Sure, a mage can cast (VERY weak for their level)
Spell cost (Single missile lvl 250 = "250"
HP Credit = "-250"
You
can cast without time or range credits, using only Sap or HP "fullworth" Single missile spell lvl 250.
With "Time Credits", "Range Credits" and "HP(or Sap) credit" you can cast:
Double missille lvl 250 + 225
Lvl 250 spells cost = 250
Lvl 225 spells cost = 225
----
Overal spell cost =
475
HP Credit = "-250"
Range Credit 15 = "-80"
Time Cast credit = "-160"
----
Overall credits =
490
Double missile lvl250 + lvl225 cost =
475
Credits using only HP(Sap)/Time/Range =
490
Can mob nuke you from 51-52m distance for 3k?
Yes, they can, have been hit for 3900 by a zerx
1. It's not melee dmg - it's magic dmg (special attack), and armour currently
don't absorb magic damage
at all
2. Zerx don't hit you from 50+ meters (don't take in account lag between client and server, when you used speed up, runed 50m away and then dead, even if hit (at server side) was before you runed so far from mob..)
Sounds like you, as well as all the rest of the Level 250 melees, are not REALLY level 250, sounds more like maybe you're around level 120-130, it must be a bug in your identity and advancement screens that says you are higher. You should probably send in a ticket, alerting support to this serious error!
Well.. No comments.
But just for your info, i know subject about which i speak there, very well... because except another 250ish lvls, i have
MORE than 1 in melee and also magic (and craft too, incl H.Armours craft), so i hope, i can actually compare difference between classes and difficulty/usefulness of skills,
Stop complaining about mages having too much power, it's silly. Without sap, they can do nothing at all, without stam, you do not swing as well or as hard, but you still swing. Elementalists do not have spells as powerful, or with the range of mob specials/NPC spells, they only seem so powerful because Neverax has made fighters so weak. Refocus your attention on the real problem, stop trying to make others as ineffectual as you feel you are.
Melee was/is not weak, and is comparable with enviroment, but after patch 1 -
crafting need some improvement, and like devs stated - they "forget" to reduce some magic stats, after reducing mobs dmg/etc in PostPatch1fix
I'm afraid someone like b00ster1 will influence the devs and the nerf bat
If you have noticed - i'm trying to explain difference/difficulties/too big advantage which have figthers/magicians.
It's not solo game, but why elem can easy lvl up till 250, but melee is even uncomparable weaker.
Keyword there is not "nerf", but "balance".
@booster: nvm me, i just found out the whole system is broken either way or there is some kind of undocumented level influence...
Xenofure, system isn't broken but have level<->qlt influence.
Like armour Qlt210 with PF 50%/Max vs pierce 500 - would not stop 500 dmg if mob lvl above 210 hit you for 1000 dmg.. Protection PF<->Max vs works only when
Armour Qlt >=
Mob lvl...
When "Armour Qlt" < Mob lvl then "Armour unabsorbed damage" = "Mob lvl" - "Armour qlt" (if wear q210 armour against q250 cuttler, armour absorb damage as for q210 cuttler and damage above (40 in current example) between A.Qlt and M.Lvl- player take unabsorbed. (If q210 cuttler hit 400, q250 hit 900, and armour stats are q210, PF = 50, Max vs = 600 - armour will absord
50% of 400, and damage difference (900-400 =
500) in current example - will be unabsorbed..
So overall dmg (in current example) 700 (200 + 500)
Eg (real ig). in Q210 armour, with ~500 Max vs - G.Cuttler hit for more than 800 dmg