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The correct balance of old and new items that have not even been introduced in the game

Posted: Sat Feb 24, 2018 11:23 am
by Mr_Maks
All this is naturally based on my personal experience and the desire to make the game better.

Remove 5% of the magic resist from the amulet 2k and rings 2k.
Hat 2k:remove 10% magic resist and based on the loss of stats and a real statistics hat that has 100 damage get 200 dmg to 2k hat.
Robe 2k:get magic resist to 40% (yes only robe 500/750/2k/3k should be have this)
Ring mage 2k:get 100 dex
Shield 250 to lower the magic resist to 10% and shields 500/750 get this 10% magic resist.(I think this is the fairest solution).
The total mage has 40% of the magic resist and the other classes 70%.
Probably in the future it should be lowered but it is necessary to look as this change will be reflected in pvp.

Now based on these changes I made statistics for 3k things:
Boots 3k:300 str 200 dex walking accelerate +1
Gloves 3k:300 str 150 arm dex 300
Ring 3k: 300 str dex 150 healing faster by 10%
Ring mage 3k:300 mana 150 dex healing faster by 10%
Amulet 3k:150 str 150 arm dex 200
Pants 3k dex 150 arm 150 walking accelerate +1
Pants mage 3k dex 150 mana 150 walking accelerate +1
Hlem 3k 300 str 750 arm 750 dex 150
Hat 3k str 300 arm 300 dex 150 mana 750
Shield 3k arm 1500 dex 150 magic resist 10%
Plate 3k str 250 dex 250 arm 1500 magic resist 45%
Axe 3k 3000 str dex 300 accelerate 7 range 2
Bow 3k 3000 str dex 300 accelerate 7 range 8
Sword 3k 3000 str dex 300 accelerate 7 range 2
Club 3k 3000 str dex 300 accelerate 7 range 2
Staff 2k 1000 str 3000 mana accelerate 7 range 8 (one problem that this statistic in mana does not give much to the mage, but how to fix it I have no idea)

Re: The correct balance of old and new items that have not even been introduced in the game

Posted: Sat Feb 24, 2018 12:09 pm
by blitzcraig
out of curiosity, what are you basing the reduced magic resistance on?

Oh, and to help the mage (since mana really doesn't as you pointed out) I'd suggest dex instead of str ;)

Re: The correct balance of old and new items that have not even been introduced in the game

Posted: Sat Feb 24, 2018 12:35 pm
by Mr_Maks
blitzcraig wrote: Sat Feb 24, 2018 12:09 pm out of curiosity, what are you basing the reduced magic resistance on?

Oh, and to help the mage (since mana really doesn't as you pointed out) I'd suggest dex instead of str ;)
I based my opinion on the fact items 2k and 3k give damage to all classes except the mage.Thus as a mage having an infinite mana with 1500.And then the mana statistics on items 2k and 3k does not give the mage anything except dex and str.The magician needs to reduce the resist of magic on things due to the fact that it got out of control and the mage can heal another mage higher by 3500+ lvls.It's just necessary to reduce magic protection from 55% to 40 at least.My changes pvp quite a bit just like 3k things will give advantage to other classes due to damage.So do not worry about it.

To change stats str on dex will not be correct because the problem of the mage is in the statistics of mana that on big lvls does not give anything.

Re: The correct balance of old and new items that have not even been introduced in the game

Posted: Sat Feb 24, 2018 12:38 pm
by Leone
Just to reopen a can of worms, before magic resistance was introduced mages were excessively OP. Don't take my word for it - do a forum history search and see for yourself. Please do this, as some of the arguments for/against magic resistance and mages have been recycled over and over again.

Now we have magic resistance, mages are still OP - just not quite so much as they used to be. Don't believe me? Why are most high level players mages then?

By all means let's consider your suggestions, but only if they are a part of an overhaul for ALL classes and not just to benefit mages.

Re: The correct balance of old and new items that have not even been introduced in the game

Posted: Sat Feb 24, 2018 1:16 pm
by Mr_Maks
It is very difficult for me to respond to such messages because I described everything that I should have and now I must either repeat what has already been written by me.
No wonder I called this post balance.At first, I just wanted to change the magical resist of the mages themselves because of the fact that 55% of the magic resist gives the mage complete invulnerability against another mage who is much above his level which should not be.So I think that the magical resist of the mage should be 40% as it was before the introduction of the game 2k items.
All so wanted that the mage became weaker and this idea allows to make it.

At the expense of other classes, I decided to do with the shield 250 that should have been a long time.Shield 250 as well as 500/750 shields should have 10% of the magic resist as it has a 2k shield.But at the moment we have 250 lvls shield 25% magic resist and 500/750 have nothing magic resist.I believe that giving them all 10% of the magic resist will be correct.

Re: The correct balance of old and new items that have not even been introduced in the game

Posted: Sat Feb 24, 2018 3:05 pm
by blitzcraig
I have not done 2k+ PvP, and have not run any numbers on it for a long time (much has changed for sure)

I agree with the general premise that mages' magic resistance could be lower than other classes to help counter the heal spell that makes sense for sure

adding dex to mage gear would be helpful though because those are helpful points that the mage can use in mana instead, thereby increasing power of spells - 1000 str does very little for a mage who would be attacking a player with well over 1000 armor, whereas extra dex on gear means more actual points into base mana leading to stronger spells (assuming of course that the mage would use some points on dex... I know specific builds may not, but generally I think it'd be more beneficial than the strength bonus)

anyway, nice to have yet another round of well thought out ideas going toward balance, I hope more will join you in the conversation ;)

Re: The correct balance of old and new items that have not even been introduced in the game

Posted: Sat Feb 24, 2018 11:39 pm
by rearrow
questions:
keep hearingbthat the problem eith mages is they have so much lower hp. and thst high manna is unlimited at 1500ish.

1) higher manna does give higher spelldmg. the fact it doesnt runout is an asset not a limitation.
2) if hp is such a problem, add arm
3 or go high dex so others then sword cannot hit you.

no class is suposed to be able to easily kill anyone.
the only class who could do that for years was mage because of the combination of huge spell dmg with high manna and being able to heal himself without pots.
this let to mages all being all manna and being able to kill eben much higher lvl other classes in seconds.

magic resistance was introduced to balance that.

mage is still able to do.huge amount of damage in a very short time. but yes others may now survive to logoff instead of being easy pray of much higher lvl mages. like the mage can survive being attacked by much higher lvl archers or melleees by either healing or armspell.


if anyclass is weakest pvp wise it be dwarf.