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Old 10-05-2011, 04:49 PM   #11
Kitsuni
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Originally Posted by Shining-Scias View Post
Wow I'm so pleased now my normal hits on my mages went from 17 to 18 with this passive yahoo !...

Seriously, this passive is only useful for like 2/6 of the classes... You should have fixed the attributes first before implementing this buff.
Exactly, attributes need a major overhaul. They aren't useful enough for any class, and some are always better than others.
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Old 10-05-2011, 05:04 PM   #12
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Originally Posted by Droc View Post
So only knights should really benefit from this warmaster passive? Or benefit the most rather?
No , Knights get Str and not Const.
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Old 10-05-2011, 06:50 PM   #13
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I fail to see how such power improve the RvR side and frankly it is very badly designed, clearly more impact on barbs and marx (which need more damages as we all know...).

WM tree is common to all, so wm powers should affect any class equally.
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Old 10-05-2011, 07:41 PM   #14
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Originally Posted by Zas_ View Post
I fail to see how such power improve the RvR side and frankly it is very badly designed, clearly more impact on barbs and marx (which need more damages as we all know...).
I agree that equal would be best, but things are rarely completely fair.

I dont think a few more points of damage and increased carry weight will benefit a barbarian more than mage with more mana, better mana regen, resist rate and more damage should he use his staff.

I actually think Knights, Barbarians and Hunter are worst off with this passive (in that order to be more specific).

Hunter have some kind of DPS that is fairly easy to maintain, a small fixed damage bonus at least have some impact on their already low damage. They also get some evasion apart from the standard main attribute bonuses that everyone have (focus and hit chance).

Intelligence is the best attribute in the game after constitution, this put regular mages in the middle and SM-mages just above.

Winner is of course the Marksman, high contribution from dex to damage and great class to maintain damage with good DPS.
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Old 10-05-2011, 11:57 PM   #15
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Originally Posted by Vroek View Post
more than mage with more mana, better mana regen, resist rate and more damage should he use his staff.
Mages already have ways to have endless mana with all the mana regeneration and stealing spells. Mages really don't need more mana.
Also more mana just means more spells being cast before running dry. But all the spells still have the same CDs, GCDs and do the same shitty fixed damage regardless of Int, so with the above argument, it's totally pointless to have more Int concerning DPS.
Resist rate ? No one knows if Intelligence affects it and by how much, and even if it was working, the value and difference would be so unnoticeable.
Have you ever seen some mage always resisting to hell because of a high Int amount ?

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Winner is of course the Marksman
And barbarians more !
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Old 10-06-2011, 12:29 AM   #16
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Originally Posted by Orimae View Post
I think its based on class, not subclass..

Knights and barbs get 15% strength
Locks and conjus get 15% int
Marks and hunters get 15% dex.

Yea...now I wonder what NGD really meant to do, because the description says subclass but the programming indicates class. Hmmmmmmmmmmmmmmmm
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Old 10-06-2011, 05:08 AM   #17
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Originally Posted by Shining-Scias View Post
Mages already have ways to have endless mana with all the mana regeneration and stealing spells. Mages really don't need more mana.
Also more mana just means more spells being cast before running dry. But all the spells still have the same CDs, GCDs and do the same shitty fixed damage regardless of Int, so with the above argument, it's totally pointless to have more Int concerning DPS.
Resist rate ? No one knows if Intelligence affects it and by how much, and even if it was working, the value and difference would be so unnoticeable.
Have you ever seen some mage always resisting to hell because of a high Int amount ?
Increased mana pool, mana regen and resist rate, has a small impact.
So do a few points of damage on a warrior, it makes no difference at all.

I still think the extra effects to intelligence are far more welcome than carry weight, beside not all mages max out their mana control spells.
I often play with only lvl 3 sacrifice, now i have lvl 5 energy borrow to go with it, but i still run dangerously low at times.

Resist and intelligence, as far as im concerned this has been confirmed in the past, no reason to believe otherwise until NGD say so. Small impact? Yes, but its something.
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Old 10-06-2011, 05:28 AM   #18
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I think everyone should be able to aggree that no matter what class u r this bonus is nothing more than a neat little side skill for wms. Tbh the effect this passive has on rvr and pvp is nothing that immense to complain about. Even me, one of those evil OP barbarians everyone hates, doesnt notice the small increase in dmge just like a mage wont notice their small increase in mana. The only stat that i think would have a truly noticalbe diff. if applied is const. that stat is pretty damn nice. anyway this passive does not have enough of an effect on balance to be worthy of complaint.
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Old 10-06-2011, 05:25 PM   #19
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Quote:
Originally Posted by Shining-Scias View Post
Wow I'm so pleased now my normal hits on my mages went from 17 to 18 with this passive yahoo !...

Seriously, this passive is only useful for like 2/6 of the classes... You should have fixed the attributes first before implementing this buff.
thx to the wm passive marks got even more dmg to primary weapon: their normal hits. mages use spells and therefore extra dmg on their staff doesn't help at all. 15% boost on base intel value of mages is about 100 mana. what can mage do with extra 100 mana? just to give u an idea, most of our spells cost more than 100 mana to cast. wat mage really need is concentration and constitution, not mana and certainly not these pathetic extra dmg on staff. this is stupid. some class defintely benefit more than others. this is not the balance we want
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Old 10-09-2011, 06:44 PM   #20
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The idea was great to make WMs better than lvl 60 characters who are not WMs. But the systes is....... :S
Let me count a bit:
-A lvl 60 marksman has at least 100 dexterity. With the new WM skill, they get a bonus of 15 dex. It means that they get 15x1,5 damage = 22,5 DMG (because 1dex gives 1,5 damage).
- What's more, by using Recharged Arrow (which gives 40% damage) 22,5x0,4= 9 DMG
- With Specialist, they get +15%. 22,5*0,15= about 3,5 DMG

Altogether, they get 22,5+9+3,5= 35 extra damage.

This is my thought. I'm sorry if I'm wrong.
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