Oh,it's logarithmic? That's a LOT better.
8log2(dex)-31.8
Is the formula for it.
Oh,it's logarithmic? That's a LOT better.
"Luck
- Increases the chance of automatically avoiding a ranged attack"
You're know what? You're absolutely right. Maximum damage should be the only statistic in Mabinogi.
I don't even know why they bothered to add all of those average damage, high balance weapons. Perhaps they should lower the balance on the higher damage dexterity weapons to compensate? That would even things out a bit.
The Highlander Long Bow and the Ring Bow ego should have reduced balance, imo. The Bhafelsepaer Hunter should have like zero balance.
wait wait, does this apply to mobs? i miss enough already :cry:
200 dex actually gives 29% balance assuming that's the formula. Most mid-game chars can attain that.
It makes beam swords a LOT less viable for newbies. That's the biggest metagame effect.
An ideal compromise would be to have strength additionally contribute towards your balance. You could obtain 50% balance through a combination of strength and dexterity, adding up to 1150. The strength statistic has always been lacking.
Strength:
+ Melee Damage
+ Defense
Dexterity:
+ Range Damage
+ Defense Piercing
+ Balance
+ Life Skill Success Rate
Intelligence:
+ Magic Damage
+ Magic Protection
+ Magic Balance
+ Enchant Success Rate
Willpower:
+ Martial Arts Damage
+ Critical
+ Magic Defense
Like I said, every rebalance patch always seems to add an additional digit to the damage:Hp ratio of fucking everything.
This is how maplestory has bosses with over 4 trillion hp and a damage cap of 50million.
Nexon doesn't know what rebalancing means, as they just add more layers of bullshit-paint to the wall.
Keeping an MMO going with the same mechanics for over 10 years is no easy task so before we go criticizing them over how they are handling damage caps we should take into consideration on how would you handle long term vets who have been paying customers playing for over 5 years?
You need to give the vets more higher end content of course and they certainly aren't going any slower mind you. Re-balancing the damage caps and what not gives the vets more chances to run a larger variety of things instead of spamming the same "low end" content over and over again. Give it a few more years and Lord/Elite missions will become the new Hard mission.
This is why you don't show players their damage in terms of numbers.
The end result is just stupidity on both ends.
Will/Dex also add injury rates.
Also, to put things in perspective:
A giant who currently invested 270 dex + r1 combat mastery into obtaining 80% balance with a warhammer, which is their best offhand weapon and second best 1h weapon... will now have 47% balance.
Let's not forget that giants are severely handicapped in dex. God forbid that giant decides to wear Thames armor to boost their smash damage, since now their balance is 42%. What happens if this giant is super epic, ditches thames armor and gets 1150 dex? He still can only obtain 65% balance with his warhammers.
The formula and heavy armor restriction is really unfair to giants. It's not about balance being an endgame stat now, but about not even being part of the endgame for some (mostly giants). Then someone might say "you whiny giants, why don't you use X weapon even though it has 100 less damage, or use Y balance enchants even though you lose damage from enchants" at that point it would be easier to just say "why didn't you just make a human/elf? It's not like higher raw damage was the selling point of giant... o wait".
For humans, sword mastery and their high dex basically covers anything that matters to them. Elves don't even need to think about it, since they get 80% balance with 0 dex at like total level 100 with bows.
Balance should be a garbage stat. Critical is fine, if everyone hasn't realized it yet the reason for the protection formula change is so they can release 100 and 200 prot monsters which will make critical extremely valuable again, while not having that old limitation of damage being reduced to 1 past 100.