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slytther
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Post subject: 70:70 vs 85% mag balance Posted: Thu Jan 22, 2009 9:15 pm |
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Joined: Jan 2008 Posts: 169 Location: Outside , Chillin'
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I just started a spear , and was wondering wich is better at PvP 70:70 spear , or 85% magical balance spear.
Pls give some opinions. Ty in advance sly.
_________________ Build: Warrior/Rouge Server: Helios Level: 1x Status: Semi active
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Ningyotsukai-san
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Post subject: Re: 70:70 vs 85% mag balance Posted: Fri Jan 23, 2009 4:58 am |
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Joined: Jun 2007 Posts: 1515 Location: Wherever my mind makes it to be
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Hm, dunno how 70:70 spears do this cap (lack of Spear users on Venus) However, this is the only vid I found atm of a 70:70 spear at this cap http://www.youtube.com/watch?v=jq4vldJRkD8Now, for your Q, I think they're both decent for pvp... the 70:70 has more tankability, but lower damage. If they take fire, they'll have better damage and immunity (not to everything) as well. the 85% hybrid has less tankability, but in turn has more damage. here's one hyb spear close to 85% (they say 84% naked, so close enough) http://www.youtube.com/watch?v=KCZD1yJhebI70:70 Spear w/ max blues (no prem plus or avatar included): 20,882 hp 21,493 mp 81% phy bal 87% mag bal 85% Spear w/ max blues (no prem plus, etc, etc): 17,502 hp (221 str) 24,873 mp 71% phy bal 102% mag bal
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slytther
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Post subject: Re: 70:70 vs 85% mag balance Posted: Sat Jan 24, 2009 5:52 pm |
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Joined: Jan 2008 Posts: 169 Location: Outside , Chillin'
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So another Q , if i am going 70:70 ( not decided yet), would nukes do any usefull damage??
_________________ Build: Warrior/Rouge Server: Helios Level: 1x Status: Semi active
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JVC
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Post subject: Re: 70:70 vs 85% mag balance Posted: Sat Jan 24, 2009 7:34 pm |
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Joined: Oct 2008 Posts: 37 Location: Belgium
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slytther wrote: So another Q , if i am going 70:70 ( not decided yet), would nukes do any usefull damage?? They will hit alot lower against a full int spear ... I have a friend and he is 70:70 and he is lvl53 with a sos +5 spear and he hit like 7-8k on a earth ghost. I am a spear 1:8 int but farming on the moment so i can't say how much I hit... Cya
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PeroMed
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Post subject: Re: 70:70 vs 85% mag balance Posted: Mon Jan 26, 2009 12:29 pm |
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Joined: Aug 2008 Posts: 107 Location: Slovenia
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slytther wrote: So another Q , if i am going 70:70 ( not decided yet), would nukes do any usefull damage?? yes FWWide will do the same damage as soul spear same lvl. So if you hit FFW then soulspear and ghost spear you can get a lot of DPS. I use my nukes before enemy reaches me. I have 84% mag. balance so my nuke hit a little harder than SS same lvl but to get more DPS I use weapon attacks and every now and then I throw in a nuke...
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raphaell666
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Post subject: Re: 70:70 vs 85% mag balance Posted: Mon Jan 26, 2009 5:54 pm |
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Joined: Nov 2007 Posts: 1536 Location: Anywhere.
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Both are pretty good at pvp, it'd depend on your personal preference, though 70:70 is harder to build and I think it'll eventually become obsolete (with cap raises). I'd go for the 85%+ mag balance build.
_________________ << banned for remaking a banned account. -cin >>
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Tue Jan 27, 2009 5:40 am |
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Joined: Mar 2006 Posts: 113 Location: Fembria
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I'd recommend 70/70 Spear.
No offense, but builds do not become obsolete with new level caps. If they sucked before, they will suck in the future, and vice-versa.
The biggest exception being bow builds after the lvl 70 cap, as many of the bow skills were changed with the lvl 80 skill update almost 2 years ago. Now bow builds suck a whole lot less.
The other possible scenario is when the level cap is raised to over 100 and the skill mastery level is still 300. Chinese do not do well with only 2 maxed masteries, we'll all be playing Euro characters if they do not change something here.
Yes 85% does more damage, but not enough to write home about. 70/70 not only gives you more hp, it gives you a greater physical defense rating (figured against physical damage done against you). The lower magical damage is compensated some with greater physical damage.
Your magical damage will decrease against int foes, and the added physical damage will do more damage against the same. So you actually will do more damage against int-strong characters, then you would have going 85% or greater magical balance.
The 70/70 build came about by careful calculations and experimentation with the game mechanics. Although initially done for bow, it works very well with spear.
85% magical balance (85/65) may actually work better with the sword and shield, since the passive for bicheon gives greater physical defence. The verdict is still out on that, as far as I am concerned. I am still looking for the ultimate sword and shield hybrid combination....
70/70 build is easy to make. Watch your naked balances as you level, and go 90 weapon, 90 lightning, and 90 ice. Works for 100 cap too.
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PeroMed
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Post subject: Re: 70:70 vs 85% mag balance Posted: Tue Jan 27, 2009 7:59 am |
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Joined: Aug 2008 Posts: 107 Location: Slovenia
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theCoder wrote: I'd recommend 70/70 Spear.
No offense, but builds do not become obsolete with new level caps. If they sucked before, they will suck in the future, and vice-versa.
The biggest exception being bow builds after the lvl 70 cap, as many of the bow skills were changed with the lvl 80 skill update almost 2 years ago. Now bow builds suck a whole lot less.
The other possible scenario is when the level cap is raised to over 100 and the skill mastery level is still 300. Chinese do not do well with only 2 maxed masteries, we'll all be playing Euro characters if they do not change something here.
Yes 85% does more damage, but not enough to write home about. 70/70 not only gives you more hp, it gives you a greater physical defense rating (figured against physical damage done against you). The lower magical damage is compensated some with greater physical damage.
Your magical damage will decrease against int foes, and the added physical damage will do more damage against the same. So you actually will do more damage against int-strong characters, then you would have going 85% or greater magical balance.
The 70/70 build came about by careful calculations and experimentation with the game mechanics. Although initially done for bow, it works very well with spear.
85% magical balance (85/65) may actually work better with the sword and shield, since the passive for bicheon gives greater physical defence. The verdict is still out on that, as far as I am concerned. I am still looking for the ultimate sword and shield hybrid combination....
70/70 build is easy to make. Watch your naked balances as you level, and go 90 weapon, 90 lightning, and 90 ice. Works for 100 cap too. You were right about everything but the last part. if you go 90 light 90cold you will be weaker because you will have no phy. damage buff and why 90 cold?? you cant use the highest lvl snowshield because your mana pool will get drained in a matter of seconds. Best build for this would be 90 fire weap, 60light cold. Check out Barotixes guide for more details: http://www.silkroadforums.com/viewtopic.php?f=5&t=95919
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Tue Jan 27, 2009 1:02 pm |
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Joined: Mar 2006 Posts: 113 Location: Fembria
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PeroMed wrote: theCoder wrote: 70/70 build is easy to make. Watch your naked balances as you level, and go 90 weapon, 90 lightning, and 90 ice. Works for 100 cap too. You were right about everything but the last part. if you go 90 light 90cold you will be weaker because you will have no phy. damage buff and why 90 cold?? you cant use the highest lvl snowshield because your mana pool will get drained in a matter of seconds. Best build for this would be 90 fire weap, 60light cold. Check out Barotixes guide for more details: http://www.silkroadforums.com/viewtopic.php?f=5&t=95919You don't need a physical damage buff for this build. Piercing force does not increase damage done with fire, but with lightning only (I know it says it does increase force damage, but test it with fire, only lightning gets the damage increase.... until Joymax *fixes* this?) and since you are already int-heavy, you do not need the extra magical protection, and you have plenty of manna for snow-shield. You will do more damage with this build with lightning than you will with fire. So why invest in fire? This is all rock-paper-scissors, cold is for int heavy builds, fire for str-heavy builds, and lightning does more damage than fire IF you are int-heavy. I don't think there is anything necessarily wrong with fire/lightning builds with this, I was doing that at first, until I saw for myself that piercing force only buffs lightning damage, and that the more magical balance you have, the higher damage lightning does in its damage range. For int-heavy builds, lightning outdamages fire. I stopped leveling fire at lvl 44, I don't miss it. Snow shield is not the only skill in the cold tree, the passive for cold and ice protection offer significant physical protection buffs without snow shield. I find that I do alot better, toe to toe against str-heavy builds with cold. It is a worthy investment.
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raphaell666
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Post subject: Re: 70:70 vs 85% mag balance Posted: Tue Jan 27, 2009 2:20 pm |
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Joined: Nov 2007 Posts: 1536 Location: Anywhere.
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theCoder wrote: (I know it says it does increase force damage, but test it with fire, only lightning gets the damage increase.... until Joymax *fixes* this?) Could you prove that? It seems false to me. Anyways, If what you say that lightning piercing force only affects lightning damage, then I must say that fire does the same damage or out damages lightning with a int-heavy build. Not the vice-versa. I said that I thought that 70:70 build will become obsolete because it's way too much in the "middle" of other builds. He needs damage from both mag and phy atk. It'll be harder to build. What do you intend to do with that build at any cap higher than 100? At 90 cap I'd understand going with cold/lightning/weapon, but that set of masteries would work WAY, and I mean WAY better with a build with 85% + mag balance. If, as you say, lighting piercing force does not affect fire skills, then the best build pvp-wise would be the 90heuksal/90fire/90cold for the 70/70 build and pure int. If pure int's with fire deal even more or near to lighting int's damage, I don't really see a big point in taking lightning except for speed, where fire would give you easier immunity, destealth and deinvisible, 2 strong nukes at any cap (iirc) while lightning will only give you 1 at 100 cap and higher (not sure, would have to check), and higher mag def. a video of a fire s/s nuker: http://br.youtube.com/watch?v=9Dsa9C0vYd4He's dealing pretty good damage if lightning does not affect his fire damage. theCoder wrote: This is all rock-paper-scissors, cold is for int heavy builds, fire for str-heavy builds, and lightning does more damage than fire IF you are int-heavy. Fire and lightning seem to deal pretty much the same damage with a int. I'd put it this way: Int builds need high cold and Str builds need high fire. For me it's more accurate this way. theCoder wrote: The other possible scenario is when the level cap is raised to over 100 and the skill mastery level is still 300. Chinese do not do well with only 2 maxed masteries, we'll all be playing Euro characters if they do not change something here. That's not true. Some chinese builds do not need more than 2 masteries. And it seems that the higher the cap goes, the less chinese builds rely on multiple masteries to survive. Therefore they will do in fact well with only 2 masteries. Though I don't think some hybrids will (that includes the 70:70). Also, the mastery cap will never be raised. They already stated that as true. theCoder wrote: No offense, but builds do not become obsolete with new level caps. If they sucked before, they will suck in the future, and vice-versa. Are you sure? lol. What about dual weapon builds? Also bowers used to 'suck' at lower caps if I recall it correctly. They do not really suck anymore. And we have some STR force builds right now. I don't really think there will be any of those anymore with caps higher than 100. theCoder wrote: Your magical damage will decrease against int foes, and the added physical damage will do more damage against the same. So you actually will do more damage against int-strong characters, then you would have going 85% or greater magical balance. I don't think that's entirely true, even it being only higher mag dmg but lower phy dmg, I think the 85% hybrid will still deal more damage to any other build, simply because mag dmg increases way faster than phy dmg.
_________________ << banned for remaking a banned account. -cin >>
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Tue Jan 27, 2009 5:01 pm |
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Joined: Mar 2006 Posts: 113 Location: Fembria
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raphaell666 wrote: theCoder wrote: (I know it says it does increase force damage, but test it with fire, only lightning gets the damage increase.... until Joymax *fixes* this?) Could you prove that? It seems false to me. Not to be rude, my friend, but I did test this. My son was the one who pointed this out to me. I didn't believe him either, until I did a test. Fire damage remained the same, and lightning damage increased with piercing force. If you lack a character to test this with, I can see what I can do to produce screenies, but the best proof would be to do this yourself. raphaell666 wrote: Anyways, If what you say that lightning piercing force only affects lightning damage, then I must say that fire does the same damage or out damages lightning with a int-heavy build. Not the vice-versa.
Well here are the calculations I came up with: we'll start with lvl 90 imbues, and lvl 88 Force Piercing Force (+18% magical damage) w/o piercing force Soul fire force 658 ~ 1097 (100%) Thunderdragon force 522 ~ 970 (100%) w/ piercing force Soul fire force 658 ~ 1097 (100%) Thunderdragon force 616 ~ 1144 (100%) Now the nukes w/o piercing force Flame Wave - Hellfire 1028 ~ 1714 Crane's Thunderbolt 989 ~ 1837 w/ piercing force Flame Wave - Hellfire 1028 ~ 1714 Crane's Thunderbolt 1167 ~ 2167 Hmmm.... lightning outdamages fire. The lower damage numbers an int-heavy build will never see, which means, hit for hit, he will do more damage with lightning. The threshold is higher for fire, and because the str-heavy build will hit the lower damage numbers, will still hit higher than he would using lightning, plus fire has flame-body which increases the physical damage (useless to an int-heavy build). raphaell666 wrote: I said that I thought that 70:70 build will become obsolete because it's way too much in the "middle" of other builds. He needs damage from both mag and phy atk. It'll be harder to build. What do you intend to do with that build at any cap higher than 100? At 90 cap I'd understand going with cold/lightning/weapon, but that set of masteries would work WAY, and I mean WAY better with a build with 85% + mag balance.
At this point, I am not sure what I will do with any Chinese build above the lvl 100 cap. 70/70 build is optimum because of the balances and the dual damage on Chinese weapons. This does not change under any cap. There is another number on your character screen that measures phy defense and mag defense, the balances affect this too. The more strength you have the better you are able to resist physical damage (not just because of higher hp). The more int you have the better you are able to resist magical damage. That being said, raw numbers, although higher in both directions, do not change the formula for balanced build. If we did this on stat point assignment ratios (i.e. 2:1 or 3:1, etc.) there would be a lot more to what you are saying. I do not see the effectiveness of balances changing from cap to cap without a significant change in how damage is calculated. In effect, with each new level cap, both balances come closer and closer to 100%. raphaell666 wrote: If, as you say, lighting piercing force does not affect fire skills, then the best build pvp-wise would be the 90heuksal/90fire/90cold for the 70/70 build and pure int.
Definitely a formidable build, I agree. And a matter of preference. Just that if it were me, I would take the parry buffs and passive, speed, and that little extra damage over fire. raphaell666 wrote: theCoder wrote: The other possible scenario is when the level cap is raised to over 100 and the skill mastery level is still 300. Chinese do not do well with only 2 maxed masteries, we'll all be playing Euro characters if they do not change something here. That's not true. Some chinese builds do not need more than 2 masteries. And it seems that the higher the cap goes, the less chinese builds rely on multiple masteries to survive. Therefore they will do in fact well with only 2 masteries. Though I don't think some hybrids will (that includes the 70:70). Also, the mastery cap will never be raised. They already stated that as true. Can you think of one int-heavy build that does well with 2 masteries? Something will have to give here, damage OR protection. can't have both. If those are my 2 choices, I will go Euro. Pure builds in Euro don't suck. raphaell666 wrote: theCoder wrote: No offense, but builds do not become obsolete with new level caps. If they sucked before, they will suck in the future, and vice-versa. Are you sure? lol. What about dual weapon builds? Dual weapon builds were fun, but I do not think they were ever really viable builds under any cap. In one on one caping they did well, but one on one is not PvP to me. Pvp is about jobbing, parties, using builds strategically in groups to jack trades, hunt thieves, take over fortresses, that's what PvP in SRO is all about. Plus, we knew 3 years ago this game was going to have a lvl 150 cap and 300 skill masteries was the limit. raphaell666 wrote: Also bowers used to 'suck' at lower caps if I recall it correctly. They do not really suck anymore.
I already mentioned this. The problem was a lack in balance in the game, not a lower cap. Joymax changed the stats on bow skills down to the lvl 32 bow skills, level cap had nothing to do with it. raphaell666 wrote: theCoder wrote: Your magical damage will decrease against int foes, and the added physical damage will do more damage against the same. So you actually will do more damage against int-strong characters, then you would have going 85% or greater magical balance. I don't think that's entirely true, even it being only higher mag dmg but lower phy dmg, I think the 85% hybrid will still deal more damage to any other build, simply because mag dmg increases way faster than phy dmg. I have not yet crunched any numbers, so it is hard to say what the damage numbers will actually be. So I can neither affirm nor deny, but offer my formula as food for consideration, anyway. 
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raphaell666
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Post subject: Re: 70:70 vs 85% mag balance Posted: Tue Jan 27, 2009 6:58 pm |
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theCoder wrote: Not to be rude, my friend, but I did test this. My son was the one who pointed this out to me. I didn't believe him either, until I did a test. Fire damage remained the same, and lightning damage increased with piercing force. If you lack a character to test this with, I can see what I can do to produce screenies, but the best proof would be to do this yourself. I see. By the way, you don't need to be saying "not being rude" all the time , your words will say if you are being rude or not if you know what I mean.Well here are the calculations I came up with: [...] Hmmm.... lightning outdamages fire. I really wish damage calculations were like that, easy. Thing is, they are not. I do not know how they are though, you might be right, but I do not think it is like that. I think that buffs only appear on the very end of the damage calculation, after using everything, so the piercing force would be multiplying the final damage by 118% (in the case of lvl 88 piercing). I think you do not multiply the imbue by the piercing force, it does not affect each step of the dmg calculation, only the last ones. Mag balance affects the damage of everything, the imbue, the nukes, everything, so the small difference between fire and lightning imbue, will become something major. And, as the piercing force only comes at the end and mag balance in % effects everything, I believe that fire will either outdamage or have it's damage pretty close to it's lightning counterpart.The lower damage numbers an int-heavy build will never see, which means, hit for hit, he will do more damage with lightning. The threshold is higher for fire, and because the str-heavy build will hit the lower damage numbers, will still hit higher than he would using lightning, plus fire has flame-body which increases the physical damage (useless to an int-heavy build). Hit ratio and parry ratio change pretty much nothing. To test this, simply get shock effect from your imbue on your enemy, this will reduce his parry ratio by HALF. Do you notice any difference in damage? I don't. The phy atk % buff and passive are not useless to any build that has weapon skills, it'll surely help, even if it's sort of little. For me parry ratio and hit ratio are simply worthless. The damage hit for hit, from both builds in the end will probably be very close.raphaell666 wrote: ... At this point, I am not sure what I will do with any Chinese build above the lvl 100 cap. 70/70 build is optimum because of the balances and the dual damage on Chinese weapons. This does not change under any cap. There is another number on your character screen that measures phy defense and mag defense, the balances affect this too. The more strength you have the better you are able to resist physical damage (not just because of higher hp). The more int you have the better you are able to resist magical damage. That being said, raw numbers, although higher in both directions, do not change the formula for balanced build. I don't think that the balances affect your defense, if I recall it correclty it's your STR and INT points that do it, not your balances. Your defense will be anyways sort of in middle, so you'll be somewhat lacking both phy and mag defenses, and that's mainly the problem.If we did this on stat point assignment ratios (i.e. 2:1 or 3:1, etc.) there would be a lot more to what you are saying. I do not see the effectiveness of balances changing from cap to cap without a significant change in how damage is calculated. In effect, with each new level cap, both balances come closer and closer to 100%. They change because masteries change, masteries fill in things that your build lacks, hybrids have more "openings" so it's harder to fill them all. With cap raises it gets harder to have hybrids (at first low hybrids, like 1:1, then with higher caps 2:1, then higher 3:1, etc.) simply because they have more openings to be filled in in order to try being "complete". Lower caps = can use more masteries and therefore fill more openings, higher caps = less masteries and not able to fill as much openings.raphaell666 wrote: If, as you say, lighting piercing force does not affect fire skills, then the best build pvp-wise would be the 90heuksal/90fire/90cold for the 70/70 build and pure int.
Definitely a formidable build, I agree. And a matter of preference. Just that if it were me, I would take the parry buffs and passive, speed, and that little extra damage over fire. As I have said, parry ratio and hit ratios thingys are pretty much worthless for me. So I'd prefer sacrificing speed (as your nukes already have range) for more mag defense and all the things fire can offer which I do not feel like repeating.raphaell666 wrote: ... Can you think of one int-heavy build that does well with 2 masteries? Something will have to give here, damage OR protection. can't have both. If those are my 2 choices, I will go Euro. Pure builds in Euro don't suck. Yes sir, I can, and you are wrong, pure chinese will not suck. Pure INT lightning/cold (or maybe fire/cold); Pure STR weapon/fire. raphaell666 wrote: ... Dual weapon builds were fun, but I do not think they were ever really viable builds under any cap. In one on one caping they did well, but one on one is not PvP to me. Pvp is about jobbing, parties, using builds strategically in groups to jack trades, hunt thieves, take over fortresses, that's what PvP in SRO is all about. Plus, we knew 3 years ago this game was going to have a lvl 150 cap and 300 skill masteries was the limit. You are enumerating things that matter to your personal preference. Thing is dual weapon builds did not suck and still do not suck at 90 cap. They will get weaker though with higher caps than 100 and then start "sucking". You said builds do not become obsolete, I say some do. One on one pvp is a BIG part of silkroad, so it does matter, even if not for you.raphaell666 wrote: Also bowers used to 'suck' at lower caps if I recall it correctly. They do not really suck anymore.
I already mentioned this. The problem was a lack in balance in the game, not a lower cap. Joymax changed the stats on bow skills down to the lvl 32 bow skills, level cap had nothing to do with it. It was because of the level cap. Now they have kb and stun skills, this improved a lot their performance, and they will get more at higher caps (as others will too). Thing is, you said that builds that sucked before will suck in the future, which is not true having in example dual builds which will eventually suck in the future (they do not right now) as well as bow builds used to suck but do not suck anymore.Huge reply, I may have forgotten/messed up some things. 
_________________ << banned for remaking a banned account. -cin >>
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PeroMed
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Post subject: Re: 70:70 vs 85% mag balance Posted: Wed Jan 28, 2009 11:54 am |
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Joined: Aug 2008 Posts: 107 Location: Slovenia
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theCoder what build do you have? and what lvl?
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PeroMed
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Post subject: Re: 70:70 vs 85% mag balance Posted: Wed Jan 28, 2009 3:13 pm |
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OK i got home and I just tested theCoders theory. Coder said that piercing force increases only lightning magic attack... This is not correct fire nukes also get increase in damage.
So if your build is 90wep fire, 60light cold as i said you lose 3% magical damage increase from piercing force but you gain 18% of physical damage...
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vanHohenheim
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Post subject: Re: 70:70 vs 85% mag balance Posted: Wed Jan 28, 2009 3:46 pm |
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i have a Lv 88 hybrid spear with 85% mag balance on 83 masteries (83 83 60 60) but haven't farmed or leveled it in a while. still curious as how this build with 85 farmed masteries would do in pve and pvp, or 90 cap farmed for matter, but im curious as to any video's posted on wegame youtube or any other website!
so if you have any knowledge post the video here, i was quite pleased with my char but having my own warrior farmed at 90 now im not sure wether or not to invest time and money into this character and build
_________________ << banned for selling gold. -cin >>
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Wed Jan 28, 2009 11:11 pm |
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PeroMed wrote: OK i got home and I just tested theCoders theory. Coder said that piercing force increases only lightning magic attack... This is not correct fire nukes also get increase in damage.
Ok, this deserves a more scientific approach over the he-said/she-said stuff. My current character is lvl 62, fire is still at lvl 44, lightning is at lvl 58. I used the second book of piercing force which gives a 10% damage increase. These hits with imbue on Mangyangs without any other skill active (other than grasswalk). Code: Fire Imbue Fire Imbue Lightning Imbue Lightning Imbue w/o Piercing w/ Piercing w/o Piercing w/ Piercing Force Force Force Force 4690 4976 4624 5190 4728 4663 4925 5205 4521 4966 4826 5056 4728 4372 4867 5305 4698 4930 4619 4922 4439 4776 4988 4800 4641 4741 4932 5050 4728 5022 4851 5187 4621 4639 4648 5235 4583 4556 4173 5178
Avg 4637.7 4764.1 4745.3 5112.8 Damage
Piercing force does, in fact, effect fire damage. The smaller percentage increase for fire is no doubt because with my lower lvl 44 fire, those attacks had more physical damage in the physical/magical damage ratio. Just to verify my old thesis was wrong, I did the same with nukes. Keep in mind, fire is lvl 44 and lightning is lvl 58. These nukes were cast without imbues (or any other skills besides grasswalk) on Mangyangs. Here were the averages, on 10 hits per test: Fire nuke w/o piercing force: 7864.6 Fire nuke w/ piercing force: 8487.1 And Lightning Light nuke w/o piercing force: 10206.5 Fire nuke w/ piercing force: 10616.6 Shows more than a 10% increase on fire damage and a less than 10% increase on light. Interesting. It does show that something was fundamentally flawed with my first test. PeroMed wrote: theCoder what build do you have? and what lvl? I lvled a fully farmed pure str bow to the level cap 2 years. I currently have a lvl 62 70/70 spear build. Currently farmed at 58 heuksal, 58 light, 58 cold, and 44 fire I plan on deleveling sometime in preparation for the 100 cap. I also have a 2:1 int hybrid sword and shield I am experimenting with, at lvl 49, farmed at 44 bicheon, 44 light and 44 cold. raphaell666 wrote: theCoder wrote: I already mentioned this. The problem was a lack in balance in the game, not a lower cap. Joymax changed the stats on bow skills down to the lvl 32 bow skills, level cap had nothing to do with it.
It was because of the level cap. Now they have kb and stun skills, this improved a lot their performance, and they will get more at higher caps (as others will too). Thing is, you said that builds that sucked before will suck in the future, which is not true having in example dual builds which will eventually suck in the future (they do not right now) as well as bow builds used to suck but do not suck anymore.No, friend, they changed some skills around that were lower than lvl 70. Strong bow, for instance, used to have a very long wind up. So long, I deleveled it when I got to lvl 50, because it was pretty useless in PvP, back then. I have heard they had also altered Autumn wind, but I have no idea what they changed about with that one now. Other skills like changing the way fire wall works, all builds benefited from, but were also especially helpful to the bow build. Sure, new level cap skills helped too, but that helped everyone.
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PeroMed
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Post subject: Re: 70:70 vs 85% mag balance Posted: Thu Jan 29, 2009 1:50 pm |
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So you are saying that imbues arent affected by piercing force and nukes are?
So do you now agree at 60ligt cold 90 weap fire for 70:70? Or still no?
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Thu Jan 29, 2009 3:31 pm |
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PeroMed wrote: So you are saying that imbues arent affected by piercing force and nukes are?
Yeah rereading my post, I guess I was clear as mud. No I am not saying imbues are not affected by piercing force. What I did is a mere sampling of damage on manyangs, and clearly imbues are affected by piercing force, and fire in general does indeed get the bonus. So I was wrong about piercing force. PeroMed wrote: So do you now agree at 60ligt cold 90 weap fire for 70:70? Or still no? Still no.... Your magical damage is going to be stronger than your physical. So you are looking at 15% magical damage increase and 18% physical damage increase. For sake of argument, let's say you do 7000 magical damage, and 5000 physical. Mag 7000 + 15% = 8050 Phy 5000 + 18% = 5900 Total Damage = 13950 Ice at 60, passive + ice guard gives +84 to physical defense. If we went 90 light and 60 fire. That becomes 18% mag damage bonus and 13% phy damage binus. Here's what we get: Mag 7000 + 18% = 8260 Phy 5000 + 13% = 5650 Total Damage = 13910 Ice at 60, passive + ice guard gives +84 to physical defense. The difference is about 40 points! Now for my preferred build, we go with fire 30, 90 light, 90 cold we have: Mag 7000 + 18% = 8260 Phy 5000 + 6% = 5300 Total Damage = 13560 Ice at 90, passive + ice guard gives +174 to physical defense. I loose 350 damage to +174 physical defense. When they raise the level for the passives, this radically changes, it becomes +264 to physical defense at lvl 90 and according to sro.mmosite.com, +336 physical defense at lvl 100. Now for the imbues: Fire @ lvl 90 658 ~ 1097 (100%) Light @ lvl 90 522 ~ 970 (100%) The difference is roughly 100 points, not really significant enough for me to delevel lightning and go fire. To have fire and lightning would be ideal, but when you have to pick and choose (we have to do this for the 100 cap), the smarter choice is to go with what will benefit your build the most. I know how easy it is to kill a pure str Chinese char at the level cap, so for me, physical defense and parry are essential for this build. I would disagree with anyone who tries to tell me that fire is essential for an int-heavy build. Fire was clearly designed with the str-heavy build in mind. Extra magical defense and extra physical damage. If it were me writing the skills, I would have doubled the physical damage bonuses for flame body buff and made the passive give magical defense instead, but Joymax has clearly favored lots of int for the Chinese....
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PeroMed
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Post subject: Re: 70:70 vs 85% mag balance Posted: Fri Jan 30, 2009 2:03 pm |
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You do have a point there... So will you wear garment then? because without that mag def from fire you might get owned pretty easy by pure ints...
Ok now i still see some problems here... you got only 2 shortrange nukes, so this might be a problem at group pvp IMO, don't you think?
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Fri Jan 30, 2009 6:47 pm |
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PeroMed wrote: So will you wear garment then? because without that mag def from fire you might get owned pretty easy by pure ints...
I was advised long ago that hybrids need to go with protector. I still think this is very sound advice. Well alchemied protector can have nearly as much mag damage protection as garments. However, as for any int-heavy build, it is always good to have a good set of garms for grinding, if nothing else, just to conserve on mp pots. PeroMed wrote: Ok now i still see some problems here... you got only 2 shortrange nukes, so this might be a problem at group pvp IMO, don't you think? No, this build is not primarily a nuker. Think of yourself as a glaiver, but you are going to get targeted in group PvP, anyone carrying a spear will (that is, after the Euro wizards and warlocks are taken out on your team). The nukes will do about as much damage as your weapon skills so will be handy for grinding. And a little ranged attack is always useful, but not essential for this build, in PvP. The people who do this build with bow, instead, typically skip the nukes, since they already have ranged attack. But some will still go with it, as the nukes still do good damage with an 80% magical balance.
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MiKz
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Post subject: Re: 70:70 vs 85% mag balance Posted: Fri Jan 30, 2009 10:56 pm |
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slytther have you ever played on troy server?
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slytther
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Post subject: Re: 70:70 vs 85% mag balance Posted: Sat Jan 31, 2009 12:08 am |
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Joined: Jan 2008 Posts: 169 Location: Outside , Chillin'
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MiKz wrote: slytther have you ever played on troy server? No , why? 
_________________ Build: Warrior/Rouge Server: Helios Level: 1x Status: Semi active
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MiKz
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Post subject: Re: 70:70 vs 85% mag balance Posted: Sat Jan 31, 2009 12:19 am |
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just wondering, i knew a sly that used to play on troy. He quit awhile ago cuz he got screwed over by some of his "friends." He said hed come back eventually so i thought ide ask if it was you. thats all lol
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PeroMed
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Post subject: Re: 70:70 vs 85% mag balance Posted: Fri Feb 06, 2009 7:50 am |
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slytther you are 2x lvl and have 90posts? Do you play the game at all???  theCoder I'm like 80% agreeing with you... what are your plans for 100cap?
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Fri Feb 06, 2009 10:23 am |
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PeroMed wrote: theCoder I'm like 80% agreeing with you... what are your plans for 100cap? 100/heuksal 100/light 100/cold.
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slytther
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Post subject: Re: 70:70 vs 85% mag balance Posted: Sun Feb 08, 2009 1:58 am |
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Joined: Jan 2008 Posts: 169 Location: Outside , Chillin'
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PeroMed wrote: slytther you are 2x lvl and have 90posts? Do you play the game at all???  theCoder I'm like 80% agreeing with you... what are your plans for 100cap? lol, 1. Cause i don't have alot of time , since work and school is more important.Agreed? 2. Ive had like a million( ok maybe 15) characters made and lvled before i found out what my fave build is. So now i got 2 fave buids, spear(prolly going 70:70) and warlock(might put 5 str lvs later on for hp) So your Q is answered i suppose?  PS:What armour will i wear? And i thought about the build 90 heuk/fire/cold(70:70), and skip lighting to have 30 lvs at spare.
_________________ Build: Warrior/Rouge Server: Helios Level: 1x Status: Semi active
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Sun Feb 08, 2009 3:23 am |
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slytther wrote: PS:What armour will i wear?
Protector for pvp. Garms for PvE, when you can, to conserve mp potions.
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patrone
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Post subject: Re: 70:70 vs 85% mag balance Posted: Sun Feb 08, 2009 10:05 pm |
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Hey coder in a 70:70 build wouldnt the phys and mag dmg be the same? also in 70:70 you bearly nuke so wouldnt the phys fire buff be better since you do more skill attacks.
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theCoder
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Post subject: Re: 70:70 vs 85% mag balance Posted: Mon Feb 09, 2009 12:23 am |
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patrone wrote: Hey coder in a 70:70 build wouldnt the phys and mag dmg be the same? also in 70:70 you bearly nuke so wouldnt the phys fire buff be better since you do more skill attacks. No, the balances are the same, but mag damage always > phys damage. If they were the same, then pure str would do as much damage as a pure int. That doesn't happen, that's why pure str is a gimped build all way around, unless you go Euro (in this players opinion of his own experience). And what is a nuke anyways? If you are doing close to your weapon damage, and it is ranged, why wouldn't you use it? Chinese are all about weapon skills, try as they might, people who try to make Euro wizards out of int heavy Chinese builds are trying to get orange juice from an apple. That being said, if you are doing more damage with magical, then why not take the 18% magical damage bonus. It gives you a passive you need (parry to lower attackers [mag and phys] damage against you), speed skills that enable you to get out of potentially sticky situations, etc. Fire is clearly the str-heavy build's force. The passive and buff offer additional physical damage, and an additional buff offers good protection against magic (something a str heavy build will be lacking). Ideally, you would want both fire and light (+18% mag dam and +18% phys dam), but having to pick and choose in higher level caps, go with what will benefit your build more, weapon + lightning + cold. You could drop or minimize cold in favor of maxing both fire and light, but that's not what I recommend. IMO, for this build, cold protection matters a lot.
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patrone
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Post subject: Re: 70:70 vs 85% mag balance Posted: Mon Feb 09, 2009 2:17 am |
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Haha makes sense 70:70 does good in pvp without snow shield to right? and on nivlam i cant get 70:70 its either 69:70 or 70:69 and only get 12k hp and 15k sp even with blues will it get to 22k hp and 27k sp?
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