The ErosionSeeker
*insert cheesy pun here*
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Min/Max and Base/Random means the same thing here. quote:
- Multi attacks count as 3 attacks in 1. Regardless of if all hits hit they are counted as (damage per single enemy * 3) in terms of how much damage they count as since you're only meant to use them against multiple enemies. This also means that they detract from the total amount of damage that any other skills on the class are allowed to have. This is why the original Necro had that...weird and slightly gimmicky bit of code to lower the amount of damage to all enemies over 1. It didn't work well. - Any effects placed on them count as 3 effects for the total number allowed per class. If, for example, it's only allowed 10 effects you just dropped down to 7. I did count multis as triple the damage. quote:
Techno in 5 turns against 3 enemies: Turn 1: Mana Grenades (100 + 170 / 5 + 100*(2000/2200)) Turn 2: Photon Bow (3 hits of 140%) Turn 3: Static (3 hits of 120-140%, average of 130%) Turn 4: Black Hole (3 hits of 125%) Turn 5: Mana Grenades (100 + 170 / 5 + 100*(2000/2200)) Now to put this into numbers, assuming a weapon with 100 base 100 random and and no attacks fail, but 0% crit rate unless guaranteed... Turn 1: Mana Grenades (100 + 170 / 5 + 100*(2000/2200) = 225) Turn 2: Photon Bow (3 * 140 = 420) Turn 3: Static (3 * 130 = 390) Turn 4: Black Hole (3 * 125 = 375) Turn 5: Mana Grenades (100 + 170 / 5 + 100*(2000/2200) = 225) Monster 1: 845 Monster 2: 395 Monster 3: 395 Effective total damage of 1635, split over 5 turns to equal 327 Adding in 70% crit... Monster 1: 1436 Monster 2: 671.5 Monster 3: 671.5 Effective total damage of 2779, split over 5 turns to equal 555.8 quote:
- All classes are allowed one, spammable, upfront damage skill that is not tied to an automatic crit. As the overall damage output of Techno isn't high, Grenades is it. Usually it's on a 1 turn cooldown but because of the upper damage range it has a slightly extended cooldown. I'm saying that Mana Grenades is the wrong choice for the designated spam skill. You stated that TM is meant to be multi-target semi control. That means to me that the class should have its spammable skills be in line with its purpose. Right now, that's not what's happening. Right now, TM appears to be a class that tries to do burst damage, and just so happens to have extra multis in it. Except that doesn't matter, Necro has a 0-cooldown multi that does the same job as Photon Bow, and Static, and Black Hole combined. The fact that Static has +300 BTH or Black Hole stuns the enemy is irrelevant, because when you use a multi, you don't care if it inflicts an effect, the purpose is damage across 3 monsters. You're not inflicting 1185% damage, you're inflicting 395% damage 3 times. That's different. The fact that DF doesn't pool hp (the way AQ does) means that 1185% and 3 * 395% are different. For all that matters, we could say that Black Hole deals 1 million damage. There is no monster that you are intended to defeat that has more than 300k hp. Every point of damage that exceeds the hp of the strongest monster that the skill is intended to be used against is wasted. That's why I did not say that TM had an effective damage output of 2779 over 5 turns, because it doesn't have a damage output of 2779 over 5 turns, it has an output of 1436, 671, and 671. quote:
Work those into your number comparisons as they are weighted in it. The biggest hint I can give you of the *right* question to ask for getting Force's damage upped is look at the "Multi attacks count as 3 attacks in 1" part and go from there. Trying to give you the right way to ask for things instead of doing a bunch of number crunching that will get a no once again. I don't have the slightest idea what to say, because I'm in the dark for any requirements that are not openly stated. I gave burst damage comparisons for 4 different classes, and TM was last because I was only calculating against bosses. If I was to do the same for the best multi classes in game by purely spamming their multis, we get the following: Ascendant: [140 +5% + 140 +10% + 140 +15% + 140 +20% + 140 +25%] * 3 = 2415% damage = 805% per enemy Necromancer: [130 + x + 130 + 2x + 130 + 3x + 130 + 4x + 130 +4x] * 3 = 2286% damage = 762% per enemy Techno: 80 +30% + [140 +30% + 130 +30% + 125 +30% + 140 +30%] * 3 = 2190.5% damage = 730% per enemy Even if I was to use all of its multis as quickly as possible, Technomancer still doesn't beat any other class in its weight group other than Dragonslayer and Paladin. Unless I'm using the wrong formulas, there is virtually no circumstance where Technomancer would be used over any other class. Due to the lack of monsters that strategically use MP in battle, there actually are 0 monsters to fight against where Techno is better than anything else, even after the revamp. Unlike Necromancer (which did a very good job of knowing its purpose), TM has no important niche, it has no best situation, it does not fulfill any role.
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