Re: Harder hits
Posted: 03 Mar 2021 12:01
The stat meta will be as it is I think.Mim wrote: ↑03 Mar 2021 10:55Some intresting points and thoughts.
I bet though, that in a few weeks people might laugh at the OP and the other speculations.
And ofc there will be effects neither of us could imagine.
Block, stun, and paralys will probably be a main concern if I can join in the speculations.
So far noone digged into stats.
Will DEX be more important again?
My guess:
If teaming will grow, I suppose Minstrels with team boost to speed, might fare well.Dan wrote: ↑03 Mar 2021 07:532: if you hit harder, but also get hit so hard you can't solo, it forces you to team up, and while teaming, the usual solo grinding areas are not viable for a team, hence you move to the bigger areas - once again becoming even more in the same spots competing about the same killing areas with even more players killing everything even faster, making absolutly nothing to kill.
What do you mean switch to magic layman? If you look at the current population most of the big players are already in magic layman because, unfortunately, most melee laymans were made almost obsolete with how versatile magic ones are (basically every magic layman provides heal, haste and/or some form of defence). Melee laymans simply can't compete with that. The only advantage to melee laymans is lack of components/ease of use but that's not really a concern for people who are legend+.
This depends on what is ment here. Versatility? Sure, more options, but what you might suggest here is that the combinations outstrips the melee special, which isn't necessarily true.Dan wrote: ↑04 Mar 2021 08:44Your premise regarding outhealing the damage has one flaw: while casting you stop doing white hits, and with white hits being upped that means the effect of the white hit dps gone will be bigger, maybe tipping it back in favour of pirates.
However I agree, the current magic laymans are superior to the current melee laymans.
Layman magic doing Teleport + haste + boost stats spell + heal spell + avoidance spell > a BM hit or pirate evasion any day.
A hypothetical doesn't necessarily translate to actual in game effect though.Nerull wrote: ↑04 Mar 2021 12:24This depends on what is ment here. Versatility? Sure, more options, but what you might suggest here is that the combinations outstrips the melee special, which isn't necessarily true.Dan wrote: ↑04 Mar 2021 08:44Your premise regarding outhealing the damage has one flaw: while casting you stop doing white hits, and with white hits being upped that means the effect of the white hit dps gone will be bigger, maybe tipping it back in favour of pirates.
However I agree, the current magic laymans are superior to the current melee laymans.
Layman magic doing Teleport + haste + boost stats spell + heal spell + avoidance spell > a BM hit or pirate evasion any day.
Example: If Pirate special yelds 10 caid, and lets say this is the cap (the number is fictional), and the combination (or single effects) also caps out at 10 caid (this is the premise - stacking means less effect on every effect), then they should hypothetically be about equal since both yelds same caid.
It is ofcourse convenient to have more options, and possibly to tailor vs different encounters in exchange for components etc and upkeep.
Sometimes, it's simply better to use a single sustained non-limited combat special for automation, as there are no upkeep or costs attached to the same net effect. Maybe the best for prolonged grinding if growth is of concern.
Totally agree, what I meant, mostly, is that this will happen at smaller size. At (estimate) RH, you'll suddenly need that healing layman to get anywhere. Which will also make it harder to earn the coins for components. Who knows? Maybe we'll see a big increase in vet-hero sized Mishakal OOTS?Zhar wrote: ↑04 Mar 2021 05:50What do you mean switch to magic layman? If you look at the current population most of the big players are already in magic layman because, unfortunately, most melee laymans were made almost obsolete with how versatile magic ones are (basically every magic layman provides heal, haste and/or some form of defence). Melee laymans simply can't compete with that. The only advantage to melee laymans is lack of components/ease of use but that's not really a concern for people who are legend+.
I can't figure out if you're trying your best to protect your own creation, or if you simply haven't been playing for a long time and therefore have no idea that the "math" you just did is far from game mechanics.Nerull wrote: ↑04 Mar 2021 12:24This depends on what is ment here. Versatility? Sure, more options, but what you might suggest here is that the combinations outstrips the melee special, which isn't necessarily true.Dan wrote: ↑04 Mar 2021 08:44Your premise regarding outhealing the damage has one flaw: while casting you stop doing white hits, and with white hits being upped that means the effect of the white hit dps gone will be bigger, maybe tipping it back in favour of pirates.
However I agree, the current magic laymans are superior to the current melee laymans.
Layman magic doing Teleport + haste + boost stats spell + heal spell + avoidance spell > a BM hit or pirate evasion any day.
Example: If Pirate special yelds 10 caid, and lets say this is the cap (the number is fictional), and the combination (or single effects) also caps out at 10 caid (this is the premise - stacking means less effect on every effect), then they should hypothetically be about equal since both yelds same caid.
It is ofcourse convenient to have more options, and possibly to tailor vs different encounters in exchange for components etc and upkeep.
Sometimes, it's simply better to use a single sustained non-limited combat special for automation, as there are no upkeep or costs attached to the same net effect. Maybe the best for prolonged grinding if growth is of concern.