The wizard class spell buffs

Rollcage

LOMCN Veteran
Veteran
May 11, 2013
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i dont want to give the server team more hassle but the way these buffs affect the spells seems so very wrong, they dont scale with the mc of the wiz.
i know that ur doin ur best to accomodate the shittyness of wizzies but it doesnt seem right that a wiz with no kit can still hit 60+ with fc/lightning.
this is why i said you should look at older files to get the right calculations for the spell ( i know nothing about coding, now or how it was done on past servers, so please dont jump on me about my lack of knowledge in reguards to it)
i assume there would be calculations reguarding each spell for wiz AND for tao that would make the the scaling fit the way it should, btu again i could be so very wrong about this.
 

omenking

Dedicated Member
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Oct 18, 2013
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I noticed this too, with no kit on I was pretty much hitting for the same as I would with gear, maybe a little less but not much difference. Maybe they need to look at the scaling of MC for spells rather than boost the damage of the spells itself because the scaling would work out better, gaining more damage through MC if it scaled better.
 

lancelot1

Golden Oldie
Golden Oldie
Sep 26, 2007
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I noticed this too, with no kit on I was pretty much hitting for the same as I would with gear, maybe a little less but not much difference. Maybe they need to look at the scaling of MC for spells rather than boost the damage of the spells itself because the scaling would work out better, gaining more damage through MC if it scaled better.
Thing is I think people are forgetting how low the numbers are overall because they're used to seeing stuff like a damaging spell in WoW doing 5000 damage when you're naked and 200000 in full gear.

You seem to not hit for a lot more in full kit compared to almost no SC/MC from gear, but there is a big difference, it's just harder to notice due to how low the numbers are.

Consider my Tao. I normally run about 12-31 SC. My SFBs on Zombies in MineralMine hit for about 50 a pop with Red Poison on. If I'm in mining gear with about 5-15 SC (Sharp Brace x2, Gale Ring x2, Pickaxe, SoulNecky, my normal SC0-3 armor, normal SC0-1 helm), they start hitting for, say 34-ish. Now yeah, the difference is tiny. A paltry 16 damage. But when you take it as a percentage of the damage with low SC it comes out to a 50% damage boost from 5-15 SC/doubling my SC, which is respectable.

Let's also not forget that the same 50 damage is 20% of my Tao's HP :P
 

CremeEgg82

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Feb 24, 2014
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To be honest this is something easily tested by a GM. I would personally take any of the luck/range out of the equation and just add in the stats to the character manually. Starting at 10-10mc and going up in increments of say 5, test the skills against the same target (trainer maybe) and see if the scaling is as they expect it to be.
 

davey_boyy

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Dedicated Member
Sep 8, 2011
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AOE spells need looking into more than single target tbh, I can deal with being useless in PVP as I don't think this will ever change but against mass norm mobs wizzys shud be clearing out floors of caves for grps etc.. shud be first class u want on hunts but we just do not have the AOE mass killing power we usually have.
 

Jacko

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Jul 7, 2011
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the netherlands
If you'd want to prove a fact to the gm and make him do something about it, I'd suggest you to do it yourself. Make a excel spreadsheet and post the average damage over 1 minute of time on every skill at different mc levels (for example: 10-10mc 10-20 mc 15-30 mc also make shure that each skill is level 3.
gm also then could find skills which are underpowered cause he sees the values of the damage they do.