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Author Topic: mages in pk  (Read 591 times)
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Bear05
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« on: December 11, 2006, 03:00:48 PM »

just a thought on straighting it out and fairing things up a bit.

lets start with me my damage is based on my wep# it and my armors str mods and my base str relative to my total hp vs. my opponets total def.  for the record its 302 if im at full health and whoever i hit as full def.

now its been mentined that int mods should be added to help this, but i don't think thats necessary, if you follow the same logic that lets int be used instead of str if its greater.  basically if it detects that situation instead of just using int why not calculate mage pk damage like this

damage=base int+wep number(low for wands i know but should still help) + wep and armor mp mod all still relavent to total hp.  this would keep mages from needing lvl8 or super melee weapons. 


now to compare some numbers

for this i compare wep number and str mods
fighter 3 str per lvl at lvl 100=300str + HoN(3850) = 4150 + zerker(400) =4550/20=227.5 or 228 damage at full health against full armor

here i compare wep number and mp mods(not base mp or points added to it even)
mage 3 int per lvl at lvl 100=300int + WoN(6200) + archirobe(2000) =8200/20= 410 damage


now this seems a little un balanced, but think about how few Wo*s of any sort there are floating around. and the fact that if you drop it to a WoL the damage is only 260, still higher than HoN on fighter but close.  Also most mages have much lower hp than a fighter.

seems to me this is a closer ratio than just using their int.  so if you tweaked it a little and made the mp mod just add a percentage of say 52%, i.e. 52% of the mp mod is added in then

mage damge = 300 + (6200*.52) + (2000*.52)=4564/20=228.2 or 228

now you have mages able to use mage equipment at all times, to lvl and pk, and assuming equal lvls and equal equipment you have a fair fight.

questions? comments?
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AcesJaes
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« Reply #1 on: December 11, 2006, 03:21:59 PM »

Sounds like a good idea to me, taking the rarity of the supers into consideration. lets see an archi, cause I doubt a great amount of mages get ahold of a Wo*.

My build at least is 3 INT, 1 HP, 1 DEX, and since Bear said that these mages level as well, I would assume they'd want first hit.
300 INT plus 1900 (rather just cut out that one to make things clearer) plus an archi robe, however unlikely that is (2000) means 4200/20 meaning 210 damage. but with a more likely SP, it goes down to 2400/20 meaning 120 damage.

Level 100 mage with 100 HP, a shiny Archi wand and SP is 120 damage

Then we see the level one hundred warrior built for PKing, meaning 3 STR, 2 HP per level.  Lets say they got a Fenrirs and a Cerb.
300 plus 1100 plus 80 means a good 1480/20, meaning...

74 damage for the poor fella, but with twice the HP, but soon, he might have a super weapon since there are five types of melee supers and only one type of magic weapon, if you don't include Jo*.
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Bear05
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« Reply #2 on: December 11, 2006, 03:26:15 PM »

Javelins do add a fair bit of mp though, and since wep # is added either way in my theory, that brings them to 2 super possibilities.  plus this is assuming someone at lvl 100 has lvl8 weps or supers and a smart build.
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Hitme
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« Reply #3 on: December 11, 2006, 05:19:53 PM »

the problem is, there isnt a good balance of mage and fighter weps to make it easy to find a perfect balance point, between low non super items.
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Bear05
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« Reply #4 on: December 11, 2006, 05:21:46 PM »

well non super mage weps have numbers like 1. seems if you did some math tered be a fair point maybe 100, maybe 366 to raise it to and have it get more balanced. 

this is quest, the key is babysteps, and thats all this is. one small babystep towards evening it out.
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Hitme
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« Reply #5 on: December 11, 2006, 05:22:55 PM »

yes, I agree its baby steps, I like the idea, and its hard to find a balance point along low levels, but now a days its rare to see a mage at higherish levels not have an archi wand.
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_Ares_
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« Reply #6 on: December 11, 2006, 05:55:04 PM »

WoN would own with it that way
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White_Knight
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« Reply #7 on: December 11, 2006, 05:59:45 PM »

I'm all for the advantage Smiley
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Bear05
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« Reply #8 on: December 11, 2006, 07:00:03 PM »

i really don't see how its an advantage.  the way i set it up WoN=HoN, i aimed for fair and even.  and even as it is now a lvl400 with lvl8s loses to a lvl 200 with supers. so you have to  remember to picture an equal situation.
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AcesJaes
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« Reply #9 on: December 11, 2006, 09:44:10 PM »

the problem is, there isnt a good balance of mage and fighter weps to make it easy to find a perfect balance point, between low non super items.

The thing is, Mages in this do more damage because they have:
I. Less HP
II. Less supers.
III. Have to have a E-wand or better to do anything.
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Bear05
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« Reply #10 on: December 11, 2006, 09:55:10 PM »

still its better than just having your int used with no mods.
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AcesJaes
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« Reply #11 on: December 11, 2006, 09:57:17 PM »

I know that.  I think you have it done very nicely; Mages are how they should be... Strong but with low endurance (HP in this case)
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