SDM Gear - Mage Hat - Test Results

Started by Dice

Dice

Skill: Light Dart
Enemies: King Kilrog + Baby Dragon
Baseline -> Mage Hat -> Mage Hat + Mageblade
Normal Damage: 2184 -> 2232 -> 2256
Crit Damage : 3276 -> 3348 -> 3384

Damage was the same every cast, no need for averaging.

Hitters helms with +1 attack means 300-1800 more damage per round. (lv 300 weapon)
700~ damage > 50 damage
+15% damage > +2% damage
(assuming 6 -> 7 attacks per round)

MDM applies on every melee hit, SDM, I ASSUME 10% MDM scales better than 10% SDM (24 dmg per round). I don't have any tests to back it up…

I'm not suggesting the increase should be equal (due to AoE, unless it scales less with AoE say 5% and 15% for single target) but theres a huge discrepency.
And this is comparing a lv 425 (Mage Hat) vs a lv 100 (Helm of the Predator).

While on this topic, I don't think Light Dart should do more damage to a good enemy than ALL the other 1 mana spells -.-

Brancrese

Wizzies succeed in CC and mass damage to large groups. This is not new, you cannot compare single target damage, they should never, at any point, be on equal footing to a hitter. There's a reason all of the first people to 1K are wizzies. There are numerous, high exp fights (FHP, GH, etc…) fighting large numbers of mobs, that wizzies can handle easily. This is their advantage, to think that they have that kind of ability to level easily compared to other paths, but should also be able to dish out equal single target damage as hitters; is just asking for Wizzies to become even more OP.

Damage modifiers have the greatest effect with the more base damage you do. The most base damage a wizzie can do, is with AoE spells. With their ability to also CC targets, there needs to be a huge discrepancy in these numbers. I see no issue with this.

Zewpi

Tell me again how warriors damage makes up for their myst spells never landing, inferior healing, no aoe damage and very low self-cast duration buffs, their very limited movement squares so when they chase a target they often don't even manage to get all of their attacks off that round, not even counting missed attacks on top of that - unlike a wizard whose spells cannot miss. You seem to want wizard to do.. everything equally or better than the other 3 classes with no downsides? - given the state of shift + invul even 2-3 knights can't kill you in 1 round before you heal or hold them as a wizard not even wearing heavy armor or RoE+AoE. So their survivability is hardly an issue. You're viewing their balance as far too one dimensional, everything they lose in single target damage is made up for by excelling in every other area of the game - doing things no other classes can even come close to achieving. If they had single target damage buffs as well then they'd have to be nerfed to maintain some semblance of balance - and if that did happen I'd wager you or someone else would write a post about how bad wizards would be after that nerf.

The basis of this argument is :

  • Insert wizard who can do everything else amazingly well, but may be slightly lower on single target damage
  • Compare numbers to the class that is ONLY good at dealing single target damage (assuming you used an ASGW not an AEGW because, well, that makes your argument look better)
  • Buff wizards please?