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View Full Version : Dear SE new DRK WS suggestions !!



Rezeak
10-23-2011, 10:01 PM
Basically lets put all our WS suggestions here.

(lets not turn this in to a rant thread since i'm sure we'll just be ignored if that happens)

If you like an idea click like

If ya dislike an idea just ignore it please it'll be clear which ideas are better by the number of likes ^^

Rezeak
10-23-2011, 10:06 PM
Execution

5 Hit Scythe WS (None crit) that has an attack bonus (attack bonus varies w/ tp)
ftp 1.0
DMG Mod 10% Attack (instead of STR or lolMND)
(applyed before attack bonus)
100% tp = +20% attack
200% tp = +40% attack
300% tp = +80% attack

Idea behide it : Finally a WS to trump Guillotine + the attack mod means DRK has the option to sub WAR for a major DMG increase that is worth the sacrifice.

Chriscoffey
10-24-2011, 03:16 AM
You should try damage increase instead of attack increase because most dark knights are already over 999 attack and adding more would be very minimal gains for most mobs.

Rezeak
10-24-2011, 12:31 PM
attack being the mod would mean 1000 attack would = +100 base DMG

Jar
10-24-2011, 02:40 PM
SE HAS ALREADY SAID THEY ARE GOING TO DO IN DEPTH WEAPON SKILL ADJUSTMENTS.

so why is this thread here?

Jar
10-24-2011, 02:42 PM
You should try damage increase instead of attack increase because most dark knights are already over 999 attack and adding more would be very minimal gains for most mobs.

and im going to laugh at this while i am here bluffalo in aby-ul you need 1100 attack to cap and that is a EXP mob for level 90 content

Should see what you need for VW mobs for 95 content its up in 1300~ range for some. silly pdif noobs are silly.

Rezeak
10-24-2011, 02:51 PM
SE HAS ALREADY SAID THEY ARE GOING TO DO IN DEPTH WEAPON SKILL ADJUSTMENTS.

so why is this thread here?

SE said on the road map

December

Features proposed for this month include a new battle system for level 99 players—tentatively named The Last Stand, a renewal of the Nyzul Isle Investigation battlefield, additional weapon skills, a level cap increase for adventuring fellows to 95, and further job adjustments.

So whats the harm in suggesting WS we want

I would like to hear what kind of WS other people would like ^^.

Chriscoffey
10-24-2011, 10:21 PM
and im going to laugh at this while i am here bluffalo in aby-ul you need 1100 attack to cap and that is a EXP mob for level 90 content

Should see what you need for VW mobs for 95 content its up in 1300~ range for some. silly pdif noobs are silly.

When your reading comprehension goes beyond second grade Jar maybe you can hold an intelligent conversation. A good dark could almost cap out their attack even @1300 attack and be WITHOUT this weapon skill factored in. I know several darks who have their TP gear @1000+ so with food they are between 1150 -1200+ range. 100 attack is very MINIMAL gains at that level compared to other equipment that can be used.

I reiterate yet again that if you don't know that you might want to consider staying on blue mage. I mean seriously man you can't even read the SE road map about weapon skill additions. What makes you believe you can understand the relationships in the weapon skill formula?

Jar
10-24-2011, 10:44 PM
I know several darks who have their TP gear @1000+ so with food they are between 1150 -1200+ range. 100 attack is very MINIMAL gains at that level compared to other equipment that can be used.

2.25 is capped pdif for a scythe or GS

calling for almost 600 DEF on a monster. meaning that you lose out on ~.25 pdif cutting 100 attack

minor yeah.. 11% of your damage.....

edited out his crying as per usual..

also on topic

the attack modded weaponskill idea doesnt sit well with me for some reason just to many ways they could make it annoying id vote for like 10% str/mnd mods 4.0FTP with the attack boost but have PDIF cap at 3.5 or something like that to lazy to put in real numbers same ish boost but this will make it rape lower level monsters also (like penta thrust with its crazy FTP and WSC but attack nerf)

Chriscoffey
10-24-2011, 11:12 PM
Ratio = Attacker's Attack/ Target's Defense.
1200/600 vs 1200/900.
2 vs 1.333.
1300/600 vs 1300/900.
2.16 vs 1.444.

Do you understand what i did there? A mobs defense has a big relationship to how much % damage can be done. First you aren't capping Ratio@ 2.25 with 1300 attack on a 600 defense mob.

cRatio = Ratio - (target's level - attacker's level) * 0.05

if 0 ≤ cRatio < 0.3 → pDIF = 1.0585 × cRatio ^ 2 + 0.3391 × cRatio + 0.0239
if 0.3 ≤ cRatio < 1.3 → pDIF = -0.12311 + cRatio × 1.129179
if 1.3 ≤ cRatio < 1.5 → pDIF = 0.7486 × cRatio ^ 2 - 1.5814 × cRatio + 2.1349
if 1.5 ≤ cRatio → pDIF = 1.129573 × cRatio - 0.24878

All of this information changes depending on each mob you fight. You make ignorant comments about knowing something then your comprehension of this is so retarded you start to believe it.

http://wiki.bluegartr.com/bg/PDIF#Average_pDIF_Fits

Jar
10-25-2011, 12:18 AM
You just don't understand the difference between minimal gains with close to cap attack gear vs other gear for DA/TA/etc boost. When you can get past your ignorance in this matter maybe you can fully understand what I have been saying just like everyone else.

You should really put in higher defense in considering we aren't @75 mobs like kirin and look how the relationship changes but of course that would require an understanding of ALL relationships inside the formula which you apparently can't.

11% is a minimal gain?

at a 2.0 pdif that 11% is equalish to 30%~ double attack

where would you slap that in?

or lets do it this way 120 DMG weapon and lets say.. torcleaver as the WS 4.75 FTP 2.0 pdif

(DMG + FSTR + 100WSC)241*4.75*2.0 =2289.5(no craito put in)
(DMG + FSTR + 100WSC)241*4.75*2.25 =2575.6875
(DMG + FSTR + 100WSC)241*5.1*2.0 =2458.2( that would be 40% double attack )
(DMG + FSTR + 129WSC)270*4.75*2.0 =2565 (thats +29WSC almost +50 VIT)

where was that minimal gain agian?


Oh also not in the mood to flame Rez's thread so im not replying to your reply unless its on topic.

Chriscoffey
10-25-2011, 12:49 AM
You do your thing and I will do my own. I have many of the darks on this forum on my server and they know what I am capable of. You , however, are a person who tries to gimmick the formulas in specific instances in your argument's favor for situational monsters. This is not the same as providing relevant information which other dark knights can formulate for ALL situations like the rest of us do. I also changed my post and edited in the formulas so you could see the changes. I doubt you even understand then but it seems you only throw math so there is mine.

Rezeak
10-25-2011, 06:37 AM
/sigh i really just wanted a topic were we could all put our ideas across :( but we just argue about a few %

My WS is prolly not the best choice since it isn't even clear i guess i was trying to say
It's a WS takes a portion of your attack and converts it to Weapon DMG so adding attack even past cratio cap will still have benefits and i believe this would of suited DRK since we have the largest attack in the game.

Either way let move on someone else suggest there idea for a WS ^^ (and plz not more arguing about basic attack stuff)

Chriscoffey
10-25-2011, 06:40 AM
I did suggest what i think goes along with your WS idea which you already stated above. I haven't really thought about the dynamics of the variables in it. I would like to see a "good" critical hit weapon skill myself but so does every dark.

Cljader1
10-25-2011, 11:21 AM
What about another single hit ws with better mods for example:


Death Blow: deals triple damage, damage varies with tp

Modifiers: STR:75%

Damage Multipliers by TP:

100% - 5.0
200% - 6.0
300% - 7.25

Serei
10-25-2011, 02:24 PM
single hit ws's are ok.. but we need something that packs more punch..
And we are well over due to have new crit ws... hell i dont think i've used vorpal scythe since i was in my 50's (or when ever we get it.. been that long..)

maybe something like this would be nice..

Reaper's Touch -
Crit ws. chance of crit hit varies with tp.
mods. Str 50% and i'm going to use a stat that i think only one other ws uses.. dex 25%

Damage multipliers by tp
100% - 5.25 crit chance 10%
200% - 6.50 crit chance 25%
300% - 7.75 crit chance 40%

was kinda of a spur of the moment idea.

Jar
10-25-2011, 02:54 PM
so from all of this i see you guys want something that hits hard <.<


While posting ftp and mods is cool i doubt most will be considered ~

should post if we want a multi hit or a single hit over everything else if they dont make it strong the rage will be ...huge so specificity aside

i want a multihit 5-6hits would be the best so doubleattack and triple attack are still boosts

could care less about mods just want something that rapes guillotine for scythe.

for great sword a multihit would be great also

also making one crit would be a nice change not totally needed tho

Cljader1
10-25-2011, 03:59 PM
plus whatever happened to our new ability that was suppose to enhance attack but sacrifices TP, whatever happen to that instead the scarlet delirium ability just fell out of thin air

Daniel_Hatcher
10-25-2011, 05:34 PM
plus whatever happened to our new ability that was suppose to enhance attack but sacrifices TP, whatever happen to that instead the scarlet delirium ability just fell out of thin air

You wanted to gain no TP for a small boost?

Cljader1
10-25-2011, 06:01 PM
not exactly but I bet it'll be better than scarlet delirium

Zyla420
10-26-2011, 03:42 PM
i was thinkin a new multi hit for greatsword

Rending Slash
3-hit ws that inflicts a DoT bleeding effect based on TP

100% 20/tic
200% 40/tic
300% 60/tic

mods could be STR/INT maybe? i dunno i suck at math

Rezeak
10-27-2011, 05:59 AM
i was thinkin a new multi hit for greatsword

Rending Slash
3-hit ws that inflicts a DoT bleeding effect based on TP

100% 20/tic
200% 40/tic
300% 60/tic

mods could be STR/INT maybe? i dunno i suck at math

I like that idea seems different(for DRK) and fun

Zyla420
10-27-2011, 03:43 PM
yea i was thinkin instead of tryin to make drk a mediocre melee with useless spells, why not give us more DoT effects to supplement our melee strengths.

Zemarin
10-28-2011, 11:08 AM
New Scythe WS:
Soul Reaper:
2 Hit WS
Modified by MP, Less MP = More Damage, Additional Effect Restore MP based on the Amount of Damage Done.

New Great Sword WS:
Decpatation
3 Hit WS
Modified by Str/Vit, Critical Chance Based on TP, Additional Effect Amnesia.

Spells:
Dispel - Gravity... kinda stupid they dont get it...

Cljader1
10-28-2011, 11:33 AM
not bad but I still think we need to give scythe ws's more of a punch