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Illusionist PvP Damage Scaling
In every server the damage you do with a Kiringku halves after the target has 100% MR or higher.
I think a good way to help balance the damage issues here is to scale the damage half point to some place above 100% MR, like 150%. This way players who just have above 100 MR don't completely gimp an Illusionist damage.
For example;
Illusionist is dealing 60 damage a hit under 100mr.
Old scenario - Knight target has 110% MR but only takes 30 damage a hit.
New Scenario - Knight target has 110% MR and takes 44 damage a hit. [Calculation = (110/150)*60)]
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Re: Illusionist PvP Damage Scaling
Hey shitcoin,
That's good feedback, we actually discussed making MR relevant above 100%. What I mean, is by adding new additions like the ant wing changes, there becomes more options for item combinations to increase MR to use it for damage calculations instead of the way it is now. Just something we have been discussing.
Thanks
GM Charles - Global Admin & Developer - Server / Website
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Re: Illusionist PvP Damage Scaling
Illusionists on Private servers have always struggled due to High MR and high enchanted gear. They are glass cannons with the lowest HP of any class. They really need some way of negating MR to a certain %.
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Re: Illusionist PvP Damage Scaling
Actually the Kirinkgu damage should currently be affected by MR greater than 100.
One strategy with an illusionist is to have an elf Erase while you swing on them. Kiringku isnt supposed to remove erase, and it hurts like hell if you do this.
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Re: Illusionist PvP Damage Scaling
I don't think the MR/Illu damage should be touched until we see the numbers in play. Korea and Japan both felt it necessary to leave Illusionist damage as is.
Developer: Lineage: TL, Programmer: All Lineage P-Servers, Creator: English Patch
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Re: Illusionist PvP Damage Scaling
I agree with Hawk. Let the server go live and once people are slapping each other in GP after a few days we'll see where we're at.