Page 3 of 3
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 8:19 am
by iwojimmy
spiderpr wrote:there's one solution, as simple as effective; reduce the off damge by half, as it always used to be, the ones who complain about it are only the off mages who are already overpowered, making 3k damage over a big range! without moving you can select and kill numerous people, and don't start arguing with the hp and sap costs, why are the healers for!?
a melee does 1k damage max and has to follow the ennemy, who isn't hit by running away, furthermore he will be the ONE target because he has to run into the ennemy lines!
with 3k damage by 10 off mages, there can be as much healers as you want, the melee isn't surviving for long.
if you want more damage, there's one thing which should be changed: aoe spells; why is the bomb or ricochet loosing power? it consumes much more credits, so leave the damage as it is and a bigger range wouldn't hurt.
this solution would combine both sides, the melee receiving less damage and surviving a bit longer, and the mages doing more damage on a group; if everybody receives more damage, healers will have a lot of work AND will be stolen hp too...
And the poor sods who want to do PvE are screwed over again. This sounds like the kind of idea Nevrax love.
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 8:23 am
by spiderpr
iwojimmy wrote:And the poor sods who want to do PvE are screwed over again. This sounds like the kind of idea Nevrax love.
why should they be screwed over!?
kind of funny, are you thinking about the bomb thing!?
OMG you are not using the bomb on kitins are you?
well, and even if, there are more than one bomb
if I'm wrong, pls let me know what you're thinking about, can't read your mind
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 8:41 am
by iwojimmy
spiderpr wrote:why should they be screwed over!?
kind of funny, are you thinking about the bomb thing!?
OMG you are not using the bomb on kitins are you?
well, and even if, there are more than one bomb
if I'm wrong, pls let me know what you're thinking about, can't read your mind
Im talking about the people playing the other bits of ryzom, outside the "Old Lands" and PvP zones. The game we can play "if we dont like PvP".
Unless Im unlucky, I can kill a mob with Ele before it kills me, up to great jugulas - and down to preying cuttlers.. even roaring/raging aggro can kill a lvl 200+ ele if their resists work. Thanks to timezones and a desire not to be beholden to any uber-guild, it is very difficult to find parties to hunt with, so I spend a lot of time solo. This has been multiplied by the effects of Ep2.
Reducing the ability of Offensive mages to deal with the PvE component of the game for the sake of the PvP component - is just what we have come to expect.
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 9:16 am
by spiderpr
iwojimmy wrote:
Reducing the ability of Offensive mages to deal with the PvE component of the game for the sake of the PvP component - is just what we have come to expect.
you kind of misunderstood me, i'm not talking about globally reducing ele damage
haven't you ever done pvp before? pvp damage used to be halved relating to damage on opponents, it's ONLY reduced in pvp
don't reduce the global damage pls, mobs are already difficult to kill with their overpowered health
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 9:17 am
by pr0ger
I said again : do not touch magic damage. I also think it's too powerful, but if nevrax change it now, goodbye customers : the nerf will be too much for everyone : pro-pvp, pro-magic, pro-pve, roleplay ppl, lore breaking, just-after-heal-nerf, etc. no.
But review the resistance, could do. why natural magic resistance is at 200 when your natural dodge is at 225 always makes me wonder. and it's not the helpful jungle resistance boost from jewels who makes me resist very well.
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 9:30 am
by spiderpr
perhaps it would also increase the variety of classes out there on the field..
but perhaps you're right, should be shanged after e2
the thing with the resistances..increase their power..i mean, i have resistances of sth about 225 and they don't bring anything really, 1 out of 100 spells i resist and the damage isn't lowered really, the same with parry and dodge..
a highlvl char should stand out from the others, in other games you can't even be hit by a player or mob who is far below your lvl, when i taunt a yubo it hits me nearly every time and i'm lvl 250...where's the sense
please make a lvl more important
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 1:25 pm
by boinged
Max magic damage is 3k, max jewelry absorption of 70% leaves 900 dmg.
Max axe damage is about 1.5k? (doubled over time with bleed), max mage head absorption of 0% leaves 1.5k dmg.
Ok, magician's have range on their side and that annoying ability to run away and have every attack not quite reach them but stop the melee attacker. I'd need to look at the credit cost and time spent for each attack as well as what sort of spread of absorptions can be achieved.
But right now it seems pretty balanced (and I don't really use offensive magic). Correct me if I'm wrong with concrete figures though
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 1:38 pm
by pr0ger
There is 7 type of magic damage, and so far you can get 70% absorbtion on 2, around 40% on 3 and less than 10% on the 2 lasts, with top jewels.
Melee : there is 3 kind, absorbtion is around 12%, 20% or 50% on all at same time.
boinged, maybe people think melee is not balanced because actually there is less masters melee fight than avatars-of-D, so we never saw a real battle with all classes.
multi-class ppl prefer using magic though.
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 2:07 pm
by spiderpr
boinged wrote:
Max axe damage is about 1.5k? (doubled over time with bleed), max mage head absorption of 0% leaves 1.5k dmg.
max melee damage is 1k, with bleeding(only for slashing) it is maxed to 1200 dmg per hit (if you're really lucky)
pr0ger wrote:
boinged, maybe people think melee is not balanced because actually there is less masters melee fight than avatars-of-D, so we never saw a real battle with all classes.
don't know how it's on your server, but on leanon there are quite some 250 melees, I am one of these and tested enough.
don't think I am speaking out of jealousy, because my elemental lvl is also nearly maxed
Re: PvP and Magic Damage
Posted: Wed Oct 26, 2005 5:24 pm
by sumoman
With my ele i can hit for slightly under 3k, with my axe i can hit for around 1100. Since all the nukers wear light armour my axe still hits for as near as 1100 as matters. The nukers with Resist jewels( with the right setup) can get 40% in all or max out 1 at 70% and hav 2 around the 40-50% with the rest at 10& and ur 20% racial. Also the domain can b increased alot ( the chance of resist)
It means that around 20-30% of all ele spells can b resisted and 40% absorbd(with the right jewels). That is alot of damage ele damage that can b avoided.
Using melee weapon will always hit for max dam if the target is casting a spell which is most people in the PvP area.
Also nukers casting speed is around 3-3.5 secs and around 4-4.5 with a bomb a melee with a gd weapon, 28-30 hits per min, can hit almost twice in the same time as a nuker can cast one spell which means around 2k damage to the nukers 3k(this is reduced due to jewels) and the melee will always hit if the nuker cast, but the nuker might b resistd(chance to resist increased by gd jewels).
So all in all the combat system is fair for PvP.
The damage output is similar and if the melee r smart and they pair up then they can drop almost all nukers in around 3-4 hits