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World Archer Balancing Imo - With Explaining And Stuff

Discussion in 'General Suggestions' started by Kraby, Jul 30, 2016.

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  1. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    It is quoted because I said that on another thread...

    The damage needs to be reduced, the water damage needs to go, the duration needs to be lessened, and the range of the spell needs to be lessened. Mage's Heal, however, is fine as it is. You do not need to nerf one character because another gets nerfed.
     
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  2. Kraby

    Kraby *insert clever meme* VIP+

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    i dont fight much in the nether because its so unbalanced
    but when i do i usually fight in middle around the portal which doesnt have alot of lava near it
     
  3. Endertricity

    Endertricity Assorted Mini Quiche VIP

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    That's not the reason, the reason is that mages heal is super OP by itself, but it needs to be changed somehow. No other class has that kind of instant health and it's unfair
     
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  4. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    Mage is also the weakest offensive class.
     
  5. Endertricity

    Endertricity Assorted Mini Quiche VIP

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    Spell 5/5, defense is 3/5, why is the main duel factor super useful for defense? Mages can pretty much stand in the same place for the entire time in a duel, spam ice snake and meteor and heal

    If you insist damage can be buffed (but why? It does huge damage already) but heal needs to be nerfed
     
  6. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    I never said damage should be buffed.
    And since when does the game revolve around duels and pvp? It's an rpg, mage is balanced in pve and that's what matters.
     
  7. Endertricity

    Endertricity Assorted Mini Quiche VIP

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    Yes, but balancing between classes is based on PvP
     
  8. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    no, it's not. The staff aren't focusing (nearly as much) on balancing pvp because it's about 0.1% of the game and there is no point where it affects the actual game. The classes are based of PvE, not PvP.
     
  9. Endertricity

    Endertricity Assorted Mini Quiche VIP

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    All classes work in PvE. when the community compares classes, PvP is put into the spotlight
     
  10. Kraby

    Kraby *insert clever meme* VIP+

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    mage has the highest damaging ability in the game
     
  11. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    yes, but it's weapons are the weakest so it balances out.
     
  12. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    They don't remove arrow shield, and Smoke bomb is not a reliable source of damage, especially when an archer has speed three constantly. The main use of smoke bomb is to make an enemy panic, or to use as a damage supplement up close. It is a perfect counter to assassins because of it's ability to shut down any close ranged assault, effectively ruining any chance of winning. As for the bash/war scream argument... You just would never get close enough to use bash, as unlike vanish, charge doesn't have an element of suprise. And war scream travels way too slowly to actually deal any damage.
    ________________________________
    Bob's Mythic Wand
    • Slots: 3
    • Damage: 155-225
    • Attack Speed: Normal
    With meteor, not counting buffs, you deal
    713-1035 damage,

    Bob's Mythic Daggers
    • Slots: 3
    • Damage: 170-210
    • Attack Speed: Fast
    With multihit you deal
    612-750 damage. And that's accounting for attack speed


    Even without builds AND with a weaker melee weapon mages still have higher damage than the class with the supposed highest damage output in the game, accounting for elemental damage. And that isn't including the fire field of meteor.
    Also I had to take into account a bug where only the final hit of multihit did elemental damage, which I'm pretty sure is a bug
    ________________________________
    Because none of the mage spells last over an extended period of time (and no, light healing over 3 seconds doesn't count)
    That's also why they don't let mana regen during vanish; you could keep it up indefinitely without any drawbacks
     
    Last edited: Aug 1, 2016
  13. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    you realize that multihit is trash, right? it's more utility than damage
     
  14. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    This would be true if it were possible to get close to an archer, but because of arrow shield and it's insane knock back, it isn't.
    ________________________________
    A. Darnit you ruined my double...triple...quad post
    B. It actually has the highest damage of all the assassin spells, barring smoke bomb. To only problem (with both smoke bomb and multihit) is that it is LITERALLY IMPOSSIBLE to land all the hits, or any hit, when it comes to multihit. (So much hit.)
     
  15. Morgan83

    Morgan83 Too lazy to change from Xmas picture HERO

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    Well technically if you pinned a mob against a wall with a roof then smoke bomb then multihit you would hit all of the hits possible
     
  16. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    gasterannoyed.png

    Incorrect. Your values are completely off.


    A Meteor from a Mythic wand deals 1550-2250(with Burning Ground)/1240-1800(without Burning Ground) damage, versus a Multihits from a Mythic dagger, which deals 1562-1926 damage(excluding Strength, Dexterity, damage boosting ID's, etc.).

    (Weapon Minimum Damage[Spell Damage*Attack Speed Modifier]+Final Hit[Spell Damage*Attack Speed Modifier]) to (Weapon Maximum Damage[Spell Damage*Attack Speed Modifier]+Final Hit[Spell Damage*Attack Speed Modifier]). Again, this formula discounts any other factors in the damage it deals. So, for Meteor, it looks like this.

    (155[4*2]+155[1*2]) to (225[4*2]+225[1*2])

    For Multihits, however, since 10 hits all deal the same damage, it gained an extra number of hits multiplier, which is where the 10 in the below calculation came from. Here is what it looks like for Multihits.

    (170[.25*2.6*10]+170[1*2]) to (210[.25*2.6*10]+210[1*2])

    Note that, with the Multihits calculation, all decimals get rounded up in-game, but putting it through a calculator will give a somewhat lower number since it will not do so. I factored in the rounding for the damage.

    gasterthinking.png

    I've noticed Burning Ground to be rather finicky, so if it fails, you still will deal less damage than Assassin's Multihits. I would also, however, like to note that the class's base weapon damage is what counts for their "Damage" category's calculations, and their spells are what counts towards their "Spells" category.

    Assassin, according to the calculations we go by and the damage curve, deals 100% damage, with no deviations from the curve. Mage, however, only deals 60% damage out of that curve, so if you were to say, deal 30 damage on the damage curve, Mages would inflict 18 damage with their basic attack. Before you say "But then Archers have more damage!" Archers' basic attack can only hit one enemy while the Assassin's can hit as many foes as are within range, giving the Assassin a higher overall DPS even compared to Archers' 120% damage.

    Onto defenses. Assassin, similarly to its damage, has 100% defense. It gains no modifiers. The only reason Assassins are generally referred to as "squishy" is because they have to be up-close to attack their opponents with effectiveness, which means unskilled Assassins will end up taking a lot of hits. As a small aside note, I have noticed very few people going for a defense-based Assassin build, which probably contributes to this stigma heavily. Mages, on the other hand, have 80% defense, which means enemies will naturally deal an extra 20% more damage to a Mage. Presently, it is bugged, and they have 85% defense instead of their normal 80%. Even a 5% difference is massive, especially in the endgame, which means they need their Heal to cover for that given their low damage output.

    However, their spells are very, very powerful, hitting a 4 on the scale versus other classes maxing themselves at 3. Meteor has the highest base damage multiplier in the game, and deals heavy elemental damage...but against enemies with resistance to those elements, it is worthless, and its hit is on a delay after casting. Quick enemies will simply avoid it. "But Ice Snake can freeze enemies!" I hear you saying. Well, if you must use another spell to prepare your Meteor, it seems like a balancing factor, since you must waste more mana doing this. The spell as a standalone has a weakness to it. Assassins have a similar issue with Smoke Bomb, as it does deal 450% damage total, but over the course of 4.5 seconds. Unlike Meteor, however, Smoke Bomb is more intended as a damage supplement than a standalone damage-dealer, which makes the situation somewhat different. Assassin's other spells, Spin Attack and Multihits, have no such vices. At the Assassin's effective range, they only require a slight bit of aim instead of pre-planning in the battle, and even if you miss with Multihits, no mana is consumed. Missing with Meteor...well, there goes a huge chunk of your mana bar. Even if the Assassin's spells aren't quite as powerful as Mages, each class still easily can stand up to the other in terms of its raw ability. Assassins need get the jump on Mages, while Mages need to scope out the Assassin to lock them down. It is practically a game of rocket-tag in PvP, while they each fill their own roles and work effectively as one another in PvE.

    Either way.

    gastersad.png

    H-how...what-

    gasterangry.png

    If you land the initial "check" of Multihits, all subsequent hits are guaranteed. What are you even talking about.

    Aside from that, Smoke Bomb has it as an intentional vice, as I detailed above.
     
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  17. Kraby

    Kraby *insert clever meme* VIP+

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    is it going to be fixed in the update?
     
  18. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Yes.
     
  19. Endertricity

    Endertricity Assorted Mini Quiche VIP

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    To be honest I think melee builds should be able to actually counter mages, but currently mages just AoE the hell out of everyone, doing so much damage and getting rid of vanish. I think mages should not be able to handle close ranged opponents as well as it does
    @Selvut283
     
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  20. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    I meant that landing the intitial "check", ESPECIALLY on a fast person (say an archer with speed three) is ridiculously hard to pull off. Especially against an archer, because they always have arrow shield up and by the time you're just in range to use multihit, the archer either walks away or walks into you, launching you backward and blinding you. As for smoke bomb, I did state that it should be used as a damage supplement.
     
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