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Info Mythic Changelog & Small Psa

Discussion in 'Wynncraft' started by Selvut283, Dec 16, 2017.

?

Do you think this will affect positive changes for the game?

  1. Yes!

    60 vote(s)
    42.9%
  2. Probably.

    39 vote(s)
    27.9%
  3. Maybe.

    17 vote(s)
    12.1%
  4. Probably not.

    8 vote(s)
    5.7%
  5. No!

    11 vote(s)
    7.9%
  6. Not sure.

    5 vote(s)
    3.6%
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  1. OGK

    OGK The Grader CHAMPION

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    Based on the stats before and after... Nirvana was pretty darn good, after it's sill relevant. The whole point of Nirvana is to course the holder with Magic... not strength. The -Health resembles the cost on the body for such Wisdom and Magic. If you were granted Magic, you are also granted Intelligence/Wisdom. But you can't always have a healthy body and a strong mind...

    Anyway, comparing Nirvana to the other Mythics, I think it's well balanced. You're supposed to stay at a relevant distance to your enemies and use Smoke Bomb to slow them, or Spin Attack to stop them in their tracks. Either way, you're dealing heavy damage with the damage buffs.
     
  2. Kraby

    Kraby *insert clever meme* VIP+

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    Magic is basically spell Damage which is just damage at the end of the day, from what You said about how nirvana should be played I assume you havent used it much if at all because if you did you would know that the best way to utilize nirvana is to vanish and than attack spamming all ur mana and vanishing back waiting for the mana to regen and repeat

    Let me just compare nirvana to a mythic dagger I think is very balanced atm and show you Why I Believe it needs a small damage boost on its minimum damage -
    take a look at infenro (taking average stats on both)
    it has about 2000 more hp on average
    it has 40 more damage average (yes , counting the extra powder slot ) and 1 tier attack speed higher
    it has some walk speed (which nirvana has none and is actually the only mythic dagger that has 0 walk speed)
    and lets not forget a lot of melee /fire damage (and since nirvana has basically 0 melee damage this dagger has insanely higher melee damage)

    now you could argue with me that nirvana has more manna regen , the spell damage bonus (alltho the % fire also buffs spell so they have nearly the same spell % increase) , doesnt have the negative agility and the negative water defense
    but look at the 2 daggers for a second , inferno has much higher melee and spell damage(more spell thanks to higher damage overall and higher tier attack speed and that very high % fire damage) , overall much better defense i mean -40% water defense is not as bad as 2000 less hp and it also gets powder special (usually courage which is as good as curse if not better) faster because it uses a lot more melee

    and now I wanna talk a bit about powders , one of the key arguements here is that nirvana has curse and concentration but these are not part of the weapon , these are powder specials which you can get for any weapon and if the powder specials are not balanced and concentration is the best armor powder spell then thats not nirvanas fault thats a flaw with the powder system

    I know you will say well it has more manna to make up for that or its spells cost less because of intl or something along those lines but at the end of the day if you narrow it down the game is about defense and damage , all those boosts (manna , walk speed , health regen etc) end up as either helping you avoid damage or helping you deal more damage and the simple fact is most mythic daggers do better than nirvana in both these categories

    I said all of my reasons that I think nirvana should get a buff and if you(talking to the people in charge of changing mythics) still cant see my point of view then there is no reason to continue this debate
     
  3. bloww

    bloww Shoutbox Fancam Account HERO

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    you cant just compare infernos dmg and nirvanas, because nirvana is purely a spell spam weapon and inferno is an offensive fire weapon, so of course inferno will deal more burst fire damage (even though theyre very close)
    if youre using nirvana however youre almost certain to get 150 int and good enough mana regen to spam freely. considering assassin is the 2nd best spell class in the game and it has the most spammability, nirvana is pretty dam good
     
  4. Kraby

    Kraby *insert clever meme* VIP+

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    I already adressed this arguement in that long ass text wall

    and Im not saying nirvana is bad Im just saying that after all the buffs the other mythic daggers got its simply the weakest of all 5 (again not counting archangel )
     
  5. bloww

    bloww Shoutbox Fancam Account HERO

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    so just because its the weakest of the 5 it needs a buff? that doesnt make sense
     
  6. Kraby

    Kraby *insert clever meme* VIP+

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    yes it needs to be balanced with the five no weaker than them
    I Dont see how that doesnt make sense to you
     
  7. T-Flex

    T-Flex At the gym HERO

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    1) dmg isn't everything
    2) no, it doesn't need to be equal to others to be balanced
     
  8. Gigavern

    Gigavern Giant Fern VIP+

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    http://wynndata.tk/builder/index.ph...d+Hydro+Necklace&weapon=Inferno&powders=F6-F6
    http://wynndata.tk/builder/index.ph...ecklace=Drain&weapon=Nirvana&powders=W6-W6-W6

    You might say that using a Semi-Raw Spell build to demonstrate power is unfair, but Nirvana is water while Inferno isn't so Nirvana has far easier access to this, which you have to take into account.
     
  9. Major_Lue

    Major_Lue Famous Adventurer HERO

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    I don't think you know the value of minimum spell costs and mana regen. Both of these allow you to cast all your spells so much faster and more consistently than other daggers that if the single hit damage were comparable to all of them, then it'd be overpowered. Like it was.

    The melee damage is severely cut purely because of how good spells are on it. I can stack concentration for just a bit and consistently hit 9k spins. This isn't counting the smoke bomb I have dealing damage and the multihit that lets me completely control the fight. The damage gets absolutely insane with curse.

    Inferno is an offensive fire dagger whereas Nirvana is an offensive water dagger. Water is far easier to boost damage for while simultaneously accumulating mana regen and spell cost reduction. Inferno doesn't have the tanking capabilities to easily have access to endurance like nirvana has with concentration.

    Powders are relevant to talk to with any weapon. Access to a powder special and which one is encouraged to use massively affects the applicability of something. You can't discount one of the easiest way to boost your spell damage and then begin looking at damage on hit. That's hardly fair for the spellspam water dagger.

    You can't discount key aspects of the dagger and compare it where it's supposed to be weak (single hits) when it's specifically built and designed to be amazing at other things (consistently casting spells faster than anything else in the game while giving you mana regen).

    Your reasons discount the fundemental aspects of nirvana in favour of your arguments. Yes, it does have lower damage than other mythic daggers. Why? Because it hits spells much faster than any of them.

    It is balanced with them. Not by damage on hit, but for DPS it sure is.
     
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  10. Golfbawl

    Golfbawl [] CHAMPION

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    If anything, Nirvana can probably do higher dps than weathered or inferno spell-wise. Not only do you get curse and concentration, but you also get spammability and a very good mana regeneration, which is crucial in DPS output. Sure, Nirvana doesn't have the single hit power that Inferno or Weathered has, but it sure as hell ain't weaker than them. In fact, it's far from it, probably being able to dish out more damage with the right build.
     
  11. 0625LiSa

    0625LiSa Skilled Adventurer

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    inferno pure warp need Three powder slots Small advice
     
  12. Risu

    Risu Famous Adventurer

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    buff guardian 345-435 to 345 - 500 cuz now guardian dmg rly bad
     
  13. e!

    e! ⁣e HERO

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    Guardian never meant to have good damage, it was meant to be one of the most tanky items in existence.
    ________________________________
    3 powder slots on Pure would be a very bad idea. It already can get 7k damage with no armor or accessories with good spell damage, and it's a level 65 weapon. Now imagine someone putting 3 tier 6 thunder powders with up to 40 damage each. That's 120 base damage, add pure's 550% spell damage. 660 damage, multiplied by meteor's 400% damage and 2.5 from Fast attack speed would be 6600 thunder damage from meteor, add that to already existing 7k, and you get 13k meteor, with absolutely no armor and accessiories, on a level 65 weapon. Not very balanced.
    ________________________________
    It already is an item with the highest raw spell damage of all.
     
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  14. Risu

    Risu Famous Adventurer

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    pure lvl 65 but inferno and warp maybe can get 3x powder slot?
     
  15. bloww

    bloww Shoutbox Fancam Account HERO

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    3 slots on warp would be ridiculous
    inferno is fine

    i have a feeling youre complaining about mythics without even trying them out
     
  16. Risu

    Risu Famous Adventurer

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    maybe not warp rly hard to use
     
  17. Major_Lue

    Major_Lue Famous Adventurer HERO

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    If we give pure 3 slots it'd be doing 15k+ consistent meteors with no build... Yeah, no.

    Inferno could use it, but it really does not need one.

    Warp definitely doesn't. It's damage is high enough as is.
    ________________________________
    Good. It's a tank weapon, not damage.
     
    Last edited: Dec 24, 2017
  18. Johnny Mcgeez

    Johnny Mcgeez zzzzzzzzzz CHAMPION

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  19. T-Flex

    T-Flex At the gym HERO

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  20. Rimuwu

    Rimuwu Nyah HERO

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    Can someone explain to me why fatal got nerfed damage-wise?
    Just doesn't make sense to me, the damage before was just fine..
     
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