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Topic: Have magnitude actually affect spell damage (Read 540 times) previous topic - next topic

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Re: Have magnitude actually affect spell damage
Reply #15
actually tested magic bolt dmg now, all backhits, no crits

0.11 blackbolt = 46.72 dmg

0.69 r70 staff = 49.77 dmg

melee weapon:

0.24 melee = 27.15 dmg

0.70 melee = 47.04 dmg

nice magefall, why can't i do 40+ dmg with melee/archer starter weapons too?

@Ub3rgames

You just compared a r40 staff to a weapon even worse than the leafblade with 0.26. And there are no r70 staves. Its r0, r20, r40, r60, r65(transmutes), r80.

A r40 greatsword has around 0.73.


so what, go test it yourself

ooohhh right ur a mage cant nerf that dawnstaff

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Re: Have magnitude actually affect spell damage
Reply #16
Dawnstaff mages op

Re: Have magnitude actually affect spell damage
Reply #17
actually tested magic bolt dmg now, all backhits, no crits
0.11 blackbolt = 46.72 dmg
0.69 r70 staff = 49.77 dmg
Its not complete test, if you test only direct hit with bolts. Try AOE, r50 (not direct hit), r90-r100 (not direct hit).
Dolly Monk

Re: Have magnitude actually affect spell damage
Reply #18
Its not complete test, if you test only direct hit with bolts. Try AOE, r50 (not direct hit), r90-r100 (not direct hit).

Should also include no direct hit with melee and archery.

Re: Have magnitude actually affect spell damage
Reply #19
Its not complete test, if you test only direct hit with bolts. Try AOE, r50 (not direct hit), r90-r100 (not direct hit).

Should also include no direct hit with melee and archery.

aoe with melee is 100% damage, all you need is to unbind alternate attack
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Re: Have magnitude actually affect spell damage
Reply #20
actually tested magic bolt dmg now, all backhits, no crits
0.11 blackbolt = 46.72 dmg
0.69 r70 staff = 49.77 dmg
Its not complete test, if you test only direct hit with bolts. Try AOE, r50 (not direct hit), r90-r100 (not direct hit).

who gives a shit when 90% of dmg is from bolts

u probably want to compare dawnstaff edge-of-aoe tick damage to melee hits lmao

fucking mages u ruined the game and cuck devs are too pussy to change anything

Re: Have magnitude actually affect spell damage
Reply #21
Archery damage is easily equivalent to bolts.

Bolts are faster to cast Maybe? But a mage has a finite amount of Mana where as an Archer I can shoot arrows almost indefinitely with my stam efficiency.

If you're an Archer-melee and you lose to a guy just shooting bolts you're probably doing something wrong with the exception being the extreme case where they've spect to do just bolts and they're using the Arcane raw magic or the holy bolt that has currently no protections/lowest protections or something stupid like that that needs to be fixed.

Otherwise things are pretty balanced, The Meta is just different and everybody's working out what it is