Mage Crits

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Bridger

Dalayan Beginner
Some time ago I made what I believed was a convincing case that crits were not properly implemented on rain spells.

Can anyone tell me
(a) Whether this arguement has been accepted
(b) Are there any plans to implement crits on rains "correctly"
(c) How crits are calculated for the mage spell Elemental Barrage

Thx
 
The case was made in thread http://forum.shardsofdalaya.com/showthread.php?t=21438

Basically a 3% crit for normal spells and melees give a 3% increase in overall damage. Because rain spells get a 1% increase for each wave (for a 3% crit) this gives only a 1% increase in overall damage for each 3% crit.

I will reproduce the maths if required but I do not wish to bore people.

(c) It's just 4 single target nuke spells, they each get regular crit chance individually

Are you confirming that if the mage has a 3% crit rate each "wave" of Elemental Barrage has a 3% chance of criting?
 
iirc, the thread in question brought up that 1% crit bonus for rains only came out to .5% added to dps. And then that because mage dps is accepted where it is, fixing crit to =1% dps would result in devs dropping the base damage on mage rains to equal out to the same dps with max crit with this newly tweaked number. Basically a net loss in dps for any mage without max crit if it were fixed, which is probably a good majority of active mages, and no change for those with max crit. Correct me if I'm wrong here.

The only reason I could possibly see anyone arguing for it would be an enchanter begging to be able to AoD mages with an equal benefit as other casters. But then again AoD isn't sustainable in a group setting with the mana cost vs duration, and on raids there are plenty of other worthy AoD targets around. Anyways, hope this helped.
 
The only reason I could possibly see anyone arguing for it would be an enchanter begging to be able to AoD mages with an equal benefit as other casters. But then again AoD isn't sustainable in a group setting with the mana cost vs duration, and on raids there are plenty of other worthy AoD targets around.
I have both mage and enc and I agree this issue in groups is the only thing that really bothers me.
 
I think Cyz covered his answers about this in the old thread, like for instant message #211 in that thread wich is what Stral posted here too...

Changing crits would change base damage wich will make it the same DPS or lower, since mage DPS is fine atm.

The changes talked about in that thread when it was closed has been added in form of pet tomes and class tomes as far as I know. Wich has made a big difference for pet survival and such for mages.
 
Indeed he did.

Seems to me the solution right now to your gripe would be to get rid of the /3 (great for the code anyway), and lower all rains across the board by 3%

Any plans to implement such a change?

iirc, the thread in question brought up that 1% crit bonus for rains only came out to .5% added to dps. And then that because mage dps is accepted where it is, fixing crit to =1% dps would result in devs dropping the base damage on mage rains to equal out to the same dps with max crit with this newly tweaked number. Basically a net loss in dps for any mage without max crit if it were fixed, which is probably a good majority of active mages, and no change for those with max crit. Correct me if I'm wrong here

Yes you are wrong.
A 1% crit comes out at .33% added dps to rains.
The suggested change would put mages ever so slightly behind at 3% crit level but ahead after that.

People who do not play mage obviously do not realise that it is dispiriting to know that as you work to improve your character through getting tomes and charms you are only going to go backwards compared to equivalent other characters around you.
 
Note: this post assumes there's not a ton of super secret hidden code-fu going on to confuse us behind the scenes.

Rebalancing crits to scale correctly without would be as simple as (1) reviewing where damage is and should be at both 0% crit and top end levels of crit, then (2) running a linear regression to reset base nuke damage to keep damage output the same. Tao is easily capable of such maths, and testing would be ezpz to verify.

Point of post: Should this be something that staff feels they need to address, the solution is straightfoward and simple.
 
People who do not play mage obviously do not realise that it is dispiriting to know that as you work to improve your character through getting tomes and charms you are only going to go backwards compared to equivalent other characters around you.

I realize things every day. Today I realized that I will exist in this realm of existence temporarily until I drift off into some other probably more interesting consciousness the next time I sleep. I also realize that mages at least get pet damage from their codex's, on top of the .33% increased dps per spell crit. So its not as if they're totally worthless, like they are for enchanters. I also realize that I play an enchanter, and haven't become so dispirited at this concept that I wanted to not play. Sometimes in a delusional daze I even farm for my eternal.

But yea on a less sarcastic note, I completely understand this argument. Just realize that not every class receives the same benefit that every other class does from codex's. Also realize that now more than ever there are many options for very useful tomes you could be working on as a mage that aren't nearly as useful for most classes. The only way to console you regarding the charm is to say to you what I try to tell myself every time I go farming for mine, "Go look at all those other awesome mods and stats on them!"
 
I'm pulling rank as Your Mathemagician Overlord here.

Locked. Don't bring it up again until I've performed a math and said you can talk about it again.
 
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