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.
