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Old 09-15-2008, 08:59 AM   #111
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Quote:
Originally Posted by gph
Totally disagree. Knights hitting for 1200 dmg with SC is same has barb hitting for more than 2000 dmg with SC or Ripost. It's insane.
Southcross and Ripost should only use unbuffed base attack to compute the dmg they deal. Same for Lethal Strike. All the more than 100% dmg +% chance should use only unbuffed base attack.
Maybe I'm saying something stupid but it's my opinion right now. If you have better ideas let me know.
That is a good solution too.
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Old 09-15-2008, 12:14 PM   #112
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Quote:
Originally Posted by gph
Totally disagree. Knights hitting for 1200 dmg with SC is same has barb hitting for more than 2000 dmg with SC or Ripost. It's insane.
Southcross and Ripost should only use unbuffed base attack to compute the dmg they deal. Same for Lethal Strike. All the more than 100% dmg +% chance should use only unbuffed base attack.
Maybe I'm saying something stupid but it's my opinion right now. If you have better ideas let me know.
So SC and lethal stike should be immune to buffs? hm.
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Old 09-15-2008, 12:16 PM   #113
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And ripost too, although that tends to do lower damage.

SC with a slow 2 handed sword unbuffed seems to do around 1.2k - 1.5k damage, which is far more appropriate but not underpowered IMO.
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Old 09-15-2008, 12:21 PM   #114
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Quote:
Originally Posted by gph
Totally disagree. Knights hitting for 1200 dmg with SC is same has barb hitting for more than 2000 dmg with SC or Ripost. It's insane.
Southcross and Ripost should only use unbuffed base attack to compute the dmg they deal. Same for Lethal Strike. All the more than 100% dmg +% chance should use only unbuffed base attack.
Maybe I'm saying something stupid but it's my opinion right now. If you have better ideas let me know.
Now that is a fantastic idea.
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Old 09-15-2008, 01:49 PM   #115
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Quote:
Originally Posted by Necrovarus
And ripost too, although that tends to do lower damage.

SC with a slow 2 handed sword unbuffed seems to do around 1.2k - 1.5k damage, which is far more appropriate but not underpowered IMO.
Exactly a 1.5k dmg is already PITA. It's good that barbarian can hit as hard has that but honnestly 2k+ hits are ridiculous IMO.
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Old 09-15-2008, 03:36 PM   #116
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Quote:
Originally Posted by Znurre
But what's the big deal? On lvl 5 Acrobatic skill is duration/cooldown, so you can keep buffed all the time.
Until you get mindsquashed, then that 2 minute cooldown is a death sentence.

Quote:
Originally Posted by Znurre
This is the truth Valorius... if the hunter is buffed with Acrobatics and maybe Evasive Tactics and the barbarian is not using Berserk, most barbarians will not cause more damages than this.
When i'm fully buffed with my own self buffs, barb attacks(lvl 50) do between 550-800 per attack. If my evasive tactics is in cooldown, it can be more like 750-1000 per attack. If i get mindsquashed, normal attacks can exceed 1500dmg.

However, barbs that go "all out for offense", even vs acrobat 5, they can do 1300+ dmg with ease with skills like Balestra. Add in evasive tactics 5, and a max damage barbs balestra still does in the range of 700-900 dmg per hit, even on lvl 1.

Material wall is great...it can take that same 700-900hp hit and reduce it to about 500-600dmg...but a barb can counter that with mindsquash, which not even DI will protect you against.

Barbs are bad enough in 1 on 1s, but in large battles when they are superbuffed with auras, they're completely over the top.

I love shooting at a charging barb that's protected by heroic and blocking auras, becuase i love wasting money on EXTREMELY EXPENSIVE arrows that, when they're not blocked(which in fort wars about 80% of them are), do well under 100dmg to my enemy.
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Quote:
Originally Posted by aardvak2669
So SC and lethal stike should be immune to buffs? hm.
It would be easy to do. Just take them off a +% weapon damage scale and give them a fixed damage spell like meteor, golem fist, etc.

WAY too many barb attack skills are +% weapon dmg, so everything they do can potentially be a 1000+ dmg attack.

Last edited by Valorius; 09-15-2008 at 03:49 PM.
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Old 09-15-2008, 05:04 PM   #117
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Quote:
Originally Posted by Valorius
It would be easy to do. Just take them off a +% weapon damage scale and give them a fixed damage spell like meteor, golem fist, etc.

WAY too many barb attack skills are +% weapon dmg, so everything they do can potentially be a 1000+ dmg attack.
I'd love NGD to take a look at that idea
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Old 09-15-2008, 05:08 PM   #118
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Quote:
Originally Posted by aardvak2669
I'd love NGD to take a look at that idea
Imo percents should be removed, everything only fixed damages,

only there seems to be some problem. We already have a skill like that without percents and fixed damage only, called Expanisve Wave, but it seems to do very little damage,

Why is the difference between a Level 1 Typhoon and a Level 5 one only about a 100 damage ratio?

On level 1 its 50 Slashing damage and 100% weapon damage, and on 5 its 400 (if im correct?) the damage is different,

This is also why you see alot of lvl 1 skills from barbarians, because theres no real difference, if NGD does want to do fixed damage it needs to be changed so it works.
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Old 09-15-2008, 05:15 PM   #119
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Quote:
Originally Posted by Rated_R_Edge
Imo percents should be removed, everything only fixed damages,

only there seems to be some problem. We already have a skill like that without percents and fixed damage only, called Expanisve Wave, but it seems to do very little damage,

Why is the difference between a Level 1 Typhoon and a Level 5 one only about a 100 damage ratio?

On level 1 its 50 Slashing damage and 100% weapon damage, and on 5 its 400 (if im correct?) the damage is different,

This is also why you see alot of lvl 1 skills from barbarians, because theres no real difference, if NGD does want to do fixed damage it needs to be changed so it works.
Because low damages gets way more reduced than high damages... that is an intended feature.
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Old 09-15-2008, 07:34 PM   #120
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Quote:
Originally Posted by Valorius
Until you get mindsquashed, then that 2 minute cooldown is a death sentence.


When i'm fully buffed with my own self buffs, barb attacks(lvl 50) do between 550-800 per attack. If my evasive tactics is in cooldown, it can be more like 750-1000 per attack. If i get mindsquashed, normal attacks can exceed 1500dmg.

However, barbs that go "all out for offense", even vs acrobat 5, they can do 1300+ dmg with ease with skills like Balestra. Add in evasive tactics 5, and a max damage barbs balestra still does in the range of 700-900 dmg per hit, even on lvl 1.

Material wall is great...it can take that same 700-900hp hit and reduce it to about 500-600dmg...but a barb can counter that with mindsquash, which not even DI will protect you against.

Barbs are bad enough in 1 on 1s, but in large battles when they are superbuffed with auras, they're completely over the top.

I love shooting at a charging barb that's protected by heroic and blocking auras, becuase i love wasting money on EXTREMELY EXPENSIVE arrows that, when they're not blocked(which in fort wars about 80% of them are), do well under 100dmg to my enemy.
(text in green is sarcasm)


It would be easy to do. Just take them off a +% weapon damage scale and give them a fixed damage spell like meteor, golem fist, etc.

WAY too many barb attack skills are +% weapon dmg, so everything they do can potentially be a 1000+ dmg attack.

Generally reading ur posts I can say u give too many advantages to a single barb. With ur barb description it would mean we have lvl 19 slashing, warcries, blunt, 2h mastery and tactics trees and about 80 skill points to distribute. Also u think every barb has DI, material wall, knight auras, lvl 5 conju buffs, limitless mana given by conju, unstoppable madness during most of the fight.

But on the topic (which I guess has become another barb discussion) - Im against turning %s into dmg like meteor and golem fist. Why? Because then all dmg improvements coming from buffs, weapon, rings/amus/armor/whatever u use to improve ur dmg would become far less useful, since they would improve only ur basic hits. My solution would be limiting the max %s the attack could be boosted. Like with speed - its capped, so u cant run faster than 150% - so would be with meele attacks. The exact value would need to be stated, but I think 200-250% weapon dmg is high enaugh. On the other hand, since this would nerf pretty much attacks like sc or ripost (3-4k+ dmg sc has like 400% dmg risen by buffs? ) barb would need something what would help him to survive a bit longer - we die very often, comparing to other classes because of poor defense (and I dont mean armor points, but general RO game tactics - barbs are targeted 1st in fort wars, they are most common victims of different tricks , like mind push, stunning fists, ambushes, etc. most of u overestimate the power of madness - it has long cooldown and huge mana cost, also the duration isnt that impressive). No idea what could that be, though.
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Last edited by Piccolo53; 09-15-2008 at 07:52 PM.
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