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Author Topic: New Spells List Suggestions (RELEASED!)  (Read 67074 times)
hateborne
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« Reply #60 on: March 30, 2012, 11:34:19 am »

Oh sorry, forgot to post the fix for that on the BSRS thread (www.tinyurl.com/ezfixit).

Stonewall/Ancient:Haste fix will go there.

Tonight I will try to fully test Enchanter, Shaman, and (if time permits) Druid spells. With all the new spells, DoT focuses will need to go away. The Sorcerer's Charms will NEED to benefit the DoTs for all the spells/classes to balance out. Bards will be slightly OP for 2-3 days until I can get the calculations perfect, but otherwise this will not be an issue.

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« Reply #61 on: March 30, 2012, 02:09:05 pm »

vampiric thunder is probably stlil one of the best chanter spells they have, it also works for the proc on the pally/cleric epics. that spell is very far from useless Smiley
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« Reply #62 on: March 30, 2012, 03:06:58 pm »

Yeah I use VP Smiley did not think about it boosting paly epic, I will parse that for sure.
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« Reply #63 on: March 30, 2012, 09:32:49 pm »

vampiric thunder is probably stlil one of the best chanter spells they have, it also works for the proc on the pally/cleric epics. that spell is very far from useless Smiley
Ok parsed on my UC paly with 3 FS6 and pet buffed and VT is worth about 4kdps on a 3 minute parse, went from 61k to 65knot bad but with augs it starts to have diminishing returns? I added chanter Ancient haste and got 65k dps so no change. I added Bard and got 70k
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« Reply #64 on: March 31, 2012, 11:29:10 am »

If haste lowers delay, and possibly lower delay is faster hitting, if the server would calc for that and also reduce the proc chance and therefore still have same average proc's per minute, then the haste buff wouldn't affect proc DPS?

Hope makes sense.
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« Reply #65 on: March 31, 2012, 05:17:12 pm »

Ok, let's try this again.

 

Attached is a zip file containing four files. 1 Query to add spells, 1 to add pets, 1 to add items, and a breakdown of items by zone (using drop IDs). Nearly every spell is working as intended. There are a few that did not do exactly what I wanted, but the rest of the effects on the few half-working ones are still good. Once I decipher how to fix the ~5 half-working, we can do simple UPDATE queries to fix them.

 

There is nothing needed for spells and scrolls (in terms of adjustment). Simply run them and go. Pets require a few tweaks. Not having access to DB, I don't know what your npc_types and pets look like. Simply find 8 unused IDs to assign them. Find AAA, BBB, CCC, etc and replace with the npc_type ID you chose.

 

There is ONE external change needed is to the global characters. If this cannot be done, then I will change the illusions on the two necromancer spells.
sdm,sdm_chr
mmv,mmv_chr

 

Lastly, this MUST happen for the DoT users to become fair DPS. It will remove cast-spells only restriction (allowing DoTs). Only bards (from current spells) may see slight OP nonsense. Otherwise, should be pretty much balanced. Necromancer pets may need damage proc on pets halved (but heal left same)
Code:
UPDATE spells_new SET effectid2 = 254 WHERE name LIKE 'Sorcerer\'s Focus%';
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« Reply #66 on: March 31, 2012, 11:41:46 pm »

Alright, here is a more final list. This has all the abilities that I have written. Whether some/all get implemented is up to the bossman. If anyone has any questions, please post them here. No question is stupid.

I also realize that: YES, SOME CLASSES NEED MORE SPELLS!

The list is self explanatory. The only real note to be made is effects in PINK are pet related. Pet summoning or buffing.

Yeah, working on it. This is just a giant step towards class balancing. Here we go...



Bard:
   Chorus of the Risen (Manasong) T5
      250 HP per tick
      200 Mana per tick
      100 END per tick
      -1 Curse Counter per tick
   Nillipus' Stampede of the Wee (Damage Buffer) T5
      500 AC
      Mitigate 20% Melee Damage until 15000
   Harmonious Composition (Resist Debuff) QVIC/T2/T6
      -25/50/100 Cold Resist
      -25/50/100 Fire Resist
      -25/50/100 Magic Resist
      (When working, X% damage bonus to those 3)
   Elemental A Cappella (M/F/C Group Resist Buff) TACVI/T5
      50/100 Magic Resist
      50/100 Cold Resist
      50/100 Fire Resist
      (When working, X% spell mitigation from those 3)
   Purifying A Cappella (M/D/P Group Resist Buff) TACVI/T5
      50/100 Magic Resist
      50/100 Poison Resist
      50/100 Disease Resist
      (When working, X% spell mitigation from those 3)
   Tempest Blade (Group Weapon Proc) QVIC/T2/T5
      Weapon Proc:
         -500/1750/3250 HP
   
   
Beastlord:
   Vicious Ice (Quick Nuke) TACVI/T3/T6
      3500/7000/20000 Frost DD
   Bestial Tower (Pet Damage Reduction) T4/T6
      Mitigate 50% Melee Damage until 75000/200000
      (WILL USE COOLDOWN TO PREVENT GODMODE PETS)
   Ascendant Essence (Group HP/Mana Per Tick Buff) QVIC/H1N1 or Warlord/T6
      100/400/500 HP per tick
      50/125/1000 Mana per tick
   
   
Cleric:
   Armor of the Matyr (Self-Only HP/Armor Buff) Shai-Halad or Kronos/T5
      5000/12500 HP Buff
      100/250 Mana per tick
   Timeless: Chromastrike (Normal Cast DD) T3/T5
      5000/12500 Chromatic (Low-Resist) Damage
   Unswerving Hammer of Absolution (Healing Pet) T2/T4/T6
      Pet Proc - Holy Knight Recourse 2.0/2.5/3.0 (Heal only, no damage)
      Pet HP - 15000/35000/50000
      Pet Permanent Stonewall - 75%
      Pet Spawn-With Buff - Focus of Healing/Focus of Healing/Amplify Healing
      Pet White Damage - 1500/2500/7500
      Pet Weapon Graphic (NYI) - Hammer from the Avatar of Skies
   Tower of Vie (Temporary Damage Buffer) Sand Monster or TACVI 8th/H1N1 or Warlord/T6
      Mitigate 10/15/20% Melee Damage until 15000/50000/100000
   Mark of Emperors (Heal On Striking Debuff) QVIC/T3/T6
      (ON MOB) Weapon Proc 100/500/1000 Heal On Target
   Holy Blessing of Intervention (Self-Only Ass Saver) T5
      Divine Intervention
      25% Stonewall
      Defensive Proc:
         Calm -10000 (Reduce Threat)
   (5 MINUTE COOLDOWN, SLOW CAST)
   Yaulp XI (yaulp yaulp yaulp) T6
      150 ATK (lol)
      40% Improved Damage
      50% Increased Proc Chance
      150% Haste
   
Druid:
   Seismic Shift (PBAOE) TACVI/T5
      2000/15000 Magic Damage
   Purge Weakness (Quick Cast P/D Cleanse) TACVI
      -27 Poison Counter
      -27 Disease Counter
   Timeless: Pack Regeneration (Group Druid HoT) Shai-Halad or Kronos/H1N1 or Warlord
      2500/4500 HP per tick
   Timeless: Chlorobon (Instant Heal) T5
      12500 HP
   Skin of the Drake (Heal On Struck Proc) TACVI/T2/T5
      1200/2250/6500 HP
   Ancient Ent Guard (Self-Only, Very Quick Ass Saver) T2/T6
      Mitigate 75% Melee Damage until 60000/150000
      Defensive Proc:
         -1000/2500 Calm (Reduce Threat)
   (5 MINUTE COOLDOWN)
   Form of the Werewolf (Illusion/Movement-Bonus/Survival Buff) T2/T5
      Illusion Werewolf
      125 Movement Speed (25 more than Guide Journey)
      50% Attack Haste
      7/15% Stonewall
   Timeless: Tempest Wind (AoE Rain) T2/T6
      3000/12000 Magic Damage (Up to 4 targets per wave, 3 waves)

Enchanter:
   Koadic's Boundless Intellect (KEI...with zazz) QVIC/T2/T6
      1750/3500/8750 Larger Mana Pool
      200/400/1000 Mana per tick
   Rune of Denial (Temporary Shield)  QVIC/T1/T5
      6500-8500/11500-14500/20500-26000 Rune
   Wail of Tashan (M Resist Debuff) TACVI/T3/T6
      8 Poison Counter
      -50/100/150 Magic Resist
      (When working, X% magic damage increase)
   Tower of Alendar (Spell Damage Reduction) QVIC/T3
      Mitigate 20% Spell Damage until 10000/25000
   Keep of Alendar (Spell Damage Reduction) T1/T5
      Mitigate 20% Spell Damage until 10000/25000
   Blast of Vulnerability (Instant Dispel) T5
      Cancel Magic x4
   (HIGH MANA COST)
   Masked Strength (Threat Reduction) TACVI/T2/T6
      -15/30/50% Threat Generated
   Irrational Irritation (Threat Generation Bonus) TACVI/T2/T5
      15/25/40% Bonus Threat Generated
   Insanity (Normal Cast Nuke) Shai-Halad or Kronos/H1N1 or Warlord/T6
      3000/10000/17500 Magic Damage
   Shield of the Eldritch (Self-Only General Purpose Buff) QVIC/T2/T5
      2000/4000/7500 HP Buff
      4/6/10% Stonewall
      60/80/120 Resist Magic
   (STACKS)
« Last Edit: April 01, 2012, 01:53:30 pm by hateborne » Logged

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« Reply #67 on: March 31, 2012, 11:43:28 pm »

Magician:
   Elemental Rage (Pet Damage Bonus) T5
      25% Improved Damage (*cough cough proc bonus cough*)
      185% Melee Haste
      100 ATK (lol)
   Incinerating Aura (Proc-based High Damage DS) TACVI/T2/T6
      500/1000/5000 fire Damage
   Call of the Companions (AoE CoH) TACVI 8th or Shai-Halad or Kronos
      Summons Group to Magician (In-Zone Only...)
   Abyssmal Shield (Self-Only HP/Mana Regen Buff) TACVI/T5
      200/1000 HP per tick
      150/500 Mana per tick
   Monster Summoning (Varied Pet Summoning) T2/T4/T6
      Summon Pet
         T2 = 3.0 Strength
         T4 = 4.0 Strength
         T6 = No idea, I'm not even sporting any 5.0 epics :-P
   Tower of Calliav (Pet Temporary Mitigation Buff) T4/T6
      Mitigate 50% Melee Damage until 100000/250000
   (30 MINUTE DURATION, 6 MINUTE COOLDOWN)

      
Necromancer:
   Insinuations of Mori (Disease DoT) QVIC/T2/T6
      1000/2000/4000 Disease Damage per tick
   Unholy Shackles (Magic Snare) TACVI/T3
      500/1500 Magic Damage per tick
      -75% Movement Speed
   (BE WARNED, A GOOD MANY MOBS MAY BE SNARE IMMUNE. WILL HAVE TO WORK WITH THIS AS HUNTER SEES FIT)
   Kiss of Corath (Front-Loaded Poison DoT) T1/T4
      2000/5000 Poison Damage per tick
   (REMEMBER, HITS HARD AT FIRST AND DWINDLES)
   Hungering Pyre (Fire DoT) T1/T4
      1200/3000 Fire Damage per tick
   Call of the Lifeless (Conversion-Illusion) TACVI
      Illusion Skeleton
      325 Mana per tick
      -540 HP per tick
      10% Improved Damage (DoTs only)
   Wicked Apparition (Conversion-Illusion) T4
      Illusion Shade (If not possible, ghost or ghoul)
      800 Mana per tick
      -1325 HP per tick
      25% Improved Damage (DoTs only)
      (SHOULD THIS BE T3?)
   Avatar of Undeath (Conversion-Illusion) T6
      Illusion Vampire [Alucard, LDON2]  (If not possible, spectre)
      1400 Mana per tick
      Ultravision
      See Invis
      -2325 HP per tick
      50% Improved Damage (DoTs only)
   Incisor of the Unholy (Duration Lifetap) T5
      7500 Magic Damage per tick
   Cloak of the Night (HP/M-Resist Self-Only Buff) TACVI/T3/T6
      3000/7500/12250 HP Buff
      60/80/120 Magic Resist
      (STACKS)

Paladin (SCUM):
   Wave of Piety (Instant AoE Heal) Sand Monster/T5
      1750-2250/9925-11025 HP
   (30 SECOND COOLDOWN)
   Crusader Fury (Self-Only AoE Proc) TACVI/T5
      Weapon Proc:
         250/1000 Magic Damage (PBAOE, Melee Range)
   Celibate Devotion (Targettable Ticking Cleanse) Kronos
      -4 Disease Counter
      -4 Poison Counter
      -4 Curse Counter
   (45 SECOND COOLDOWN, 24 SECOND DURATION)
   Holy Zealotry (Self-Only Group HoT Proc) T1/T6
      Weapon Proc:
         750-1000/2000-2500 HP per tick
   (MAY NEED VALUES HALVED?)
   
Ranger:
   Howl of the Huntmaster (Group Double Attack Chance Buff) QVIC/T5
      7/15% Double Attack Chance
      90/150 ATK (lol)
   Fistful of Arrows (Targeted 1-Wave AoE) QVIC/T3/T6
      1750-2250/3500-4750/8750-11500 Unresistable Damage
   Gale Force (Quick Frost Nuke) T1/T5
      2750-3250/6750-7750 Frost Damage
   Burning Tender (Quick Fire Nuke) T2/T6
      2000-3000/5750-7250 Fire Damage
   Brushcoat (Self-Only Damage Shield and Stonewall) Shai-Halad or Kronos/H1N1 or Warlord
      7/15% Stonewall
      -500/850 Damage Shield
   Elysian Water (Instant, Minor Heal) Shai-Halad or Kronos/T5
      7000-8000/12000-13000 HP
      
Shaman:
   Remissive Remedy (C/P/D/dD Cleanse Per Tick) T1/T5
      -1/3 Poison Counter
      -1/3 Disease Counter
      -1/3 Curse Counter
      1/2 Dispel Detrimental
   (18 SECOND DURATION, 20 SECOND COOLDOWN)
   Acquittal of the Tribunal (Instant Heal) T2/T6
      8750-11250/22750-27250 HP
   Blasphemous Tongue (Magic DoT) T2/T6
      30 Curse Counter
      1150-1550/2500-3500 Magic DoT
   Baited Breath (Disease DoT) [spelling intentional] T1/T5
      24 Disease Counter
      650-850/2250-2700 Disease Damage
   Snake's Kiss (Poison DoT) TACVI/T4
      9 Poison Counter
      850-1150/3000-400 Poison Damage
   Erratic Flashbacks (Short Cooldown, Stronger Cannibalize) T2/T5
      -7500/20000 HP
      6000/16500 Mana
   (18 SECOND COOLDOWN, INSTANT CAST)
   Form of Ancient Spirits (Self-Only Illusion and Stonewall) T2/T5
      Illusion Bear (any better globally loaded suggestions?)
      250/1000 HP per tick
      10/20% Stonewall
   Runic Blessing of the Tribunal (Group D/P Resist Buff) TACVI/T3
      60/120 Disease Resist
      60/120 Poison Resist
      (When working, X% spell mitigation from those 2)
   Smallest Terror (Group Super Shrink) Shai-Hald or Kronos or H1N1 or Warlord or T5-ChestBoss or T6-???
      1/3 Model Size
   Frozen Fury (Normal Cast Frost Nuke) H1N1 or Warlord/T6
      4250-5750/11750-13250 Frost Damage
   Kiss of Antraygus (Instant Poison PBAOE) T2/T6
      3500/10000 Poison Damage
   Explosive Energy (Restore Stamina) Shai-Halad or Kronos/T6
      2500/8000 Stamina
   (2.5 SECOND CAST, 3.5 SECOND COOLDOWN)
   (SHOULD TRIPLE/QUADRUPLE?)


Shadowknight:
   Cloak of Anarchy (Damage Shield and Stonewall) T5
      10% Stonewall
      150 Damage Shield
   Thirst of Muram (Duration Group-Healing Lifetap) T2/T5
      1500/5000 Magic Damage
      (TO GROUP) 1500/5000 HP per tick
      (TO GROUP) 500/1000 Mana per tick
   (ONLY TWO TICKS FOR HEALS/MANA)
   Voice of Cazic (Self-Only AoE Threat Weapon Proc) QVIC
      25% Threat Generation
      Weapon Proc:
         10000 Calm (PBAOE Threat Generation)
   Call of the Void (Self-Only DPS Buff [with penalty]) T1/T3/T5
      -50/75/100% Improved Heal (these may need to be doubled)
      Illusion Shade
      -1000/2750/5750 HP per tick
      Weapon Proc:
         1000/2250/5000 Chromatic Damage

Wizard:
   Brilliant Ember (Replacement for Ether Flame before T3 nuke) T1
      25000 Fire Damage
   (4 SECOND CAST, 5050 MANA COST)
   Static Burst (Instant Magic PBAOE) TACVI/T5
      5000/25000 Magic Damage
   Harvest (Instant Cast Mana Restore) QVIC/T1/T3/T5
      4000/7750/22500/40000 Mana Restore
   (5 MINUTE COOLDOWN)
   Eldritch Ward (Self-Only Spell Mitigation) QVIC/T3
      Mitigate 40% Spell Damage until 7500/20000
   (INCREASE VALUES?)
   Tower of Calrena (Group Spell Mitigation Buff) T1/T5
      Mitigate 25% Spell Damage until 5000/15000
   (INCREASE VALUES?)
   Essencesink (Self-Only Spell Damage Asborption) TACVI/T3/T6
      5000/12500/30000 Absorb Spell Damage
   (4.5 SECOND CAST, 9 SECOND COOLDOWN)
   Defeaning Silence (Threat Reduction) TACVI/T5
      -20/40% Spell Hate Modifier
   Curious Creation (Buffed Familiar Pet) T2/T5
      40/80 Resist All
      25/50% Improved Damage
      See Invis
      3000/7500 Increase Mana Pool
      250/575 Mana per tick
   
      
BEASTLORD, SHAMAN
   Bone Charm of Shadoo (P Group Resist Buff) T1/T5
      60/120 Poison Resist
   Bone Charm of Jasinth (D Group Resist Buff) TACVI/T4
      60/120 Disease Resist

ENCHANTER, WIZARD
   Polarity Flux (1-Wave Targetted AoE + Knock Up [lol]) T1/T5
      4000/20000 Magic Damage
      
MAGICIAN, SHAMAN
   Malos' Malignance (C/F/M/P Resist Debuff) TACVI/T2/T6
      -50/100/140 Cold Resist
      -50/100/140 Fire Resist
      -50/100/140 Magic Resist
      -50/100/140 Poison Resist
      (When working, X% damage bonus from those 4)
      
PALADIN, BEASTLORD, CLERIC, RANGER, DRUID, SHAMAN, ENCHANTER
   Timeless: Invigor (Stamina Restore) QVIC
      750 Stamina per tick
   (18 SECOND DURATION, 18 SECOND COOLDOWN)
   
PALADIN, CLERIC
   Yaulp IX/X (yaulp yaulp yaulp) Sand Monster/H1N1
      90/120 ATK (lol)
      10/20% Improved Damage
      50% Improved Proc Chance
      120/130% Haste
      
WIZARD, MAGICIAN
   Elemental Tower (Self-Only C/F Resist Buff) TACVI/T3
      60/120 Cold Resist
      60/120 Fire Resist
      (When working, X% damage bonus from those 2)

WIZARD, DRUID
   Citadel of Anguish Portal (...) Anguish Vendor (6000pp)
   The Abyss Portal (...) Abyss Vendor (5000pp)
   Plane of Gods Portal (...) Plane of Gods Vendor (3000pp)
   Plane of Gods II Portal (...) Plane of Gods (hohonora) AND Plane of Gods (airplane) Vendors (4000pp)
   Plane of Dragons Portal (...) Plane of Dragons Vendor (1000pp)


These numbers are subject to change, but the effects are mostly final. Please think before you QQ.


-Hate
« Last Edit: April 01, 2012, 02:11:08 pm by hateborne » Logged

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« Reply #68 on: April 01, 2012, 09:20:36 am »

So am I reading it correctly that Wizards will be doing 50%  more damage than they do now with that familiar? It seems a bit overpowered given their current dps, but maybe im wrong on assuming thats what it does?
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« Reply #69 on: April 01, 2012, 10:06:22 am »

So am I reading it correctly that Wizards will be doing 50%  more damage than they do now with that familiar? It seems a bit overpowered given their current dps, but maybe im wrong on assuming thats what it does?

Not at all. It is essentially the same as another 'tier' of the Sorcerer's Focus. Remember that all damage bonuses are calculated off of the BASE damage (additive), and not off of each other (multiplicative).

I am trying to keep the wizards at the 'glass-cannon' type of caster. Also, these numbers are subject to change. I posted a more final breakdown of abilities for ease of reading for myself, Hunter, and everyone asking about them.


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« Reply #70 on: April 01, 2012, 10:25:08 am »

I'd like to give each class the same number of spells (3-5 spells preferred). Something standard that can be cloned copy/paste per tier with higher values for the damage, heals, etc. Would make balancing easier, and new spells for new content come out faster.

I'll be honest, I haven't had a chance to look at the new spells proposed yet. I'll need to determine if they are OP or what not. I doubt I'll turn down much, maybe just tweak values if needed.

Having more than the standard 3-5 spells per class per tier is ok but I'd still like a standard set to increase rank per tier just like WoW does when you get new spell ranks.

Thanks for all your help as always.
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« Reply #71 on: April 01, 2012, 10:26:55 am »

As far as Wizards are concern, what are their DPS? I know Hate wants to work on them first, and they already some major DPS. I've read before that its lower tiers where Wizards are weak.
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« Reply #72 on: April 01, 2012, 10:43:05 am »

I'd like to give each class the same number of spells (3-5 spells preferred). Something standard that can be cloned copy/paste per tier with higher values for the damage, heals, etc. Would make balancing easier, and new spells for new content come out faster.

I'll be honest, I haven't had a chance to look at the new spells proposed yet. I'll need to determine if they are OP or what not. I doubt I'll turn down much, maybe just tweak values if needed.

Having more than the standard 3-5 spells per class per tier is ok but I'd still like a standard set to increase rank per tier just like WoW does when you get new spell ranks.

Thanks for all your help as always.

That's the fun part. Inside the file I sent you (and attached like 3-6 posts up), I broke up the ranks. Some of them are pretty obvious. If a spell is in QVIC/T1/T3/T5 then it's every second tier (starting from QVIC). If it is TACVI/T3/T6 then it's every third tier (starting from TACVI). I did this to even out everyone's damage pace (instead of dumping everything at T3+) AND so we get varied spells per tier.

For example, using TACVI/T3/T6 above. Let's assume this spell is called 'Throw Puppies' and it's necromancer only (those mean necros!). In t7, they would not see another rank and would continue using the T6 one. In t8, they would get a new rank that has damage on-par with T8 damage. This allows us to have a more 'new' feeling in varied spells per tier instead of simply a new 'Throw Puppies' each tier.

I tried my best to balance the spells in this way. That is why some of the numbers seem slightly high as they are no longer throw away spells. They are actually useful past the tier they are earned.


As far as Wizards are concern, what are their DPS? I know Hate wants to work on them first, and they already some major DPS. I've read before that its lower tiers where Wizards are weak.

Before T3 spell, Sorc41+, and/or heavy T3...they are just a loot sponge. Ether Flame is too slow, damage is too low, and none of the AoEs are really worth the cast time. After T3, formidable burst DPS (such as trash pulls) but MUCH lower on longer fights. I have not parsed any of my wizards. I know that versus an augged out DPS class (ninjastriker), I am left in the dust. Against an augged out warrior/paladin/sk, I am the one making the dust. I did not create any new high end abilities, as T6 or T7 may simply allow for a Yamakagi's Fiery Passion Inferno II. The variety of abilities are to (as mentioned above) add variety and options. Even if fully situational options, that's fine. As long as we have more options than wizards currently have now.


I will also add the drop zones for each of the spells on the list above when I get back from running an errand (and getting breakfast! :-O). This will help illustrate the breakdown of abilities I have suggested.

Thanks again Hunter!

-Hate
« Last Edit: April 01, 2012, 10:45:43 am by hateborne » Logged

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« Reply #73 on: April 01, 2012, 10:59:52 am »

Thanks for explaining a bit. Hope I understood right. So each tier will not drop a spell for every class? It'll be every other tier, some classes on odd tiers and some classes on even tiers? Wouldn't that make certain classes un-excited for the next tier?

Soon as I approve the spell, we'll make the standard so we don't have to reinvent the wheel, just increase the size, as what I been stating. Right now Hate is doing the hard part with creation / testing so I'm sure everyone will appreciate that effort after the spells go live Smiley
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« Reply #74 on: April 01, 2012, 11:33:01 am »

Once I get back home, I will add the drop-by-zone to the updated spell list.

Also, yes and no to the question regarding per tier improvements. Each tier will yield new spells, but not EVERY spell. Unless my math is wrong, no class should be without new spells each tier.

I do want to add a few more to the classes with a few spells. The buff spells (resists, shrink. Etc) may never need rescaling as clients cap out. The damage/debuff spells can scale up.

-Hate
« Last Edit: April 01, 2012, 11:39:01 am by hateborne » Logged

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