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caiobuzati

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caiobuzati

Even after the magician's bugs correction, the intention of this patch was to make him weaker, more stronger or just changes in the damage formula with the same damages skills?

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knightawc

Even after the magician's bugs correction, the intention of this patch was to make him weaker, more stronger or just changes in the damage formula with the same damages skills?

For what I read, they changed damage, now is based on %. That means that when the bug be fixed, the mage low lvl will be kinda weaker than before, but while you keep leveling and using new weapons, the class will become stronger, more than before.

 

Also need take in consideration that % on skills may be still need balanced. Remembering on the prs update last year, it took some time for have the actual % on meteor and otehrs skills  :)

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Aptenodytes

Even after the magician's bugs correction, the intention of this patch was to make him weaker, more stronger or just changes in the damage formula with the same damages skills?

For what I read, they changed damage, now is based on %. That means that when the bug be fixed, the mage low lvl will be kinda weaker than before, but while you keep leveling and using new weapons, the class will become stronger, more than before.

 

Also need take in consideration that % on skills may be still need balanced. Remembering on the prs update last year, it took some time for have the actual % on meteor and otehrs skills  :)

 

I believe this is true. I believe mages above level 120 that use a good force and a good staff (mixed or aged well), will do similar or more damage with a level 10 stone spike and meteorite than before the patch.

Currently the damage, if calculated correctly as I think, can be higher than before for stone spike, however it appears that also the energy shield has been nerfed.

Nevertheless, if we do a thought experiment, the old stone spike had the following damage:

200*+(+Wp/2** +Min Wand AP x 4) - 370*+(+Wp +Max Wand AP x 6)

*The static damage from this spell would be increased by spirit elemental (400%).

**This is not visible on the website, but this was clearly shown in the in-game description of the skill.

 

A level 120 mage with 500 spirit, an oredo mixed Elf Staff with 101-113 damage and normal stats (str., agility and talent around 80 and some remaining points in health) would have an atk PWR in his character sheet of around 675-750 with an oredo force (which also added 180 WP pre-patch). This mage is also using the old level 10 spirit elemental for 400% increased basic damage and the old level 10 enchant weapon to add 100 WP damage.

 

This would result in the following damage with the old stone spike spell, level 10:

200x5* + (500+180+100)/2 + 101x4 = 1794 min. damage

370x5* + (500+180+100) + 113x6 = 2918 max. damage

This would give an average damage per stone spike of: 2356

*Please note that the static damage, which is increased by the spirit elemental (400%), is very high for both min. (1000) and max. damage (1850).

 

With the new stone spike spell (71% extra damage) and spirit elemental (74% extra damage), you would deal (with the same force and stats):

675 x 1,71 x 1,74= 2008 min. damage

750 x 1,71 x 1,74 = 2231 max. damage

Average damage per stone spike: 2120

This is about 90% damage of the original spell combinations before the patch.

 

Now if a lvl 135 mage uses a staff with a mix or aging that has the following weapon damage: 132-145, has 650 spirit and is using a sol force (which adds 220 WP pre-patch as well), his character sheet damage would be around 1000-1100.

 

In this example, this lvl 135 mage would deal the following damage with the old stone spike spell (combined with the old spirit elemental and enchant weapon spells):

200x5 + (650+220+100)/2 + 132x4 = 2013 min. damage

370x5 + (650+220+100) + 145x6 =  3690 max. damage

This would give an average damage per stone spike of: 2852

 

With the new Spirit Elemental (74% damage) and Stone Spike (71% damage) spells at level 10 and the Sol force active, we could in theory get a damage of:

1000 x 1,71 x 1,74= 2975 min. damage

1100 x 1,71 x 1,74 = 3273 max. damage

Average damage per stone spike: 3124

This is an increase over the old damage by about 10%!

 

In addition, if we look at the new meteorite, which now deals 74% increased damage and can also be coupled to Spirit Elemantal (74% damage), we could get a theoretical damage of:

1000 x 1,74 x 1,74= 3028 min. damage

1100 x 1,74 x 1,74 = 3330 max. damage

Average damage per metoerite: 3179

Now, meteorite only deals damage three times and an avarage, well-placed before patch stone spike will deal damage 4 times.

So the total damage for both spells would be: 3179x3 (=9537) vs. 2852x4 (= 11408). Which means that meteorite deals about 84% of the damage of the old stone-spike, pre-patch for this lvl 135 mage.

 

Anyway, if things are working as the developers intended, I think three things need to be noted for the mage stone-spike/meteorite damage now:

  • High level forces add more damage than before (1 WP damage used to be 0.75 extra damage, now 1 Force Damage would be equal to 2.05 extra spell damage and you also get +10% dmg!)
  • High weapon damage coupled to high spirit (do not use a wand) is very important to deal damage (1 spirit used to be a fixed 0.75 extra damage, now 1 spirit would be equal to much more extra spell damage depending on your weapon damage*)

  • Because of these two points, the damage of the lower level mages is (very) low, as they generally do not have high spirit, do not use good/expensive forces and do not have a good, high damage staff

 

*According to the website, 145 spirit would add 100% extra weapon damage. Because of this, a weapon with very high damage values, will add more damage to the total damage for each point of spirit than weapons with lower damage values.

 

For example, your mage has 290 spirit and your weapon has 10-19 damage, your damage added by 290 spirit would be: 10 x (290/145) + 19 x (290/145) = 20-38. Which means you deal 29 extra damage (each spirit adds 0.1 damage).

Now, your mage still has 290 spirit, but your weapon has 140-150 damage: your damage added by 290 spirit would be: 140 x (290/145) + 150 x (290/145) = 280-300. Which means you deal 290 extra damage (each spirit adds 1 damage).

Now, you must also realize that his damage added by spirit to your ATK PWR is also multiplied by Stone Spike (71%) and Spirit elemental (74%). This means that in the first case (10-19 weapon damage), every point of spirit would add 0.1 x 1,71 x 1,74 = 0.3 damage to the total Stone Spike damage. In the second case (140-150 weapon damage), every point of spirit would add 3 damage to the total Stone Spike damage, a 10x increase!

 

 

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Aspi

and I think they also should take a look on the prist´s Vigor ball each i think has very low damage too. becouse it´s in %. just saying.

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akasha

Just tested mage, first of all energy shield is not working which probably is a bug, and next thing is death ray has pretty decent damage on SL mobs with 1-hand wand, and this is for 460 hp, 450 spirit, enigma force (3000atk rating & ~500-700 dmg), pretty sure mage can hunt now with better builds <333

 

Edit: mage probably is in a bad spot now, lose a lot tankiness..

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caiobuzati

Even after the magician's bugs correction, the intention of this patch was to make him weaker, more stronger or just changes in the damage formula with the same damages skills?

For what I read, they changed damage, now is based on %. That means that when the bug be fixed, the mage low lvl will be kinda weaker than before, but while you keep leveling and using new weapons, the class will become stronger, more than before.

 

Also need take in consideration that % on skills may be still need balanced. Remembering on the prs update last year, it took some time for have the actual % on meteor and otehrs skills  :)

 

I believe this is true. I believe mages above level 120 that use a good force and a good staff (mixed or aged well), will do similar or more damage with a level 10 stone spike and meteorite than before the patch.

Currently the damage, if calculated correctly as I think, can be higher than before for stone spike, however it appears that also the energy shield has been nerfed.

Nevertheless, if we do a thought experiment, the old stone spike had the following damage:

200*+(+Wp/2** +Min Wand AP x 4) - 370*+(+Wp +Max Wand AP x 6)

*The static damage from this spell would be increased by spirit elemental (400%).

**This is not visible on the website, but this was clearly shown in the in-game description of the skill.

 

A level 120 mage with 500 spirit, an oredo mixed Elf Staff with 101-113 damage and normal stats (str., agility and talent around 80 and some remaining points in health) would have an atk PWR in his character sheet of around 675-750 with an oredo force (which also added 180 WP pre-patch). This mage is also using the old level 10 spirit elemental for 400% increased basic damage and the old level 10 enchant weapon to add 100 WP damage.

 

This would result in the following damage with the old stone spike spell, level 10:

200x5* + (500+180+100)/2 + 101x4 = 1794 min. damage

370x5* + (500+180+100) + 113x6 = 2918 max. damage

This would give an average damage per stone spike of: 2356

*Please note that the static damage, which is increased by the spirit elemental (400%), is very high for both min. (1000) and max. damage (1850).

 

With the new stone spike spell (71% extra damage) and spirit elemental (74% extra damage), you would deal (with the same force and stats):

675 x 1,71 x 1,74= 2008 min. damage

750 x 1,71 x 1,74 = 2231 max. damage

Average damage per stone spike: 2120

This is about 90% damage of the original spell combiniations before the patch.

 

Now if we use a lvl 135 mage with a staff with a mix or aging that has the following damage: 132-145,

the mage would be able to have 650 spirit and a sol force (which adds 220 WP as well!), resulting in a character sheet damage of around 1000-1100.

 

In this case, this mage would the following damage with the old stone spike spell (combined with the old spirit elemental and enchant weapon spells):

200x5 + (650+220+100)/2 + 132x4 = 2013 min. damage

370x5 + (650+220+100) + 145x6 =  3690 max. damage

This would give an average damage per stone spike of: 2852

 

With the new Spirit Elemental (74% damage) and Stone Spike (71% damage) spells at level 10 and the Sol force active, we could in theory get a damage of:

1000 x 1,71 x 1,74= 2975 min. damage

1100 x 1,71 x 1,74 = 3273 max. damage

Average damage per stone spike: 3124

This is an increase over the old damage by about 10%...

 

In addition, if we look at the new meteorite, which now deals 74% increased damage and can also be coupled to Spirit Elemantal (74% damage), we could get a theoretical damage of:

1000 x 1,74 x 1,74= 3028 min. damage

1100 x 1,74 x 1,74 = 3330 max. damage

Average damage per metoerite: 3179

Now, meteorite only deals damage three times and an avarage, well-placed before patch stone spike will deal damage 4 times.

So the total damage for both spells would be: 3179x3 (=9537) vs. 2852x4 (= 11408). Which means that meteorite deals about 84% of the damage of the old stone-spike, pre-patch for this lvl 135 mage.

 

Anyway, if things are working as the developers intended, I think three things need to be noted for the mage stone-spike/meteorite damage now:

  • High level forces add more damage than before (1 WP damage used to be 0.75 extra damage, now 1 Force Damage would be equal to 2.05 extra spell damage and you also get +10% dmg!)
  • High weapon damage coupled to high spirit (do not use a wand) is very important to deal damage (1 spirit used to be a fixed 0.75 extra damage, now 1 spirit would be equal to much more extra spell damage depending on your weapon damage*)

  • Because of these two points, the damage of the lower level mages is (very) low, as they generally do not have high spirit, do not use good/expensive forces and do not have a good, high damage staff

 

*According to the website, 145 spirit would add 100% extra weapon damage. Because of this, a weapon with very high damage values, will add more damage to the total damage for each point of spirit than weapons with lower damage values.

 

For example, your mage has 290 spirit and your weapon has 10-19 damage, your damage added by 290 spirit would be: 10 x (290/145) + 19 x (290/145) = 20-38. Which means you deal 29 extra damage (each spirit adds 0.1 damage).

Now, your mage still has 290 spirit, but your weapon has 140-150 damage: your damage added by 290 spirit would be: 140 x (290/145) + 150 x (290/145) = 280-300. Which means you deal 290 extra damage (each spirit adds 1 damage).

Now, you must also realize that his damage added by spirit to your ATK PWR is also multiplied by Stone Spike (71%) and Spirit elemental (74%). This means that in the first case (10-19 weapon damage), every spirit would add 0.1 x 1,71 x 1,74 = 0.3 damage to the total Stone Spike damage. In the second case (140-150 weapon damage), every spirit would add 3 damage to the total Stone Spike damage, a 10x increase!

Thank you, it was well to clarify. It is good to know they intention was not remove part of the magician damage,

but I confess that the old damage formula was easier to understand.

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zanapher

I sincerly don't agree with this kind of balancement. You'll make low level slower and boring while high level a little bit better for people with good gear and force...

 

Could not you just leave the static portion of the damage and change the Wand+WP part for the %?

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Ariesxs

Even after the magician's bugs correction, the intention of this patch was to make him weaker, more stronger or just changes in the damage formula with the same damages skills?

For what I read, they changed damage, now is based on %. That means that when the bug be fixed, the mage low lvl will be kinda weaker than before, but while you keep leveling and using new weapons, the class will become stronger, more than before.

 

Also need take in consideration that % on skills may be still need balanced. Remembering on the prs update last year, it took some time for have the actual % on meteor and otehrs skills  :)

 

I believe this is true. I believe mages above level 120 that use a good force and a good staff (mixed or aged well), will do similar or more damage with a level 10 stone spike and meteorite than before the patch.

Currently the damage, if calculated correctly as I think, can be higher than before for stone spike, however it appears that also the energy shield has been nerfed.

Nevertheless, if we do a thought experiment, the old stone spike had the following damage:

200*+(+Wp/2** +Min Wand AP x 4) - 370*+(+Wp +Max Wand AP x 6)

*The static damage from this spell would be increased by spirit elemental (400%).

**This is not visible on the website, but this was clearly shown in the in-game description of the skill.

 

A level 120 mage with 500 spirit, an oredo mixed Elf Staff with 101-113 damage and normal stats (str., agility and talent around 80 and some remaining points in health) would have an atk PWR in his character sheet of around 675-750 with an oredo force (which also added 180 WP pre-patch). This mage is also using the old level 10 spirit elemental for 400% increased basic damage and the old level 10 enchant weapon to add 100 WP damage.

 

This would result in the following damage with the old stone spike spell, level 10:

200x5* + (500+180+100)/2 + 101x4 = 1794 min. damage

370x5* + (500+180+100) + 113x6 = 2918 max. damage

This would give an average damage per stone spike of: 2356

*Please note that the static damage, which is increased by the spirit elemental (400%), is very high for both min. (1000) and max. damage (1850).

 

With the new stone spike spell (71% extra damage) and spirit elemental (74% extra damage), you would deal (with the same force and stats):

675 x 1,71 x 1,74= 2008 min. damage

750 x 1,71 x 1,74 = 2231 max. damage

Average damage per stone spike: 2120

This is about 90% damage of the original spell combinations before the patch.

 

Now if a lvl 135 mage uses a staff with a mix or aging that has the following weapon damage: 132-145, has 650 spirit and is using a sol force (which adds 220 WP pre-patch as well), his character sheet damage would be around 1000-1100.

 

In this example, this lvl 135 mage would deal the following damage with the old stone spike spell (combined with the old spirit elemental and enchant weapon spells):

200x5 + (650+220+100)/2 + 132x4 = 2013 min. damage

370x5 + (650+220+100) + 145x6 =  3690 max. damage

This would give an average damage per stone spike of: 2852

 

With the new Spirit Elemental (74% damage) and Stone Spike (71% damage) spells at level 10 and the Sol force active, we could in theory get a damage of:

1000 x 1,71 x 1,74= 2975 min. damage

1100 x 1,71 x 1,74 = 3273 max. damage

Average damage per stone spike: 3124

This is an increase over the old damage by about 10%!

 

In addition, if we look at the new meteorite, which now deals 74% increased damage and can also be coupled to Spirit Elemantal (74% damage), we could get a theoretical damage of:

1000 x 1,74 x 1,74= 3028 min. damage

1100 x 1,74 x 1,74 = 3330 max. damage

Average damage per metoerite: 3179

Now, meteorite only deals damage three times and an avarage, well-placed before patch stone spike will deal damage 4 times.

So the total damage for both spells would be: 3179x3 (=9537) vs. 2852x4 (= 11408). Which means that meteorite deals about 84% of the damage of the old stone-spike, pre-patch for this lvl 135 mage.

 

Anyway, if things are working as the developers intended, I think three things need to be noted for the mage stone-spike/meteorite damage now:

  • High level forces add more damage than before (1 WP damage used to be 0.75 extra damage, now 1 Force Damage would be equal to 2.05 extra spell damage and you also get +10% dmg!)
  • High weapon damage coupled to high spirit (do not use a wand) is very important to deal damage (1 spirit used to be a fixed 0.75 extra damage, now 1 spirit would be equal to much more extra spell damage depending on your weapon damage*)

  • Because of these two points, the damage of the lower level mages is (very) low, as they generally do not have high spirit, do not use good/expensive forces and do not have a good, high damage staff

 

*According to the website, 145 spirit would add 100% extra weapon damage. Because of this, a weapon with very high damage values, will add more damage to the total damage for each point of spirit than weapons with lower damage values.

 

For example, your mage has 290 spirit and your weapon has 10-19 damage, your damage added by 290 spirit would be: 10 x (290/145) + 19 x (290/145) = 20-38. Which means you deal 29 extra damage (each spirit adds 0.1 damage).

Now, your mage still has 290 spirit, but your weapon has 140-150 damage: your damage added by 290 spirit would be: 140 x (290/145) + 150 x (290/145) = 280-300. Which means you deal 290 extra damage (each spirit adds 1 damage).

Now, you must also realize that his damage added by spirit to your ATK PWR is also multiplied by Stone Spike (71%) and Spirit elemental (74%). This means that in the first case (10-19 weapon damage), every point of spirit would add 0.1 x 1,71 x 1,74 = 0.3 damage to the total Stone Spike damage. In the second case (140-150 weapon damage), every point of spirit would add 3 damage to the total Stone Spike damage, a 10x increase!

 

Can u explain how this calculus is made ? so i can use it for anotther classes ? the beginning i understood, but the end part when u start talking about spirit point i get lost

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fighter100

Even after the magician's bugs correction, the intention of this patch was to make him weaker, more stronger or just changes in the damage formula with the same damages skills?

 

And Mage's Energy Shield's absorb albility too weak to hunt the monster and mana decrease so fast that mage cannot hunt exp map actually like  forgotten temple.

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Hans1803

sorry I have to say your changes you have done to Mage its a shame.

 

Before I need 35 max 40 min to do a 5000 Daily at AD1, today I need 1H 15 min and died 2 times bc I switch to 2H Weapon

 

E-Shield eat so much Manna that I have to Pot after every Stone Pike = 1skill 1 pot / before the new patch I cold use Stone Pike 5 times before I need to repot !!!!!

 

Playing with 2H Weapon is not possible died after 1 sec !!!!! at a EXP Map lol

 

Possible the new 1H 138 Weapon will help, but how to get there ? if the Char are so weak now

 

OC I see that the 2H Weapon/Skill are much powerful then before, but make no sense if you can't tank anything then, and 1H Weapon is to weak now, but this is what I have to use to tank at HS

 

 

 

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boyasboya

is EnergyShield Bug? or mage just too nerfed?? Can't tank FT2 I'm 118. always dead

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royalpt

mage with 315 abs, 7k+ defs, couldn't tank, couldn't kill,  can do nothing!

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Aptenodytes

Can u explain how this calculus is made ? so i can use it for anotther classes ? the beginning i understood, but the end part when u start talking about spirit point i get lost

 

You probably know that the in-game character damage shown on your character sheet can be increased by adding statistics points to the relevant statistic for your class.

For fighters and pikeman for example, strength increases their damage significantly.

For mages, their damage is increased by Spirit.

 

2A1Zhgo.png

 

The way this works is that the min. and max damage values of the weapon that is being used by the mage, are being multiplied by a certain factor.

The formula for mages, according to the website is:

Damage Formula

    Start Damage : 2-4 without a Weapon, 2-5 with a Weapon

    130 agility = 100% weapon damage boost (of bows & javelins )

    130 strength = 100% weapon damage boost (of axes & claws & maces & swords & pikes & daggers )

    145 spirit = 100% weapon damage boost (of wands & staffs => for mage and phantoms => for shamans)

    160 spirit = 100% weapon damage boost (of wands & staffs => for prs)

 

So for every 145 spirit, your damage is increased by 100% of your min. and max. weapon damage. This means that the more damage your weapon has, the more absolute damage will be added to your character's ATK PWR by Spirit.

 

So if your weapon has 10-19 damage, and you have 290 spirit, your ATK PWR is increased by:

10 x (290/145) = 20 min. damage
19 x (290/145) = 38 max. damage
average damage increase: (20+38)/2 = 29 extra damage
Every point of spirit added: 29/290 = 0.1 extra damage

 

Now if your weapon has 140-150 damage, and you have 290 spirit, your ATK PWR is increased by:

140 x (290/145) = 280 min. damage
150 x (290/145) = 300 max. damage
Average damage increase: (280+300)/2 = 290 extra damage
Every point of spirit added: 290/290 = 1 extra damage

 

Do you see that in this specific case, every point of spirit increased the absolute/raw damage 10 times more than with the lower damage?

But, in term of percentage increases, this is the same for both cases. In both cases the damage was increased by 200%.

However, because our ATK PWR can also be changed by other things that add a fixed amount of damage, such as forces and enchant weapon, it seems like the extra damage added by high spirit values now becomes very powerful compared to these other sources of extra damage.

In addition, mages have always used fixed damage for their spells and their ATK PWR shown in the character sheet was never relevant to calculate their spell damage.

The current change now leads to a kind of feeling that something has changed completely as the mages ATK PWR is now used to calculate spell damage.

 

These formulas can also be used for the other classes; instead of spirit, you can also calculate extra damage with strength or agility for fighters, pikemans and archers for example, but for these classes it has been natural to use % based attacks using their ATK PWR.

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Ariesxs

Can u explain how this calculus is made ? so i can use it for anotther classes ? the beginning i understood, but the end part when u start talking about spirit point i get lost

 

You probably know that the in-game character damage shown on your character sheet can be increased by adding statistics points to the relevant statistic for your class.

For fighters and pikeman for example, strength increases their damage significantly.

For mages, their damage is increased by Spirit.

 

2A1Zhgo.png

 

The way this works is that the min. and max damage values of the weapon that is being used by the mage, are being multiplied by a certain factor.

The formula for mages, according to the website is:

Damage Formula

    Start Damage : 2-4 without a Weapon, 2-5 with a Weapon

    130 agility = 100% weapon damage boost (of bows & javelins )

    130 strength = 100% weapon damage boost (of axes & claws & maces & swords & pikes & daggers )

    145 spirit = 100% weapon damage boost (of wands & staffs => for mage and phantoms => for shamans)

    160 spirit = 100% weapon damage boost (of wands & staffs => for prs)

 

So for every 145 spirit, your damage is increased by 100% of your min. and max. weapon damage. This means that the more damage your weapon has, the more absolute damage will be added to your character's ATK PWR by Spirit.

 

So if your weapon has 10-19 damage, and you have 290 spirit, your ATK PWR is increased by:

10 x (290/145) = 20 min. damage
19 x (290/145) = 38 max. damage
average damage increase: (20+38)/2 = 29 extra damage
Every point of spirit added: 29/290 = 0.1 extra damage

 

Now if your weapon has 140-150 damage, and you have 290 spirit, your ATK PWR is increased by:

140 x (290/145) = 280 min. damage
150 x (290/145) = 300 max. damage
Average damage increase: (280+300)/2 = 290 extra damage
Every point of spirit added: 290/290 = 1 extra damage

 

Do you see that in this specific case, every point of spirit increased the absolute/raw damage 10 times more than with the lower damage?

But, in term of percentage increases, this is the same for both cases. In both cases the damage was increased by 200%.

However, because our ATK PWR can also be changed by other things that add a fixed amount of damage, such as forces and enchant weapon, it seems like the extra damage added by high spirit values now becomes very powerful compared to these other sources of extra damage.

In addition, mages have always used fixed damage for their spells and their ATK PWR shown in the character sheet was never relevant to calculate their spell damage.

The current change now leads to a kind of feeling that something has changed completely as the mages ATK PWR is now used to calculate spell damage.

 

These formulas can also be used for the other classes; instead of spirit, you can also calculate extra damage with strength or agility for fighters, pikemans and archers for example, but for these classes it has been natural to use % based attacks using their ATK PWR.

 

I GET IT !!!

Now my last doubt is that one >

 

Now, you must also realize that his damage added by spirit to your ATK PWR is also multiplied by Stone Spike (71%) and Spirit elemental (74%). This means that in the first case (10-19 weapon damage), every point of spirit would add 0.1 x 1,71 x 1,74 = 0.3 damage to the total Stone Spike damage. In the second case (140-150 weapon damage), every point of spirit would add 3 damage to the total Stone Spike damage, a 10x increase!

 

How is make that calculus ? I mean, u add the Skill damage to RAW DMG on C like if u hit 100 - 1000 u will get 171-1741 (just ignore if any errors in the math)

So the Min Damage of StoneSpike is 171 and the Maximum is 1741. Ok i get it

 

But the other part that u talk the weapons and how much each spirit point is added to the damage

First case was the 0,1 and the second was the 3 dmg point

So to make this calculs i must add the INT / AGI / STR before calculating the min and the max of the skill or after i made the min and max i just sum these two ?

 

I mean i'm a FS my Min and Max dmg is 1072-1163 with 576 STR and an axe with 113-128 DMG

Adding this to the AC that has 95% boost would be like

 

2090-2267 with the boost and now the STR part

 

 

113 * (576/130) = 500,6

128 * (576/130) = 567

 

And now i get lost !

BUT U GUY ARE AWESOME \O !!!!!!

 

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japakk1

Even after the magician's bugs correction, the intention of this patch was to make him weaker, more stronger or just changes in the damage formula with the same damages skills?

For what I read, they changed damage, now is based on %. That means that when the bug be fixed, the mage low lvl will be kinda weaker than before, but while you keep leveling and using new weapons, the class will become stronger, more than before.

 

Also need take in consideration that % on skills may be still need balanced. Remembering on the prs update last year, it took some time for have the actual % on meteor and otehrs skills  :)

 

I believe this is true. I believe mages above level 120 that use a good force and a good staff (mixed or aged well), will do similar or more damage with a level 10 stone spike and meteorite than before the patch.

Currently the damage, if calculated correctly as I think, can be higher than before for stone spike, however it appears that also the energy shield has been nerfed.

Nevertheless, if we do a thought experiment, the old stone spike had the following damage:

200*+(+Wp/2** +Min Wand AP x 4) - 370*+(+Wp +Max Wand AP x 6)

*The static damage from this spell would be increased by spirit elemental (400%).

**This is not visible on the website, but this was clearly shown in the in-game description of the skill.

 

A level 120 mage with 500 spirit, an oredo mixed Elf Staff with 101-113 damage and normal stats (str., agility and talent around 80 and some remaining points in health) would have an atk PWR in his character sheet of around 675-750 with an oredo force (which also added 180 WP pre-patch). This mage is also using the old level 10 spirit elemental for 400% increased basic damage and the old level 10 enchant weapon to add 100 WP damage.

 

This would result in the following damage with the old stone spike spell, level 10:

200x5* + (500+180+100)/2 + 101x4 = 1794 min. damage

370x5* + (500+180+100) + 113x6 = 2918 max. damage

This would give an average damage per stone spike of: 2356

*Please note that the static damage, which is increased by the spirit elemental (400%), is very high for both min. (1000) and max. damage (1850).

 

With the new stone spike spell (71% extra damage) and spirit elemental (74% extra damage), you would deal (with the same force and stats):

675 x 1,71 x 1,74= 2008 min. damage

750 x 1,71 x 1,74 = 2231 max. damage

Average damage per stone spike: 2120

This is about 90% damage of the original spell combinations before the patch.

 

Now if a lvl 135 mage uses a staff with a mix or aging that has the following weapon damage: 132-145, has 650 spirit and is using a sol force (which adds 220 WP pre-patch as well), his character sheet damage would be around 1000-1100.

 

In this example, this lvl 135 mage would deal the following damage with the old stone spike spell (combined with the old spirit elemental and enchant weapon spells):

200x5 + (650+220+100)/2 + 132x4 = 2013 min. damage

370x5 + (650+220+100) + 145x6 =  3690 max. damage

This would give an average damage per stone spike of: 2852

 

With the new Spirit Elemental (74% damage) and Stone Spike (71% damage) spells at level 10 and the Sol force active, we could in theory get a damage of:

1000 x 1,71 x 1,74= 2975 min. damage

1100 x 1,71 x 1,74 = 3273 max. damage

Average damage per stone spike: 3124

This is an increase over the old damage by about 10%!

 

In addition, if we look at the new meteorite, which now deals 74% increased damage and can also be coupled to Spirit Elemantal (74% damage), we could get a theoretical damage of:

1000 x 1,74 x 1,74= 3028 min. damage

1100 x 1,74 x 1,74 = 3330 max. damage

Average damage per metoerite: 3179

Now, meteorite only deals damage three times and an avarage, well-placed before patch stone spike will deal damage 4 times.

So the total damage for both spells would be: 3179x3 (=9537) vs. 2852x4 (= 11408). Which means that meteorite deals about 84% of the damage of the old stone-spike, pre-patch for this lvl 135 mage.

 

Anyway, if things are working as the developers intended, I think three things need to be noted for the mage stone-spike/meteorite damage now:

  • High level forces add more damage than before (1 WP damage used to be 0.75 extra damage, now 1 Force Damage would be equal to 2.05 extra spell damage and you also get +10% dmg!)
  • High weapon damage coupled to high spirit (do not use a wand) is very important to deal damage (1 spirit used to be a fixed 0.75 extra damage, now 1 spirit would be equal to much more extra spell damage depending on your weapon damage*)

  • Because of these two points, the damage of the lower level mages is (very) low, as they generally do not have high spirit, do not use good/expensive forces and do not have a good, high damage staff

 

*According to the website, 145 spirit would add 100% extra weapon damage. Because of this, a weapon with very high damage values, will add more damage to the total damage for each point of spirit than weapons with lower damage values.

 

For example, your mage has 290 spirit and your weapon has 10-19 damage, your damage added by 290 spirit would be: 10 x (290/145) + 19 x (290/145) = 20-38. Which means you deal 29 extra damage (each spirit adds 0.1 damage).

Now, your mage still has 290 spirit, but your weapon has 140-150 damage: your damage added by 290 spirit would be: 140 x (290/145) + 150 x (290/145) = 280-300. Which means you deal 290 extra damage (each spirit adds 1 damage).

Now, you must also realize that his damage added by spirit to your ATK PWR is also multiplied by Stone Spike (71%) and Spirit elemental (74%). This means that in the first case (10-19 weapon damage), every point of spirit would add 0.1 x 1,71 x 1,74 = 0.3 damage to the total Stone Spike damage. In the second case (140-150 weapon damage), every point of spirit would add 3 damage to the total Stone Spike damage, a 10x increase!

 

holy shit bro.....

 

i fckin love you. look at those words and numbers. srsly. YOU'RE A GENIUS ♥

 

i've never seen someone put those stats that way

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Aptenodytes

Hello again,

 

This post is just to illustrate my previous post and originated just because I had too much time left today. Here I tried to make a visual graph of the old and new Stone Spike Spell damage for every two mage levels between 86 and 160 using reasonable approximates for the statistics of the major parameters influencing Stone Spike damage (Spirit, Weapon Damage, Sheltom Force) at every two mage levels. Do keep in mind that this graph is artificial and highly theoretical, which means it does not represent real in-game data.

 

The old Stone Spike damage was calculated together with the old Spirit Elemental spell, lvl 10 (400% static damage increase) and the old Enchant Weapon spell, lvl 10 (100 WP damage), using the following formula:

((SPELL LVL* x 20 x 5) + (WP/2 + Min. Wand AP x 4) + (SPELL LVL* x 37 x 5) + (WP + Max. Wand AP x 6)) /2 = average damage

*Please note that this damage was adjusted for at each spell level of Stone Spike, at lvl 86, the mage has a spell level of 1, which means the damage was 20 and 37 instead of 200 and 370, which are the damage values at max level.

 

The new Stone Spike damage was calculated together with the new Spirit Elemental spell, lvl 10 (74% damage increase), using the following formula:

(MIN. ATK PWR x (1 + SPELL LVL x 0.071*) x 1,74 + MAX. ATK PWR x (1 + SPELL LVL x 0.071*) x 1,74) /2 = average damage

*Please note that I am currently not sure (cannot login) what the percentages of damage are at specific spell levels of Stone Spike, at lvl 86, the mage now has a spell level of 1 (7% increased damage), while at level 104 the spell level becomes 10 (71% increased damage). Chances are that the damage shown between level 86 and 104 is not entirely correct.

 

In addition, for every calculated level, I assumed a distribution of the statistic points by adding the absolute mininum required agility, talent and strength to still equip the highest possible normal MGS equipment (gauntlets, boots, bracers, robe) at each level. All of the remaining statistic points were added to Spirit and no points were added to Health. Furthermore, at every calculated level, this theoretical mage is using a perfect 2-handed staff for his level with a corresponding weapon mix (Devine Critical Mix, Inferna Critical Mix #2, Enigma Critical Mix #2, Bellum Critical Mix #1, Oredo Critical Mix #2, Sol Vigor Mix) and a corresponding sheltom force (Enigma Force, Bellum Force, Oredo Force, Sapphire Force, Sol Force). No mixes for other items nor any special items were taken into account for the calculation. The data used for the calculation is available here. Please note this graph shows the damage of one single stone spike hit and not the total damage of a full stone spike spell (that in theory can hit up to 5 times at spell level 10).

 

uGM2Kiq.png

Figure 1: theoretical raw damage per single Stone Spike hit pre-patch and in the current patch

 

If these calculations are somewhat representative of the real in-game damage, you can clearly see that below level 126, the current Stone Spike damage is lower than before the patch. It is obvious that the static damage boost coupled to the Spirit Elemental from the Old Spike is increasing the damage of the spell greatly at the lower levels, whereas the new stone spike's damage is increasing slowly at lower level. But after level 126 the damage increases significantly compared to the old damage and with each extra level. This is due to the very high weapon damage of high level items and the high amount of spirit you can achieve at higher levels.

 

Finally, I also added an example of what would happen if the damage of stone spike was increased to 85% instead of 71%. This change does not change the total damage greatly if you look at the bigger picture as a whole, but notice that above level 126, the difference between 71% (patch 4087) and 85% becomes bigger and bigger. However, in order to fix the damage for the lower mage levels, a small increase to the percentage will not help much, it would be better to add some kind of static damage boost to increase the stone spike damage at lower levels. A way to add static damage, as a means to increase the lower level mages' damage, would be by balancing the static damage bonus given by Enchant Weapon. However, it is currently unclear to me if the damage given by the new Enchant Weapon actually applies to the damage to spells, as it does not change the damage shown on your character sheet (ATK PWR). Finally, it might also be possible to rebalance the Fire Elemental in such a way that the static damage of this spell can be added to the ATK PWR of the mage, in a similar way to the Priestess' Spell Muspell.

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akasha

summary:

1. mage taking more damage from every mobs(other classes too)..

2. mage below lvl126 do less damage than previously..

3. mage above lvl126 do more damage than previously..

4. not sure Enchant Weapon is boosted by spirit..

5. 2hand staff will deal more damage than 1hand wand than previously because no more static damage..

6. basically mage dmg now can be increased by Spirit stat, Spirit Elemental lvl10 and the specific spell lvl10..

 

and also help analyze Dancing Sword & Amplify pls.. hehe.. xD

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maktub

If mages kill 10x more and tank like he's doing now it wont be able to use staff and Will be forever with 1h WEP. It's Just like fighter using Shield and axe.

 

And remember that wich crappy defense the energy Shield  gonna work hardware meaning 1 Stone Spike= 1 mana por wich make mages só annoying to play and Noob.

O strongly regret the day I've asked for skill balance.

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Adiace

If mages kill 10x more and tank like he's doing now it wont be able to use staff and Will be forever with 1h WEP. It's Just like fighter using Shield and axe.

 

And remember that wich crappy defense the energy Shield  gonna work hardware meaning 1 Stone Spike= 1 mana por wich make mages só annoying to play and Noob.

O strongly regret the day I've asked for skill balance.

 

Everything is in beta and there are so many bugs so what is the point of complaining now?  Do it when the server is bug free, now you are just wasting your tears.  BTW, I think its a good direction that the GMs are taking i.e. making mage less strong at low lvls and become stronger in high lvls.  This is the right approach as we can see from the past, mage are too strong at low lvls that people can leech from them till lvl 130 but becomes too weak at high lvls.

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DarkLink64

Flat damage reduction buffs like VL 10% ABS on PvE, Mage Energy Shield and Knight Godly Shield is not working.

 

It is expected to work on next patch, so, probably Mage will be tanky as before, and their Mana drain will be the same as always.

 

 

And yes, Mage will not be the King of power-leveling at low levels, since they lost their base, flat damage. Also, Magicians that used bad items or just ran full vitality build will not output any kind of high damage, just like everyone else (except Shaman, that, for unknown reasons, even going on a Vitality build, it still deals tons of damage on PvP). However, being now a % based class, it WILL benefit a lot better the Mages that went straight full INT build that uses good, +22 aged itens and weapons.

 

 

I didn't like the idea of 1 Handed 138 Sword, but I liked the idea of  1 handed 138 wand. Those who afford/luck enough to get one, will improve their magicians/priestess many times when it comes to Solo exping on Iron Core / Ancient Dungeon, places that Mages / Priestess dominates, and will keep dominating. The absence of Orbs makes both Mage/Priestess so weak in terms of tanking, so it's rare ocasions that they'll be using 2 handed staffs anyway.

 

Even if there is a Tank Mech on the party, Mages usually needs to stay at close range to deal the highest damage possible with Stone Spike, they still has a great chance of dying when going to 2 Handed Staff. So, the new 1 hand 138 Wand will help greatly these two classes.

 

 

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maktub

If mages kill 10x more and tank like he's doing now it wont be able to use staff and Will be forever with 1h WEP. It's Just like fighter using Shield and axe.

 

And remember that wich crappy defense the energy Shield  gonna work hardware meaning 1 Stone Spike= 1 mana por wich make mages só annoying to play and Noob.

O strongly regret the day I've asked for skill balance.

 

Everything is in beta and there are so many bugs so what is the point of complaining now?  Do it when the server is bug free, now you are just wasting your tears.  BTW, I think its a good direction that the GMs are taking i.e. making mage less strong at low lvls and become stronger in high lvls.  This is the right approach as we can see from the past, mage are too strong at low lvls that people can leech from them till lvl 130 but becomes too weak at high lvls.

 

If they decrease def and ABS but increase ATK Power to be accepted as killer in Di and SL it's going to work fine

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Aptenodytes

With Patch 4090 I did some real testing today on my mage in Iron 2 and I noticed that my old calculation for the damage of the new Stone Spike/Meteorite + Spirit Elemental can not be correct.

The formula used for Stone Spike's damage was:

damage x (1+ Stone Spike %) x (1 + Spirit Elemental %)

 

Now I believe it probably should be:

damage x (1+ Stone Spike % + Spirit Elemental %)

 

Which means the damage you deal with Stone Spike is lower than I estimated before. Furthermore, I was also able to determine the % damage increase at the different spell levels of Stone Spike (it is 31% + Spell Level x 4%).

If I now make a new graph of the Stone Spike damage including my new findingsusing and using the same theoretical mage as above, it would look like this:

 

705EdON.png

Figure 1: Patch 4090 updated damage of a single Stone Spike using the theoretical mage model

 

Again it becomes obvious that the Stone Spike damage from lower level mages is (very) low as compared to the old non-percentage based Stone Spike. There is also a clear increase in the break-even point between pre-patch and after the patch. The mage now needs to be level 130-134 before he will be able to deal more damage with Stone Spike than before the patch. Sad :(.

 

Here is the total maximal damage stone spike would be able to deal btw:

drwIiOJ.png

Figure 2: Patch 4090 updated damage of the total Stone Spike damage using the theoretical mage model

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maktub
" post="989000" timestamp="1484110903"]

So.... mage now can have party in SL and DIQ?

 

It's supposed to be killer in Di now but Quest is off

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