage
    so my friend used it with +6 tier attack speed , making him have like 3.1k health in total and he did 20k for an arrow bomb , which is not a lot concidering everything will one shot him
    while alkatraz and apocalypce both deal like 50k or more an upeer cut with those tier attack speeds
    so pretty much all we need is to have an ID on apocalypce and alkatraz that gives -6 tier attack speed so they will be stuck at super slow no matter what
     
  20. Twin Lotus

    Twin Lotus Straw Hat

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    Yes, that can work as well at the very least. I can find it a little off that some pieces of equipment can go over a single tier of attack speed in terms of identifications.

    I can totally see where you are going, but honestly it does not really matter how much health you have despite there is an item specifically for that, because nowadays everyone one-shots each other with their rainbow-inducing freedoms or whatever gets you higher than everyone else. But still, these suggestions can be the first step into fixing this kind of thing.

    (Which the reason for its potential to be super overpowered is attack speed?)
    You proved your first argument wrong with this other part of your text. Unless, I am seeing it from a different perspective.
    Kinda see where you are going here, you are trying to say that health is the reason that pulls down the potential of the player that uses attack speed tiers with a slow weapon. But still, I do believe that the content team would not want to keep a kind of feature where attack speed tiers run all builds with extremely high damage of over 20k no matter what kind of health you have, because you are focusing on lower-leveled items which are not supposed to have as much potential as later-on gear. Health really does not matter nowadays (in PvP that is), everything is pretty much one-shot. In terms of PvE, farming, oh jeez you are going to obliterate everything before they can even touch you, as well as the fact that your friend is an archer (Speed effects) Now, in boss fighting, you can either die or destroy the boss pretty quickly. Do you think that these few attack speed tier items will become the most trending thing and should be downgraded in any way to make current endgame more useful?
     
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