And as for alchemy, I don't even want to talk about it.
Hah, alchemy. It should have been presented as almost pure support if you ask me.
And as for alchemy, I don't even want to talk about it.
Chaincasting would be ridiculously overpowered as it is now (Mores type), and perhaps ridiculously expensive. I don't like the idea of a "one cheap fix" approach to magic, it needs a complete overhaul, even if some people don't like it. In any case, I hope we get skills resets in NA so I can at least choose to reset them if I want too.
Sometimes, cheap fixes is all DevCat can afford, considering they are in a time constraint. Right now they are testing this new formula to seek out flaws, and so far, there are a lot of them.
If they can't get a yes from the test servers, they're going to have to scrap it and postpone any change until they come up with something new.
Yes, More's version of Chain casting is overpowered, but then again, what isn't overpowered?
Of course they are going to have to put limitations on the skill, but what it will be is for them to decide. Also considering the new chain cylinder will activate 100% of the time, I'm pretty sure they will go the same way with chain-casting, should they ever introduce it.
Why would you want magic to be fast? Then it would play exactly like every other skill set. Its problem isn't speed, it's damage. Why can melee kill everything before magic is loaded? It's because monsters are to weak, they were not readjusted when combat was buffed, so they got left behind. There is no reason to charge up a nuke attack when everything dies from a gentle tap of the sword! To add on to this, all combat types deal the same damage as our current nuke class. Why bother with a nuke, if you can deal the same damage with normal melee? Magic needs a massive damage buff. If range can hit 10k's every 0.5 seconds and Fire Ball takes 20 seconds to charge, then Fire Ball should deal 400k damage in one hit, or mathematically it can't compete. Think this is insane? Well, Fire Ball was hitting 10k back when smashing 2k was amazing, but Fire Ball is still hitting 10k wile players are smashing 30k now.
OT: this update looks bad as it is. I really hope they fix the charge stacking formula, or our long awaited buff has become a joke nerf.
Why would you want magic to be fast? Then it would play exactly like every other skill set. Its problem isn't speed, it's damage. Why can melee kill everything before magic is loaded? It's because monsters are to weak, they were not readjusted when combat was buffed, so they got left behind. There is no reason to charge up a nuke attack when everything dies from a gentle tap of the sword! To add on to this, all combat types deal the same damage as our current nuke class. Why bother with a nuke, if you can deal the same damage with normal melee? Magic needs a massive damage buff. If range can hit 10k's every 0.5 seconds and Fire Ball takes 20 seconds to charge, then Fire Ball should deal 400k damage in one hit, or mathematically it can't compete. Think this is insane? Well, Fire Ball was hitting 10k back when smashing 2k was amazing, but Fire Ball is still hitting 10k wile players are smashing 30k now.
OT: this update looks bad as it is. I really hope they fix the charge stacking formula, or our long awaited buff has become a joke nerf.
Let's get mages to the point where they can actually be useful before we give enemies hundreds of thousands of HP and [UB]massive attack[/UB] and defense stats.
[SPOILER="Spoiler"]Okie dokie. So I used the wiki's formula to see the differences compared the new one I derived from test. Wiki's formula accurately displayed my naked IS damage on NA and it's been on wiki for a while now so I imagine it's a trustworthy formula. Here are the differences.
[Image: http://puu.sh/2lp9D]
Edit: The damage constant for the old formula was not used as we are assuming no max damage enchants.[/SPOILER]
Oh dear, like many others said... I hope this is a glitch because a nerf to most of the magic skills was NOT needed. It's only second day od the patch release on testing server so... I hope they'd rework the formula so that way the magic attack would count for each charge. (including the 6.5x damage multiplier for the full 5 charges on Ice spear and Hailstorm.)
Assuming everything turns to 4 MATK (S5 Ice Crown 28% magic damage, 15 matk from enchants, 1000 INT)
Wand damage = 28 * 4 MATK
Special Upgrade = 17 * 4 MATK
Enchants = 60 MATK
1000 Int = 200 MATK
Magic Masteer = 5 * 4 MATK
Total = 460 MATK (+r1 Ice, Lv 20 IS damage) [No Rosemary, missing step 6, missing about 100 Int, missing 5 MATK from current enchants, no extra reforges]
Constant * Base * Mastery * Charge Multiplier * (1 + MATK/100)
0.9 * 340 * 1.15 * 6.5 * 5.6 = 12,809
It's stronger. Right?
Assuming everything turns to 4 MATK (S5 Ice Crown 28% magic damage, 15 matk from enchants, 1000 INT)
Wand damage = 28 * 4 MATK
Special Upgrade = 17 * 4 MATK
Enchants = 60 MATK
1000 Int = 200 MATK
Magic Masteer = 5 * 4 MATK
Total = 460 MATK (+r1 Ice, Lv 20 IS damage) [No Rosemary, missing step 6, missing about 100 Int, missing 5 MATK from current enchants, no extra reforges]
Constant * Base * Mastery * Charge Multiplier * (1 + MATK/100)
0.9 * 340 * 1.15 * 6.5 * 5.6 = 12,809
It's stronger. Right?
Expect... you forgot that Magic attack only apply to the first charge of any magic skills. So... out of five charges you did... one of the charges will get magic attack applied to it while other four does not...