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agreed, Fighter should have block chance instead of block threshold (with shield) like Bandit and evasion have. It would also be neat if Cyclone could work with both Shield or Heavy melee
Fighter is the best Aggro puller of the 3 classes, and Rage makes every class do more consistent raw damage. Stomp, Cyclone, and Rock Throw all generate huge amounts of aggro. Rock Throw is as much of a Fighter skill as Spread Shot is essentially a Bandit skill.
And you don't need a shield to parry at all, it's only required for Shield Bash and taking less damage when do you get hit.
Youre right, Fighter is the best aggro puller. Because iirc it has the only skill that actually generates hate from the enemies.
And solo, what does it have to offer? Block. Sword and board for the shield bash, and is the only class to have any form of "damage on parry".
The fighter is a dedicated tank role that's boring to play. Either you parryspam, shield bash, and Stomp a lot for the debuff and taunt, or you spin 2 win with jump attack spam. That's pretty much it.
Cyclone is pointless because ideally you're drawing aggro and won't really have an opening to use it optimally, and the only other option besides the Bleed skill is the charged attack that you're gonna struggle to get a significant number of enemies lined up for (and that you're never going to have an opening to use without Shield Bash).
It's a powerful class, just by virtue of its defensive options being ludicrously good. But you're basically going to be playing a turtle 90% of the time. I was really hoping to have more offensively focused options with it.
This I completely agree with. Blood Gush does the same strong damage regardless of weapon so I'm not even including that.
I feel like the heavy weapons and polearms should have stronger offensive skills designed for 2-handed weapons and not just relying on their Charge Attacks.
At least reflect scales with the monster and not you, so in some cases, would give you a huge dps increase vs certain mobs.
Also Cyclone is not pointless, pure skill issue there.
Oh absolutely, like I said it IS a very powerful class.
I'm hoping that it does gain more actively-offensive options in the future though.
For reference I'll give some numbers for 'Killer' enchanted mithril sword & shield vs greatsword:
-Sword + shield combined: 14-18 base damage, +16 ATK power, 1.53% crit chance
[Also 8 DEF, 1 mDEF, 3 magic power]
-Greatsword: 19-22 base damage, +11 ATK power, 1.94% crit chance
[Also 3 stamina & 3 max HP]
NOTE: Shield is 16 instead of 15, so should be giving 1 less ATK & 0.05% less crit chance here
Sword also seems to swing roughly twice as fast as greatsword, so the DPS ends up higher. Two-handers have bigger swings but ime when everything is coming at you, you end up hitting most everything anyway even with one-handed. As long as your parry game is on point S&S should be better for DPS-focused fighters. If it's not then maybe the reach is gonna be just that important? There's a bit of nuance in practice, but for both the numbers and my experience while playing, S&S seems generally better (I do like big swords though).
~Unrelated to that:
Crit being "overtuned" is something I've not really noticed. Haven't done the math because I don't know how much damage each point of attack/etc power gives to weapons/spells, so hard to say 100%, but if anyone could explain the numbers for damage scaling I'd appreciate it.
Heavy has the worst AA dps, but the charge and jump attack are pretty good, sword is good all-around, not the best, not the worst. Crit is a x2 damage modifier, that is insane, specially for bandit that can easy reach 30%+ crit with enhancements and its buff, making it absurdly the best dps class if you get a lot those crits in a row.
But if we count all buffs, mystic ends winning the dps race, because double dips figther buff and it's own buff, mystic party buff is very selfish for now since it's the only magic class, wouldn't be surprised if Kiseff remove the extra magic damage for something else everyone can use.
Was hoping for someone to explain how weapon damage scaling specifically works. As in how many points of damage per point of e.g. attack power on a strength weapon. So that I can crunch those numbers on a spreadsheet or something. I like math.
"
Base Damage Floor + ( Attack Power * 0.128)
Base Damage Ceiling + (Attack Power * 0.32)
"
*Same number apply for dex and magic powers.
"
The max weapon damage that can be achieved through scaling is the same for all weapon types, and is given by the formula below:
Weapon Max Damage
Max Damage Floor = Base Damage Floor * (1.15 + (Equipment Level * 0.048))
Max Damage Ceiling = Base Damage Ceiling * (1.15 + (Equipment Level * 0.062))
If the Equipment Level of the weapon is 4 or below, the following formula is used instead:
Weapon Max Damage (Low-Level Weapons)
Max Damage Floor = Base Damage Floor * 1.85
Max Damage Ceiling = Base Damage Ceiling * 1.25
Note that for both sets of formulas (weapon scaling and max damage), any decimal values are always rounded down to the nearest integer to give you your final value.
Power Threshold
The maximum Attack, Dexterity, or Magic Power stat limit at which a weapon's outgoing damage, both floor and ceiling, will yield no further growth.
You will know a weapon has reached it's max damage as indicated by yellow numbers on the weapon details window.
"
Im going to make a spreadsheet myself to try to understand how this will effect it and at what level specific weapons will no longer increase in damage.
Think I like the sound of the new system better, even if it's gonna make the math a bit tough. Maybe I'll do some book stat resetting experiments at some point. Thanks y'all.
For now I'll just leave this here (math for serrated blade AKA level 17 weapon at high power, with items giving some big bonuses; level 19, btw):
(attack power) resulting damage
(base) 16-23
(61) 24-38
(76) 26-42
(101) 30-49
(136) 35-58
By maxed DPS, I naturally mean nothing but Killer enchants on Fighter and 'Precise' enchants for Bandit, and ONLY their main power stat.