Advice on stats for hunting

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deano13

Golden Oldie
Golden Oldie
Oct 31, 2004
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Ok for example as a wiz, I’m hunting somewhere which is weak to fire.

now do I want to stack fire, MC, spell power? I have no experience with mir3 what so ever :/

at the the minute I have 25fire 10-45MC, no idea on spell power don’t think I’ve got any, why is damage so shite?
 

Soulspring88

LOMCN Member
Jan 22, 2018
73
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Barnsley, UK
Wouldn't say it's pointless just that you need to stack luck to do consistent damage with MC..which IS spell power(nature) FYI.

Where element does consistent damage and more damage than MC against weakness but less against resistance.

It would be cheaper to go full MC as you don't need to constantly remake your kit for each cave as it will perform everywhere and all your spells will be effective...as long as mobs don't have super MR as MC is countered by MR and element is countered by specific resistance to the element.

---------- Post Merged at 06:33 PM ---------- Previous Post was at 06:31 PM ----------

Most lower lvl Wiz go fire then wind after tempest but some do go more full MC but they are in the minority..
 

Piff1

Legend
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Apr 17, 2015
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MC is useless right now, End of.. Don't fill people heads with shite, Not 1 noticeable wizz spec's Full MC.
 

Mythra

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Aug 6, 2015
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When i went to WD for the first time I noticed that only 1 mob was weak to fire so I decided to switch to MC because it makes sense, right? I mean... I have att fire but they're not weak against fire so MC should perform better, little did I know MC is garbage and my damage was nowhere close to my elemental build...
 

Piff1

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Apr 17, 2015
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Yup, pretty sure it works out as like 1 fire = 2MC or something, can't remember what i read in discord but it seemed silly.

Although if you can make like luck+6-7 full mc should go down pretty well but it's pretty hard to luck up on here.
 

Exwizz

Legend
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Feb 1, 2010
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Apparently...

1 element = 2 damage

1MC = 1 damage

no idea why it’s like this tbh element should be a luxury and not so easily stacked.

Mc should have been put back into place like it was in alpha no idea why there was so many changes just before live that weren’t tested in alpha to then go ahead and ruin a server.

Wiz/Tao gimped to stack elements to deal any kinda damage.

Warriors broken arse defiance who ever came up with that idea.... worst thing I’v ever seen put into play it’s straight up the most op thing I’v seen without any punishment for using it.

And well assassins can’t really assassinate anyone, I thought the whole reason no body drops were disabled was cause sins could one hit people? Clearly isn’t the case now is it?

could have been so much better but it’s already too far gone... to allow muliting and not having a level cap has gave people the chance too take advantage of these silly updates/mistakes.

I had really high hopes for this but I can already see it not lasting longer than a year at this rate.
 
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KingCobra92

LOMCN Member
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Feb 9, 2015
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Multi chars is hardly an issue , it’s happened on every single server since Euro lol , it’s just all the other **** that’s killed it.
 

xXxX

Golden Oldie
Golden Oldie
Mar 9, 2005
707
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I have to admit the whole Element absolutely destroying the point of have any MC is very very frustrating/offputting, makes it pointless getting higher end mc items when someone could log on and make a couple of wind 5 horn rings and outdamage you by miles. Many Wizzys don't even use renounce anymore as its not worth the HP loss as MC is trash.

To add to this the fact that a lvl 49 wiz wep has 0-1 mc more than level 42 wep lol, by the time someone has started working on a lower statted wep they will have no desire to use/hunt for the higher level weapons.

Oh and the other issue of Tao's having a further cast range than wizzy's, whats that about? lol they can hit you from offscreen.
 
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Nyx

LOMCN Member
Feb 11, 2018
182
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to allow muliting and not having a level cap.

We need this! Before the server runs away with itself and people join, look and the leader board and quit.

I'm loving the server I just hope today's patch goes a long way to addressing some of the major issues currently in game, excessive stacking of element being one of them.
 

Nyx

LOMCN Member
Feb 11, 2018
182
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So basically stack element over any other stat?

Pretty much :D as it stands the damage from Element will always be superior to main stat in the early stages of the game. This may even out somewhat as more elemental resistances come into play.

However with a patch looming I would hold off before making any major choices.
 

Nyx

LOMCN Member
Feb 11, 2018
182
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Element needs to be sorted, also levelling 70+ is crazy fast


Too late to fix that, should have had a soft and hard cap in place till balance issues were address.

Any changes now will short change those who haven't powered ahead or multied etc as they will be robbed of the opportunity to take advantage of the balance issues.
 

CremeEgg82

Dedicated Member
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Feb 24, 2014
331
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Element needs to be sorted, also levelling 70+ is crazy fast

The exp flattens out at (I think, maybe slightly off on the exact levels) 60 until 73. So each level the requirements don't increase at all. If you compound that with new hermit stats each level and the way element stacking is so efficient, it means it just gets easier to level for 13 levels.

Jamie did post the exp requirements all the way into the mid 80's on discord before it closed. It did appear to be a brick wall after what was I think 73, with levels after that eventually going into the billions of exp required. So it will level out. I just don't think people expected it to be as quick as it has been the last few weeks.
 

LightBringer

Mir Evolved GM
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Feb 13, 2014
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59-71 are all 400mill until level 72+ is 800mill a level (not sure where it changes from there)
 

DarkSacred

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May 13, 2014
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Regardless of, if someone can bash out 50% of a level at level 72 in a single day something is fundamentally wrong with the design of the game. This should have taken 5-6 months to achieve not 6 weeks.

The problem is now you've let someone achieve this, how do you alter the balance retrospectively and not unfairly disadvantage everyone else who isn't that level? Were going to end up in a situation where no one is ever able to catch them and in a game where levels mean everything in PvP it leaves the majority of players at a permanent disadvantage.
 

CremeEgg82

Dedicated Member
Dedicated Member
Feb 24, 2014
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Regardless of, if someone can bash out 50% of a level at level 72 in a single day something is fundamentally wrong with the design of the game. This should have taken 5-6 months to achieve not 6 weeks.

The problem is now you've let someone achieve this, how do you alter the balance retrospectively and not unfairly disadvantage everyone else who isn't that level? Were going to end up in a situation where no one is ever able to catch them and in a game where levels mean everything in PvP it leaves the majority of players at a permanent disadvantage.

No easy solution.

No idea how it is coded here, but on official exp is one continuous allocation with just points at where the levels meet the exp required. If you changed the requirements per level it would reflect backwards and you would effectively de-level. Not suggesting that as a solution at all, would be a bit strange.
 

DarkSacred

LOMCN Veteran
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May 13, 2014
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No easy solution.

No idea how it is coded here, but on official exp is one continuous allocation with just points at where the levels meet the exp required. If you changed the requirements per level it would reflect backwards and you would effectively de-level. Not suggesting that as a solution at all, would be a bit strange.


Only solution I can see now is to impose a hard cap at level 74 preventing anyone from getting to 75.

It still doesn't resolve the situation if any changes are made to say the way we can stack elements and do damage. It will now leave those who are lower leveled at a major disadvantage over those who have shot ahead. Even worse being if this had been looked at when brought up three weeks ago we wouldn't probably have level 70+ characters on a 6 week old game. It just feels like a high rate server :(

Some input from Jamie and his plans / thoughts for the coming weeks to address the issue while not disadvantaging those who haven't played 24/7 would be nice.