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matte123

Mech - Maximize & Mechanic Weapon Mastery

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matte123

I have tested these skills and I dont think that they are working as they should. It might be cus I dont know how the stats are calculated but as for Mechanic Weapon Mastery(MWM) I noticed an increase in dmg as follows:

MWM lvl 0  = 467 - 606 dmg

MWM lvl 10 = 511 - 664 dmg

 

And thats supposed to be an 50% dmg increase :S

 

Same gose for Maximize(M):

Without M    = 511 - 664

With lvl 10 M = 511 - 722

 

664 -> 722 isnt really a 50% dmg boost.

 

As I said it might be cus I dont know how the increase is calculated but as for now the increase for both skills are in my opinion very bad to be honest!

 

Thx for your time!

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Renusi

I thought Maximize would be more "Agressive" when i saw the description. I think it goes change cuz Mech can be used to Support now.

 

How can a Mech receive part of group Hits using this suck spell?

 

About MWM i have no idea if it will change. the Mechanican attack is a polemical question.

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Crius

I don't think it's wrong, I just think it doesn't work like you might expect. I've already given up hope on understanding how the different values are calculated in this game. It makes very little sense. My only guess is that the math contains completely arbitrary mixes of stacking and modifying variables, so for example, a 50% damage increase is applied to the base weapon value and then you get bonus damage from strength (or something similar, I don't really know how it works).

 

Redoing it from scratch seems like the only solution, unlikely to be done though it is. Clearing up just exactly what the skills do would be necessary as well, cause right now it's mostly guesswork trying to determine what you get out of them. Let's say we define "base damage" as the raw damage value of your weapon, plus any static damage bonuses (anything that gives +X damage points, like forces). Then we have "modified damage" which is the base damage multiplied by any modifiers (+X% damage, like strength or similar, skills etc.). That's the actual damage you do.

 

That'd make things much easier to calculate. Let's say you have a weapon that does 100-150 damage. That's the base damage. Use a force that gives +50 damage and a buff that gives another +50 damage (FoN for example), and your base damage is 200-250. Get a skill that gives you +10% damage (melee mastery for example), and your modified damage is 220-275. Say you have enough strength or whatever to give +100% damage, and you get 440-550 damage. Attack someone and you do exactly that amount of damage. Attack someone with a skill that does +10% damage, and you do 484-605 damage. Easy to calculate and completely predictable. Easier to play, and easier to balance. Everyone is happy.

 

The next step would be to make all skills based on damage. I never understood why the magic classes spells are based on both weapon and spirit instead of damage (doesn't damage increase with higher weapon power and spirit anyway?).

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Gogg

Let me guess, your weapon damage is 88-116, am I right?

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meeks

I don't think it's wrong, I just think it doesn't work like you might expect. I've already given up hope on understanding how the different values are calculated in this game. It makes very little sense. My only guess is that the math contains completely arbitrary mixes of stacking and modifying variables, so for example, a 50% damage increase is applied to the base weapon value and then you get bonus damage from strength (or something similar, I don't really know how it works).

 

Redoing it from scratch seems like the only solution, unlikely to be done though it is. Clearing up just exactly what the skills do would be necessary as well, cause right now it's mostly guesswork trying to determine what you get out of them. Let's say we define "base damage" as the raw damage value of your weapon, plus any static damage bonuses (anything that gives +X damage points, like forces). Then we have "modified damage" which is the base damage multiplied by any modifiers (+X% damage, like strength or similar, skills etc.). That's the actual damage you do.

 

That'd make things much easier to calculate. Let's say you have a weapon that does 100-150 damage. That's the base damage. Use a force that gives +50 damage and a buff that gives another +50 damage (FoN for example), and your base damage is 200-250. Get a skill that gives you +10% damage (melee mastery for example), and your modified damage is 220-275. Say you have enough strength or whatever to give +100% damage, and you get 440-550 damage. Attack someone and you do exactly that amount of damage. Attack someone with a skill that does +10% damage, and you do 484-605 damage. Easy to calculate and completely predictable. Easier to play, and easier to balance. Everyone is happy.

 

The next step would be to make all skills based on damage. I never understood why the magic classes spells are based on both weapon and spirit instead of damage (doesn't damage increase with higher weapon power and spirit anyway?).

 

well thats how it should be...

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bobaldo

The damage increase is based on your WEAPON'S DAMAGE, not YOUR final damage.

 

Cya.

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cybercyber

How bobaldo said, Maximize works with ur weapon max damage, and add more 50% of max damage of ur weapon on Final max attack power

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topher

Would be interesting if maximize received the bonus from weapon mastery.

Following the matte123's example:

Base damage:            467 - 606 (weapon dmg: 88-116)

Wepon mastery lvl 10: 511 - 664 (weapon dmg: 132-174)

Maximize lvl 10        : 577 - 751 (weapon dmg: 132-174[+87])

 

In the new patch would be even more interesting - *Mechanician Maximize Boost x 4 damage* = 200% (?)

Base damage:            467 - 606          (weapon dmg: 88-116)

Wepon mastery lvl 10: 511 - 664          (weapon dmg: 132-174)

Maximize lvl 10        : 577 - 896(1012) (weapon dmg: 132-174[+232] - in my formula [+348])

 

I don't think it will be OP, 'cause the distance from the minimum and the maximum attack is really big, GG often miss, and would be intersting seeing mechs, sometimes, make an overkill attack.

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DarkLink64

It's boost your ms weapon atk pow in 50%, not your final ATK pow

 

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uok_vn

Waiting for new patch.

Tier 5 not support for Power mech. But with automech, how to find item (bow and javelin) for mech (mech spec)?

Mech can't tank in BC (??), and can't kill anyone :((.

Why don't change it ?

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