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frigo1

Magician Meteorite adjust and Visual Clarity + Mental Mastery change + Some ideas for scale/balancing

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frigo1

First of all, i dont know why i cannot post my suggestion into suggestions topic, its grey for me!

So ill post it here!

Hi, i would like to share my ideas that i have about the Skill Meteorite and other skills revamp to have a better and rewarding scale. Here i will talk with focus into Magician class but some of these ideas can be used as inspiration or adaption for others classes.

1 - Meteorite
 

1.1 - Meteorite Damage type adjust:
First thing that i would like to talk about is the Elemental type, in the Original Priston, the Magician  
had only 3 fire elemental skills, Fire Bolt, Fire Ball and Flame Wave. These skills were the only ones that Mage had with Fire damage type. 
Who have played in that time remember that these skills didnt do damage against FIGON, cause he was immune to Fire damage, in other hand, skills
like Diatrophism and Meteorite despite have fire effect in the skill(same with AS Phoenix Shot), always hitted FIGON wicht mean these both skills
arent Fire elemental damage type. So based on that Dia and Meteor are Physical or Neutral damage type(Like AS Phoenix Shot), not elemental(Fire).
Diatrophism is basically an earthquake, their damage is Physical or Neutral in real world. I know i know its Priston world...
And for Meteorite if we look in the reality the most part of its damage is from impact(Physical), the meteorite is any large piece 
of rock/metal that caught FIRE when entered in the atmosphere and then hitted the ground, so Fire is not its main damage, maybe secondary damage.
So with everything said above, i can conclude that Meteorite should have Neutral/Physical damage type instead of Fire Elemental damage.
Or at least have hybrid damage(Neutral/physical and Fire) BUT for this second option it could be much more difficult to implement. 

 

Meteorite is a skill to use as a combo in PVE/PVP this is why it have a high cooldown, and currently for being a Fire element skill, any Fire resistance that enemies have, specially in PVP, the skill 

become so much punished with its damage being reduced by 90% or more, because there is not only Fire Resistancy affecting it, but all absorption and other defensive status.
In the end the better solution to Meteorite is to be only neutral/physical damage(Like Watornado) as it were before.

 

Meteorite should be adjusted/balanced to use as a Combo for PVP and PVE. Its not a skill to be casted frenetically, it have multiple hits and high cooldown, the most iconic magician skill.

It should be strong, useful and balanced for PVP.

 

1.2 - Meteorite Cast Speed:
Increase the cast speed of the skill, it is really bad to take to long to cast this skill in fights, doenst matter if is PVP or PVE, is equally
bad in both situations. Currently its around 2-2,25 seconds to cast the skill, it could be reduced to 1,5 seconds at least.
 

1.3 - Visual Clarity, Adjusting the number of hits based on Skill Effect Animation and adjust the damage per hit: 
Since when priston was launched in almost 20 years ago, Meteor has always the same caracteristics >> It have 3 hits and fall 8 balls from skies.
My suggestion here is to make the skill more accurate to the original animation of 8 balls falling.
So basically the skill would have 8 hits now, following the numbers of falling balls and have its total damage diluted by 8 instead of 3.

NO! its not like Shaman Meteor, the Magician meteor fall 8 balls in +-2,3 seconds. The meteor falling time will stay the same. It will be only a "rapid fire" with 8 balls hitting quickly the enemy.

So lets see how it is now and how it could be after:

Edit 1: Thanks @- D E A T H S T R O K E - for information, now follow the right match:
Currently: Meteorite have 3 hit of 342% damage boost each (at level 10).
342%PerHit *3hit= 1026% total damage

New: 8 hits of 129% damage boost each (at level 10).
To found the correct damage per hit its easy, only diluted the total damage(1026%) per 8, 
then you will have 128,25% per hit. We can round up to 129% for better clarity.
So the skill will have now 129% damage boost in the description instead of 342%, and now will hit 8 times instead of 3,
 following the numbers of balls sequentially hinting the ground.

The total damage difference: 1026%(before) to 1032%(after). It is equal a +2% buff to currently 342% >> 344%.

Edit 2: I needed to correct the number to the right match when the 76%Buff is active, because the buff is an additional damage, so its added in each hit, for exemple

in the currently formula, Meteorite do 1326% total damage and with buff(76%) activated a total of 1554%, with my new formula the Meteorite with buff have its damage much higher

like: 166% per hit in a total of 1328%(very close to the previous damage) and with buff(76%) active, it become 1936%([166+76]= 242*8= 1936), much higher than it should be. 

New: 8 hits of 100%base damage/hit + 66% damage boost/hit (at level 10).

166%PerHit*8hit= 1328% total damage
To found the correct damage per hit its easy, only diluted the total damage(1326%) per 8, 
then you will have 165,75% per hit. We can round up to 166% for better clarity.
So the skill will have now 66% damage boost in the description instead of 342%, and now will hit 8 times instead of 3,
 following the numbers of balls sequentially hinting the ground.

The total damage difference: 1326%(before) to 1328%(after). The Damage increase is equal a +0,66% buff to currently 342% >> 342,66%.

Currently: 198% - 214% - 230% - 246% - 262% - 278% - 294% - 310% - 326% - 342%. (3 Hits)

New: 30% - 34% - 38% - 42% - 46% - 50% - 54% - 58% - 62% - 66%. (8 Hits)

Edit 2

Currently formula: Meteorite have 3 hit of 100% base damage/hit + 342% damage boost/hit (at level 10).
442%PerHit *3hit= 1326% total damage

And with Buff is: 100%base + 342% + 76%(buff)= 518% damage per hit, if we added Weapon enchant: 518*1,1= 569,8% DMG/hit

New formula: 8 hits of 50%base damage/hit + 70% damage boost/hit (at level 10).

120%PerHit*8hit= 960% total damage

And with Buff: 50%base + 70% + 76%(buff)= 196% damage per hit, if we added Weapon enchant: 196*1,1= 215,6 DMG/hit

The 960% total damage is lower than 1326% from currently formula WITHOUT BUFF, but when we added the Spirit Elemental Buff with 76% the 960% total damage goes to 1568%, for comparison the currently formula from 1326% goes to 1554% with Buff(76%). Like i have said before this happens because the Buff is added for each hit, and with 8 hit the damage reach very close to the currently meteor.
Then the skill would have now 70% damage boost in the description instead of 342%, and now would hit 8 times instead of 3,
 following the numbers of balls sequentially hinting the ground.

The total damage difference: 1326%(before) to 960%(after). With Buff: 1554%(before) to 1568%(after)

Currently: 198% - 214% - 230% - 246% - 262% - 278% - 294% - 310% - 326% - 342%. (3 Hits)

New: 25% - 30% - 35% - 40% - 45% - 50% - 55% - 60% - 65% - 70%. (8 Hits)

 

2 - Mental Mastery Revamp: 
Some skills like Mental Mastery dont give an interesting/strong reward for spending our precious points on it. This happens in 
other classes too, but now im talking about Magician. So i was thinking in a way to turn this Passive Skill more interesting to maxed out.
Instead of only giving extra mana, it now could give an extra Atacck Power damage based on a percentage of our maxed mana, so with more mana 
you have, more Attack Power you will receive.
Increase permanently your mana
 4% - 8% - 12% - 16% - 20% - 24% - 28% - 32% - 36% - 40% (no change)
Part of your total mana is added as Attack Power (NEW)
0,15% - 0,3% - 0,45% - 0,6% - 0,75% - 0,9% - 1,05% - 1,2% - 1,35% - 1,5%

For exemple, in a low level (80-110) if you have 2000 mana, you will receive a bonus of 30 Min. and 30 Max. Attack Power when MM is lvl 10. (2000*0,015= 30)
And in a high level (130-160) with 5000 mana, you will receive 75 Min. and 75 Max Attack Power when MM is lvl 10. (5000*0,015= 75)

This change would make this passive skill more interesting to maxed out, and not more an almost useless skill as we have today.

 

3 - Some buffs for unused skills: 
The reason of these buffs are simple, the "low level" is considered at level 80-110, in these levels we already have unlocked all skills wicht means
that we will define our build, and due to that every skill should be rewarded at lvl 10, because youre spending your precious points 
to upgrade your skills. This type of change should be very similar in all classes, here im talking about magician, but other classes 
need some similar update too.

 

3.1 - Fire Bolt: Damage Scale
Before: 7%-14%-21%-28%-35%-42%-49%-56%-63%-70%
After: 12%-24%-36%-48%-60%-72%-84%-96%-108%-120%
For being a single target skill it should have a high scale at lvl 10, some of you can question why its higher than Death Rays?
Well.. we have Elemental Resistances, so this is why its have a higher scale.

 

3.2 - Fire Ball: Damage Scale
Before: 12%-16%-20%-24%-28%-33%-38%-43%-48%-53%
After:  12%-22%-32%-42%-52%-62%-72%-82%-%92%-102%
The reason again is to have a better scale and about Elemental Resistances that reduce the effectiveness.

 

3.4 - Diastrophism: Damage Scale

Currently Diatrophism have 100% base damage + 20-56% boost damage= 156% total damage per hit.
Before: 20%-24%-28%-32%-36%-40%-44%-48%-52%-56%

Total of 312% damage in 2 hits.
After:  20%-35%-50%-65%-80%-95%-110%-125%-140%-155%

Total of 510% damage in 2 hits. (100%base damage +155%damageBoost)*2= 510%
This change is made to fight the Stone Spike skill and dont simply send this skill into the void. 
So you will decide, do you prefer to have 5 hits close to you, 4/3 hit medium range and 2/1 far? Like stone spike?
Or do you will preffer to have 2 hit in entire area? Like Diatrophism? 
You will decide what do you prefer and what fit better in your build.
For comparison:
Stone Spike have 100%base damage +71%= 171% damage per hit.

So it have 855% damage with 5 hits, 684% with 4 hits, 513% with 3 hits, 342% with 2 hits and 171% 1 hit.
The new Diatrophism would have 510% total damage with 2 hit in the entire area.

Stone Spike still better than Dias because have more hits close to you, only for far distance from the middle close to border, is where Dias can shine.
Its a trade, you will decide to have stronger damage when enemies get close to you and less damage on the border or a 
medium damage for entire area.
 

These are my ideas/suggestions for the change to Meteorite and the revamp of abandoned skills turning them more interesting/competitive to spent our points.

We could have others suggestions for others classes in others posts going into the same direction as here, turning all unusable skills viable and better scaling to really

force us to decide wicht skill to spent our points and create our own builds.

Edited by frigo1
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- D E A T H S T R O K E -
4 hours ago, frigo1 said:

342%PerHit *3hit= 1026% total damage

New: 8 hits of 129% damage boost each (at level 10).

damage boost doesn't work like that, even more when talking about mage.

mage damage formula is: base damage (100%) + skill damage boost ( 342%)+ elemental spirit damage boost ( 76%), and the final result is increased by  elemental enchant final damage boost => each meteorite hit has 518% dmg +10% final dmg of elemental enchant, resulting around ~ 570%/hit, so around ~1700% damage per cast. If your mage has 1000 base atk power, each meteorite will do 5700, for a total of 17000 dmg.

changing it to 8 hits of 129% will result in each meteorite to have  335% base damage, for a total of  ~2700% final damage.

same goes to stone pike vs dias. Stone spike damage boosts is actually comparable to flame wave in DPS, but it requires you to be at 0 range of the hit box.

 

as for the other suggestions, i don't think mage need any sort of pve buff [ pvp he seems fine as well],  the only thing i think he needs are quality of life changes regarding the amount of buffs he has.

 

 

 

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juanico1

the mage is really bad in wartale pve more or less it's ok but pvp is really bad

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sdmlucas

I like you Idea for some skilsl bro, but i told you in game, watornado doesn't give a neutral damage, in essence the watornado damage is Ice and in PVP the damage is higher, even if you see water element in the screen, and you can ask - "how do you know it ?" It's simple and you can test in the PVE and PVP too (but in pvp it's complicated because the enemy need to use fire tonic to see clearly ok ? =P ) because of the monsters elemental resistence that we can see now, some mobs with lower ice resistance receive more damage from the hits of watornado.
My POV is that the elemental don't make the skill unuseless in PVP, It's a specific PVP status of skill that all kind of skills have in this server, a PVP status and a PVE status, then It' s clear that Meteorite or other kind of skills of magician have been nerfed on PVP status and this make the skill unuseless. I'm talking about it only to agree with all changes that you suggest for the Meteorite skill, but i disagree with the removal of fire elemental.
Another point to show: If we compare Meteorite and Dance of Calamity, when we give a fire damage, as we know, dance of calamity has a balanced status on PVP, so when we hit fire damage on target. Even if the target is Fighter with higher fire resistance, your hp drops because this skill is balanced, and the meteorite when we use against the same enemy, give 1 of damage.

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