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Zwartwit wrote on 2014-07-13 02:53
This is something I've been curious about for quite a while now. During my travels through the game, I've noticed that the overall ratio of Paladins to Dark Knights is quite visibly skewed to the side of paladins.
I'd like to poll Mabination to see why this is the case. To those who play as human characters: Which do you choose between Paladin and Dark Knight, and why?
Myself, I chose Dark Knight because Paladin doesn't really do much for me as a magic-central character. I mean, Paladin doesn't even give any kind of INT bonus, which is downright insulting as a mage. Plus, Control of Darkness is simply too nifty and shenanigans-inducing to pass up, if you ask me.
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Invisible wrote on 2014-07-13 02:59
The short version is DK for mages and gunners. Pally for any other build.
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Twin wrote on 2014-07-13 03:02
Paladin. We just win lol
I would like to see a rebalance for transformations thought, since its been ignored by KR for awhile now..
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Kaeporo wrote on 2014-07-13 03:04
Champion Offensive Advantage:
50% greater Melee damage
50% greater Ranged damage
50 greater Martial Arts damage
38% greater Puppetry damage
246% greater Heat Buster damage
Dark Knight Offensive Advantage:
7% greater shooter damage
45 greater magic attack
50% greater Flame Burst damage
250% greater Water Cannon damage
* Stat cap negates influence
Paladin
[SPOILER=" "]Average Melee Damage: 131
Melee Damage (117-134)
Average Ranged Damage: 128
Ranged Damage (105-134)
Average Magic Attack: 0
Average Fighter Damage: 50
Fighter Damage (48-51)
Average Puppetry Damage: 168
Puppetry Damage: (134-177)
Average Shooter Damage: 81
Shooter Damage (70-84)
Average Flame Burst Damage: 52
Average Water Cannon Damage: 90
Average Heat Buster Damage: 540
Critical: 5%[/SPOILER]
Dark Knight
[SPOILER=" "]Average Melee Damage: 87
Activation rate: 33% Strength Bonus (360) Damage (120-144) Average Damage (139)
Activation rate: 33% Strength Bonus (200) Damage (67-80) Average Damage (77)
Activation rate: 33% Strength Bonus (120) Damage (40-48) Average Damage (46)
Average Ranged Damage: 85
Activation rate: 33% Dexterity Bonus (360) Damage (103-144) Average Damage (136)
Activation rate: 33% Dexterity Bonus (200) Damage (57-80) Average Damage (75)
Activation rate: 33% Dexterity Bonus (120) Damage (34-48) Average Damage (45)
Average Magic Attack: 45
Activation rate: 33% Intelligence Bonus (360) Magic Attack (72)
Activation rate: 33% Intelligence Bonus (200) Magic Attack (40)
Activation rate: 33% Intelligence Bonus (120) Magic Attack (24)
Average Fighter Damage: 0
Fighter Damage (0-0)
Average Puppetry Damage: 122
Activation Rate: 33% Strength/Dexterity (360/200) Damage (112-160) Average Damage (150)
Activation Rate: 33% Strength/Dexterity (360/120) Damage (96-137) Average Damage (129)
Activation Rate: 33% Strength/Dexterity (200/120) Damage (64-91) Average Damage (86)
Average Shooter Damage: 87
Activation Rate: 33% Strength/Intelligence (360/200) Damage (93-112) Average Damage (108)
Activation Rate: 33% Strength/Intelligence (360/120) Damage (80-96) Average Damage (92)
Activation Rate: 33% Strength/Intelligence (200/120) Damage (53-64) Average Damage (61)
Average Critical: 23%
Activation rate: 33% Critical (36%)
Activation rate: 33% Critical (20%)
Activation rate: 33% Critical (12%)
Average Flame Burst Damage: 78
Average Water Cannon Damage: 225
Average Heat Buster Damage: 219[/SPOILER]
Slightly outdated but still informative.
Champions are pretty much strictly superior to Dark Knights, end-game, unless you use disarm state regularly.
The stat cap and effectiveness of recent titles throws the usefulness of intelligence, health, stamina, and mana out. At their best, catering renders all but the champion's damage bonuses null. Defensively, Paladin Heavy Stander additionally activates 50% more frequently if it triggers, making it far superior. This is notable as auto-defense now cleaves 50% incoming damage.
Champions are also better suited for upcoming content, as strength and willpower from champion both contribute towards Ninja skills.
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lrcp wrote on 2014-07-13 04:15
I for one am a Paladin simply because I CBA to do the DK quests.
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EndlessDreams wrote on 2014-07-13 05:30
Because when you are a Paladin, you always have the option to change to DK. You can get more achievement that way. Also, it requires less quests.
It really doesn't matter in the long run. I haven't remember the last time I actually transformed.
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EndlessDreams wrote on 2014-07-13 05:30
Because when you are a Crusader, you always have the option to change to DK. You can get more achievement that way. Also, it requires less quests.
It really doesn't matter in the long run. I haven't remember the last time I actually transformed.
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drezzt wrote on 2014-07-13 05:36
I chose Dark Knight because I think Infra Black looks cooler than Champion. I like the idea behind the Infra Black as well. I didn't really care which was superior stat wise, though champ is better stat wise most of the time.
I'm not a magic user though; not yet, anyway.
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Rydian wrote on 2014-07-13 05:47
I'm still Pally for 3 reasons.
1 - Pally gives a raw damage bonus, which trumps most of the stat bonuses DK gets (since it takes multiple stats to equal 1 damage).
2 - A bit tankier, getting def and prot DK doesn't get.
3 - You can't go back once you go DK. This alone keeps many people in the Pally form, just in case.
However I've considered going DK for...
1 - The look. Pally is a pegasus-headed loincloth-wearing angel-wannabe with a uniboob that's wearing high heels. Ugh.
2 - The int bonus. Raw max damage barely affects magic so the int bonus would be nice. More MP, too!
3 - Control of darkness, since it might be bugged for a while, could be fun to mess around with it.
4 - The 100% PD category activation.
(Yes, I am one of those players that doesn't make all their decisions on "higher numbers more damage MORE HIGH MORE NOW OH YES GIVE IT TO ME NOTHING ELSE MATTERS".)
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DennouNeko wrote on 2014-07-13 06:25
I stayed a Paladin for 2 main reasons.
1 is that it still leaves me the right to choose later.
2. I believe in the ideals of helping others, regardless of actual storyline or anything. Noticed already that there's no race or side that's 100% good or bad, so the ideals are all I can choose from.
Since I'm aiming for Spellsword right now, guess I'll end up sticking mostly to magic in regular form and switch to full melee as Paladin.
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Froglord of DESTINY!!! wrote on 2014-07-13 07:05
Both are garbage end game
1500 int is obtainable through skills, titles like Magic weapon master, meteor master, and second titles like "Adniel" make mage dk is pointless
Titles and second titles beat pally damage boost.
The protection bonus from Pally is also pointless, diminishing returns hit right after 40 protection, and you'll need twice the protection to absorb 1% of damage. The defense boost is just as pointless, shield and heavy armor mastery can increase your def beyond 200 if you have the right strength.
Dk however reduces all damage by 20%, even fixed damage like Bhafel's fire breath which does 100 damage. With paladins, you have to get lucky with a success rate of 80% * 3 to activate all passive defenses.
Dk however is very proficient with flameburst and watercannon, having 2k+ hp, and 1500+ mana help a lot.
Pally is great with hydra though, adding 96 extra damage. However are you willing to sacrifice the master title which adds 20 seconds to hydra for 96 extra damage?
Either way, trans is garbage, you can depend on it as a newbie, but in the end it's just a hp/mp/stam pot.
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Rydian wrote on 2014-07-13 09:13
Quote from Froglord of DESTINY!!!;1231921:
The protection bonus from Pally is also pointless, diminishing returns hit right after 40 protection, and you'll need twice the protection to absorb 1% of damage.
To clarify, this means additional points of protection, not total points.
Quote from Froglord of DESTINY!!!;1231921:
Dk however reduces all damage by 20%, even fixed damage like Bhafel's fire breath which does 100 damage.
What?
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Zekkii wrote on 2014-07-13 09:57
I would recommend Paladin.
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Froglord of DESTINY!!! wrote on 2014-07-13 10:19
Quote from Rydian;1231927:
To clarify, this means additional points of protection, not total points.
What?
Dark knight passives reduce all melee, ranged, and magic based damage by 20% automatically, 100% of the time.
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Osayidan wrote on 2014-07-13 13:29
As a mage I don't even transform anymore. I used to for melee damage when I used swords.
I'm still a paladin though (with r2 transform because I don't want wings or a bucket head).
Transforming would actually reduce my magic damage 66% of the time if I became a DK, since it temporarily removes titles, (+20 and +25 M. Att), while the +200 and +120 int rolls would not surpass that. +360 roll would be better but only 1/3 of the time not worth turning into some ugly thing, and it would also be useless once I reach the int cap.
Right now I only use transform to heal some wounds or fill up hunger/stamina.