My only concern is to keep dexxers and mages even in PvM. Right now, I'd say a completely decked out mage is still inferior to an archer. An archer with double slayers, 120 anat/tactics and 100 DI with a 1.75s shooting speed blows everything away. Add to that chiv for consecrate weap/EOO and the fact they can't be fizzled (and also special shots, mana/stam/life leech, weap hit spell, etc) and you can easily see why. My mage with the most optimized suit possible can't even match that kind of damage output with double slayers and high SDI.
Now, making double slayers be the max spell DI you can have (basically ignoring suit SDI with double slayers) is making a mage even less effective in PvM compared to an archer. Please don't do this.
Archived topic from AOV, old topic ID:1384, old post ID:12741
Slayers applying to necro/spellweaving spells/holy light
Slayers applying to necro/spellweaving spells/holy light
Also keep in mind that talismans don't affect spells on osi. They were meant for melee/archery combat. Therefore you're actually getting an extra PVM boost out of your spells.
Archived topic from AOV, old topic ID:1384, old post ID:12742
Archived topic from AOV, old topic ID:1384, old post ID:12742
- Red Squirrel
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Slayers applying to necro/spellweaving spells/holy light
The way it will be is mages will have a slighter upper hand in pvm. Testing various spells. Fireball does 100 damage :O FS does like 200ish, MA does 57 O_o. So yeah. Thats why I'll be capping it, but those values are with the cap that is proposed. Double slayer is super hard to get, so most who want to reach the cap will need to get 100SDI + 1 slayer.
I'm still messing with how slayers work.
Right now the slayers get calculated first. The formula returns a scalar, 1 being nothing, 2 being double, etc.
So if theres 1 slayer, it sets scalar to 2, if theres 2 slayers, it sets it to 3. Then after that the actual SDI is calculated, so if you have a slayer and SDI, your SDI is actually amplified because of the slayer. So 15 SDI will actually be 30, and so on.
Though I just realized, if I want it at 300% max I should cap scalar at 4 not 3. But yeah still playing around atm. Think I'll pretty much keep it like it is in terms of the order bonuses are applied, but may play more with the cap.
Archived topic from AOV, old topic ID:1384, old post ID:12743
I'm still messing with how slayers work.
Right now the slayers get calculated first. The formula returns a scalar, 1 being nothing, 2 being double, etc.
So if theres 1 slayer, it sets scalar to 2, if theres 2 slayers, it sets it to 3. Then after that the actual SDI is calculated, so if you have a slayer and SDI, your SDI is actually amplified because of the slayer. So 15 SDI will actually be 30, and so on.
Though I just realized, if I want it at 300% max I should cap scalar at 4 not 3. But yeah still playing around atm. Think I'll pretty much keep it like it is in terms of the order bonuses are applied, but may play more with the cap.
Archived topic from AOV, old topic ID:1384, old post ID:12743
Honk if you love Jesus, text if you want to meet Him!
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Slayers applying to necro/spellweaving spells/holy light
With a relatively half assed suit/skillset and double slayers I can do well over 200 damage on my new necro mage.dprantl wrote:My only concern is to keep dexxers and mages even in PvM. Right now, I'd say a completely decked out mage is still inferior to an archer. An archer with double slayers, 120 anat/tactics and 100 DI with a 1.75s shooting speed blows everything away. Add to that chiv for consecrate weap/EOO and the fact they can't be fizzled (and also special shots, mana/stam/life leech, weap hit spell, etc) and you can easily see why. My mage with the most optimized suit possible can't even match that kind of damage output with double slayers and high SDI.
Now, making double slayers be the max spell DI you can have (basically ignoring suit SDI with double slayers) is making a mage even less effective in PvM compared to an archer. Please don't do this.
Archived topic from AOV, old topic ID:1384, old post ID:12745
Stupid fucking idiot in red shirted ass...
Slayers applying to necro/spellweaving spells/holy light
Are you sure about mages having an upper hand? A 100 dmg fireball at 0 resist is great, but at 70 resist it's only 30 dmg. Also, higher circle spells are not really useful for casting mobs because they will just fizzle you all day long. How about an archer that shoots an AI shot? Or not even AI, just a shot with CW to take advantage of the target's lowest resist. With a crossbow and no slayers, an archer with 120/120 anat/tactics, 100 str and 100 DI shoots raw damage of 68-83.Red Squirrel wrote:The way it will be is mages will have a slighter upper hand in pvm. Testing various spells. Fireball does 100 damage :O FS does like 200ish, MA does 57 O_o. So yeah. Thats why I'll be capping it, but those values are with the cap that is proposed. Double slayer is super hard to get, so most who want to reach the cap will need to get 100SDI + 1 slayer.
I'm still messing with how slayers work.
Right now the slayers get calculated first. The formula returns a scalar, 1 being nothing, 2 being double, etc.
So if theres 1 slayer, it sets scalar to 2, if theres 2 slayers, it sets it to 3. Then after that the actual SDI is calculated, so if you have a slayer and SDI, your SDI is actually amplified because of the slayer. So 15 SDI will actually be 30, and so on.
Though I just realized, if I want it at 300% max I should cap scalar at 4 not 3. But yeah still playing around atm. Think I'll pretty much keep it like it is in terms of the order bonuses are applied, but may play more with the cap.
All I'm saying is that right now I can hit high-end mobs with fireballs for ~65dmg. My understanding is that after this change, my fireballs on those mobs will only do ~35dmg max. I guess we'll see when it's implemented...
Archived topic from AOV, old topic ID:1384, old post ID:12751
- Red Squirrel
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Slayers applying to necro/spellweaving spells/holy light
With my chiv archer I do about 30ish with all spells.
100 damage for a spell that casts fast and has little delay is quite a lot.
Archived topic from AOV, old topic ID:1384, old post ID:12752
100 damage for a spell that casts fast and has little delay is quite a lot.
Archived topic from AOV, old topic ID:1384, old post ID:12752
Honk if you love Jesus, text if you want to meet Him!