Ash
Member
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quote:
I didn't in fact I noted hoping you find a healing pad, I also mainly brought up that we have skills which do nothing. Or not to say nothing as that'd be off we have skills which do very little sometimes to the point of complete why bother, though you said you'd look at some of them which is well good to see. As that's part of it. Also I never claimed for all things to get drastic MP cuts, all said was they have skills cost a lot, and that can make them bad in cases. That and some of them have skills which you noted looking at one which under current adds well nothing back overall. It kinda looked like you did when you kept mentioned that some skills have a crazy mana cost still. That's the thing though, they now are correctly penalized for that massive amount of damage. KAA's every skill at level 80 will be dealing the equivalent of a crit every turn (around 1.9 damage IIRC NOT counting any +boost added to it afterwards), when you DO crit you'll be dealing double that for close to 4 times normal damage. There are almost no other classes in the game that come close to that consistent amount of damage on every skill, including your basic attack for 0 Mana. The same goes for Doomknight, I have to re-look at the scaling damage formula but you're inching closer to something like triple or more damage on all your skills, BEFORE you do any kind of +Boost addition. That's INSANE. Even if you just auto attack you're doing more damage than any other class in the game can do, outside of possibly 1 "final" type skill. You can auto attack any monster in the game down for 0 mana, in 1 turn most times, if you're using the right element. That's why I'm not really all that worried about DmK's mana costs. You don't need them at all before a boss. Rite will still just kill anything and that costs no mana. You can then just Life Carve up, and at 0 Wis you can do that whenever you need it. The only time you actually have to really do anything mana wise is during boss fights with those two classes. quote:
Though if I may ask, Dmk is Dmk it's the game killing thing, though at what point is dark aura under the new standards of MP possibly further down when you fix a few things too and make potions better off, when is this skill worth actually using? At what point do you really save a notable amount of MP enough to make use of it at it's current 64 MP? Which is the only skill thus far I'm even advocating as one to warrant a look and possible drop. With the MP training changes it may be fine where it's at, though used probably not. It might get a slight decrease but even without using it, if you invest decently in Wis, most bosses will go down before you even need to consider possibly thinking of using it. That's the point that needs to be understood, when you can kill something before it even becomes a threat, which 99% of bosses are in terms of DmK, what's the point of its mana costs? There isn't one. Most bosses will die in 6-7 turns if you use DmK properly. That's far below the 10-20 turns that other classes have built in. The most damaging skill on the class can even be unlocked in battle 1 of the quest, and then you just wander to the boss and use the Full Heal before it and you're golden, you can just burn it down even faster. If you're burning through all your mana in 7 turns I'm not sure what skills you're using or you have no Wis at all. You do need some Wis with any class, just the amount will vary based on which you pick. When MP Potions are updated and the training is fixed you may not even need any at all for DmK, it literally breaks ANOTHER standard because of what it can do.
< Message edited by Ash -- 2/24/2015 10:56:06 >
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