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Is Lament Bad? (as A Mythic, Not As A Wand)

Discussion in 'Class Builds' started by enecks, Dec 21, 2018.

?

is lament good?

  1. yes (send proof rn)

    65.4%
  2. no

    34.6%
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  1. YYGAYMER

    YYGAYMER reeeee FW FW Media HIC Master Featured Wynncraftian

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    Yay example

    ..wait
     
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  2. mouldy

    mouldy heheheha

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    okok! put the phone down... i’ll tell my subs to do it...

    subscribe to...

    GAY-SERIES
    HA GOTEEM get FRICK’D
     
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  3. Shots

    Shots Legendary Adventurer HERO

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  4. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Considering the damage output that it's capable of and the utility that I've described, giving you phenomenal heals for essentially no downside(-10 strength doesn't really DO a whole lot, we've discussed how the life steal is negligible due to the heals) I'd really be inclined to disagree. Other wands like, say, Fatal? Sure, they can inflict more damage, but they also don't get the utility that Lament does.

    Looking at it objectively, Lament gets 10 mana steal. That is half your mana bar, and its slow attack speed allows it to proc on a higher percentage of hits than usual, so in essence, you do not need to build mana with Lament if you're playing cannily. That means your entire rest of the build is freed up, save for a bit of intelligence to meet the requirement, and you can really do a lot of mixing and matching in regards to that to build Lament in essentially any way you'd like!

    Let's go back to that initial comparison, with Fatal. Yes, Fatal's got great damage! However, it's Thunder-based and has a requirement as such, and everyone cites powerful Meteors. That means they're using spell builds to get that kind of damage, and without the sustainment of mana and intelligence, it becomes a bit unreliable. So, the builds are very restrictive; you have to build sufficient amounts of mana and intelligence. While that may not be terribly difficult, this does limit your options, whereas with Lament's built-in sustain, you're free to build however you choose, such as focusing everything on the highest spell damage items you have with carefree abandon since you haven't got to worry about your mana reserves.
    As stated a number of times, the life steal, even as harmful as -300 is, is negligible due to the increased healing capacity it gives you. Let's say you've got 11000 health or so; 10-12k at endgame seems to be average. Heal, naturally, is 10% of your maximum health, so that's 1100 health per heal. However, the Bonus Water Damage ID on items(not from intelligence) increases your healing capacity by a relative .5% per point, up to its cap of 75% effect at 150% water damage, which would be 17.5% health healed.

    In this case, Lament gives a natural 35% Water Damage, which increases the amount healed from 1100, to 1293, per pulse, over three pulses, so 3879 health healed. That's far more than enough to recoup the health lost from the life steal!

    You're losing time using heal that could be better spent spamming Meteor? Not so. Meteor takes about a second to a second-and-a-half to land after you cast it, which is more than enough time to throw a Heal out.

    You're losing valuable mana that could be utilized for your Meteors? Not so. 129 intelligence is a 75% reduction, so you'll have all your spells costing only 1-2 mana. Since you're gaining 10 from your mana steal, you still have 6 mana left over to do whatever with, and that's just from what you got from your Mana Steal. Plus, you can hit enemies multiple times to completely top off your mana bar!

    It seems to me like the people making this thread simply don't like the playstyle that the item enforces compared to something simpler, like Nepta Floodbringer or Fatal. That doesn't mean Lament is bad, it just isn't for you, and that's perfectly fine.
     
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  5. tig

    tig EO parkour still sucks.

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    Buff Lament






    Now that I've gotten that out of the way time for some real criticism.

    • Mana Steal
    One of the worst features of Lament is inconcistancy. Which is mostly brought on by Mana Steal. Because Mana Steal decides to proc whenever the fuck it wants you could be hitting away at something with low mana while you're get smacked around by something. As you pray for MS to proc so you can heal your hp is getting drained. When it doesn't proc... you die. Mana Regen doesn't have this problem. Because you know when the MR will proc, you know how to pattern attacks to corrilate with your Regen times. That's why MR will always be better than MS.
    • Mana Steal roll
    One of Selvuts main arguments when defending Lament is how you can steal half of your mana in one hit. This is a semi-valid point, because in order to get half your mana on one hit you actually need to roll a 10 MS Lament. Obviously these aren't common and if it's not 10 mana it's no big deal right. But if you get 2-5 or 6 mana on a Lament you're fucked.
    • Heals
    Lament's heals are its brightest spot, but it's not like Lament is the only item that has high water dmg. And you also can't heal if you don't have mana. Which you rely on the all-inconcistant Mana Steal for. And heals don't give all of your HP back anymore
    • DMG
    The DMG on Lament isn't too bad at all. But it's not the greatest DMG ever. Having the 3rd highest Mythic Meteor DMG
    (Might be 4th after Singu buff idk)
    (behind Fatal, Warp) And 4th best generall DMG (behind Fatal, Warp, Gaia)
    Again, may be 5th (2nd worst ahead of Monster [Pure doesn't count]) after Singu buff
    While the DMG is good, you once again rely on mana steal for this which, with a very bad roll, can be sucked up by the heals.

    Overall Lament is pretty good, it's just that if it got a buff it would by no stretch of the imagination be overpowered. and that is why...
    FbUuCfKfIlNaGmDeOnItT
     
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  6. add 45/45 horse

    add 45/45 horse My Immortal

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    In general, mythics in general tend to be more identifcation-dependent than other items; not completely sure if this is an intentional trend. However, I feel that this isn't a valid criticism of lament, of course laments with worse ids will be worse. It's a flaw feature of the identification system, making all my mythics bad adding variation between items of the same type.
     
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  7. HorseDuck

    HorseDuck i found 2 warchiefs in 1 loot run please help HERO

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    • "Nepta does 2k less meteor damage than Lament, therefore it must be bad because it can be compared to a legendary while being a mythic."
    • "Other water mythics are alot better"
    lets see, nirvana only deals 200-500 less spin damage than sitis, now you may counter this with "40 int" or "mana regen" but according to your previous posts, obviously ids dont matter right? especially when they're on a mythic. seriously, 10/4 mana steal is not a joke.
     
  8. Stormarend

    Stormarend The classes DO NOT correspond with the elements.

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    By that logic warp is super bad because you could get -16 mana regen. You should judge a weapon by its maximum potential. If you don't then you might as well want them to buff everything that has rolls that are crucial to the weapon.
     
  9. tig

    tig EO parkour still sucks.

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    thats a problem with warp too, but its getting buffed to -14 min and with warp -14 and -13 suck, -12 to -10 are not ideal, -9 and -8 are great. but with Aquarius, Boreal(or Capri), Third Eye you can counter all of it no matter the roll
     
  10. Shots

    Shots Legendary Adventurer HERO

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    But you can use ms items to counter laments ms if it's bad (dia hydro brace, trench scourer, galleon, etc).
     
  11. tig

    tig EO parkour still sucks.

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    Indeed but most of the better lameme builds focus on dmg rather than mana steal cuz lament has all you need. Unless you get a shit roll.
     
  12. by2011

    by2011 category creator VIP+

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    nirvana actually does like 1k more spins than sitis
     
  13. sulphursmite

    sulphursmite Well-Known Adventurer HERO

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    It’s kinda neutral;

    It’s the best water wand,
    But mythics are supposed to be 5x better than legends so
    #
    Buff
    Lament
     
  14. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Nope. Mythics are, by statistical baseline, meant to be 40% stronger in terms of base damage, than legendaries. In terms of effect? Salted described them as "Legendaries that get a ton of power/identity out of their powerful IDs", which while it doesn't quite work for a few of them such as Cataclysm, gives a better idea of how they're meant to be.
     
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  15. by2011

    by2011 category creator VIP+

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    note: many mythics have gimmicks. e.g. (not i.e. because someone's going to say "what about")
    strati, warp: ws
    guardian, ignis: higher tankiness than normal
    inferno: both high spell and dps
    spring/idol/nirvana/lament: high mana and easy concentration stacking
    divzer: uses def/hp instead of agi
    nulli: high ls/ele def
    apocalypse: higher ls
    singularity: high pierce also inferior ws
    collapse: ele def
    alkatraz: no powder special
    (cataclysm, gma, etc arent gimmicks because it's a negative that is countered and factored into damage)
    values are taken from builds i've seen that
    -have good ele def
    -have some form of tankiness through defense, hp, or agi
    -have sufficient mana if needed
    -are in the same style (so i can't compare brainwash hive wand to regular fatal etc)

    i don't know everything, correct me if i'm wrong on a weapon's damage. i'm not factoring in mythic boots aside from warchief


    now, comparison between "best" item of each element to its mythic in terms of damage:
    fatal: 15k meteors
    hive wand: 12k meteors

    warp: 14k meteors
    hive wand/morrow: 10k meteors

    lament: 13k meteors:
    nepta: 11k meteors

    monster: 12k meteors
    hive wand: 10k meteors

    (new) singularity: 14k? meteors
    cascade: 12k meteors

    gaia: 16k? dps
    compiler: 8k dps

    biggest difference: ~2x from gaia
    average difference: ~1.3x
    idol: 14k uppercuts
    hive spear: 12k uppercuts

    tcrack: 18k uppercuts
    hive spear: 14k uppercuts

    alkatraz: 25k dps
    (new) braker: 15k dps (by the way, new braker is so much better than rikter it's not even funny)

    apocalypse: 9k dps
    diaminar: 8k dps

    hero: 14k uppercuts
    hive spear: 12k uppercuts

    guardian: 13k uppercuts
    hive spear: 11k uppercuts (when built with same survivability)

    collapse: 13k dps
    proxima: 8k dps (i don't know how collapse does w/ spell, too lazy to see)

    biggest difference: alkatraz/collapse with 1.6
    average: probably like ~1.4x
    cataclysm: 15k spins
    hive dagger: 10k spins

    grimtrap: 10k spins
    hive dagger: 8k spins

    grimtrap: 14k dps
    big arm: 10k dps

    inferno: 10k spins
    hive dagger: 7k spins

    weathered: 9k spins
    hive dagger: 7k spins

    nirvana: 9k spins
    sitis/hive dagger: 7k spins

    nullification: 8.5k spins
    sawtooth: 7k spins

    biggest difference: 1.5x with cataclysm
    average: ~1.2x
    spring: 11k bombs
    hive bow: 10k bombs

    strati: 13k bombs
    hive bow: 10k bombs

    ignis: 13k bombs
    hive bow: 10k bombs

    divzer: 18k bombs
    hive bow: 13k bombs

    gma: 15k bombs
    hive bow: 11k bombs

    freedom: 13k bombs
    hive bow: 11k bombs

    highest difference: divzer with 1.4x
    average: 1.3x ish

    notice how lament fits very nicely with other mythics
     
    Last edited: Dec 24, 2018
  16. sulphursmite

    sulphursmite Well-Known Adventurer HERO

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    I’m not so sure, but wouldn’t Judas be the legend alternative for fatal?
    ________________________________
    I still voted +1 because I have a mage and

    LONG LIVE CANCER MAGE!
     
  17. Shots

    Shots Legendary Adventurer HERO

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    It should be but Hive Wand and Judas get near the same damage (although Judas gets slightly more) so it doesn't really matter in terms of comparing damage to fatal.
     
  18. sulphursmite

    sulphursmite Well-Known Adventurer HERO

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    I guess so, but it would need Mr to be good for constant spell use
     
  19. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Since Meteor has its 1-1.5 second delay between casting and hitting, it really doesn't thanks to slower attack speeds having their stealing effects proc more often on attack. Continuing to use your melee will keep your mana bar well filled.
     
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