2009-01-18, 05:05 PM
Stereo Wrote:Too many pages to read right now so sorry if I repeat some. Also, I don't know very much about Pirates so I'll ignore those.
First of all, the damage cap needs to disappear. Or at least greatly increase. A cap of 99999 currently affects everybody's damage except BM/NL/DK.
2nd - Abbreviations. This thread is about 4th job so I'll use H/P/DK, B/IL/FP, NL/S, BM/MM.
Warriors
H - Coma/Panic are currently useless. Charging takes too much damage off regular attacks without adding much to finishers. Boost the Coma/Panic 6-10 orb damage significantly. I expect the result to end up about 20% stronger than pure Brandish spamming, leading to...
P - Boost Blast up to 800-850%. Drop Holy to 120% matching Fire. This gives Blast about a 25% boost in Holy damage, but also brings up Fire to equal and Lightning stronger. Paladins should be stronger on single targets with weaknesses than Heros are on 3. Since the best Charge dropped 20%, also bump up ACB to 380%.
Instead of HH, I'd like to see a party skill. Most logical would be a defense based one (+100% wdef/mdef?) since nothing like that currently exists.
DK: Change how Beholder's healing works. 3 numbers: regen/sec, refill/sec, pool. The Beholder would be able to store a certain amount of HP in a "pool", possibly as a bar visible over it. Ex. 25,000 hp. With the refill/sec, it would be refilling that amount once per second, maybe 500 hp. Once it's full it waits. When the DK's HP drops below the Berserk point, it immediately regenerates some amount of HP using the pool HP. (determined by regen/sec - probably about 2000). Then it waits a second and heals again if necessary. It can also refill fractional amounts to bring the DK up to maximum Berserk HP automatically. This would make the healing able to heal in bursts, thus much more useful.
Berserk - First it needs a damage boost to match the other warriors - I guess about 250% would do it. Second, it needs a bossing condition to make it more useful. Probably allowing it to activate during "blink" time after taking an attack, regardless of current HP.
Advanced Sacrifice - cut 10 levels from Beholder's Aura/Hex to create a new 20 point skill. From all levels, it would cause Sacrifice a 100% chance of attacking with the correct weapon type (Slash for PA, Stab for Spear). It would also increase damage by 5%/level, and every 5 levels (1, 6, 11, 16) would drop the hp loss by 1%. Leading to max level of 450% Sacrifice taking off 1% of damage to HP. (about 600 hp at most to a typical 13x Berserking) A single target attack comparable to Blast is kinda something DK needs if they're gonna run around at low HP. Mobbing just doesn't work as well with that playstyle.
H+P+DK: would 100% stance at max level be too much to ask >_>
Magicians
B: I realize most of the people currently playing don't want to be support, but this is pretty hypothetical so we'll assume they never chose to play MS' one true support class.
Bahamut - give it an attack like Heal that can target players to heal them. Or target undead monsters to hurt them. With some of the healing requirements reduced the B is better off anyway.
Genesis will have to go, to be replaced by a fast mobbing attack. Possibly split to 2 skills:
1) Mind Control. Like Puppet, it would distract the mobs. However it would distract them to the party leader, so they don't attack other party members. Unlike Puppet it would last 30 seconds regardless of KB damage etc. making it actually work in parties.
2) Holy Rain. Like Hurricane, a bunch of weak shots, but going in all directions around the player (to mobs). Each arrow would be able to hit up to 3 targets by piercing, for 80/60/40 spell atk. Casting rate of around 5 per second. Cause 1 second stun to each target. Fast cast speed is important so party buff/heal can be used in between attacking more easily.
Cut resurrection's SP cost to 20. Add a new supportive skill - Weaken. Hits 6 targets, increases all elemental weaknesses by 1~10% (1 per level maxed @ lv10) for 1 minute (50%->60%, 100%->110%, 150%->160% - only for full elemental skills) or 5% for half-weakness (ex. Comp. 125%->130%)
IL/FP: Again, kill the ultimates. Again, 2 new skills
1) Advanced Teleport (max10) - separate skill from regular teleport, max 400 range. Teleports the player next to the nearest monster.
FP) Infectious Disease. Poisons 1 target. After which, following holds: Once poisoned, a monster is "infectious" for 20 seconds. Any monster they come into close contact (hitboxes touch) is poisoned. Also loss of 5% hp every 2 seconds (total 50% over 20 seconds). Can't kill, but can chain indefinitely (so if a 2nd generation poisons another monster, it starts its own 20 second infection, etc.) Monsters can be reinfected any number of times, but only when they're not currently infected.
IL) Thunderstorm. 300 range, ~80 spell atk, fast casting, hits 20 targets. Lightning elemnt obviously.
Also I'd swap the summons and ice/fire demon around. The way it is is dumb >_>
Chain Lightning/Paralyze would be dropped 10 points to make room for more mastery:
Advanced Elemental Amp - 10 point, -1% mp cost, adjusted elemental bonus (at max, 170% against weak targets, 100% on neutral, 70% on resistant), +2% spell mastery
Mana Reflection would be changed to work like PG, so mages take less damage. (not the full 200% or w/e obviously, maybe 1/5 of it)
Thieves
NL - Combine Ninja Ambush and Ninja Storm. For x duration, summon Ninjas around you that will push monsters away from you.
With the other 30 SP, get a "Limit Break" party buff (20 sp):
Max speed +2%, max jump +1% per level (180%/143% possible with max)
And a Throwing Star Bomb (10 sp): Consume 50 stars to set up a remotely detonated mine. When triggered, it deals damage to all monsters within a 200 radius using an explosion of shrapnel. Damage based on SP. Dunno how much is balanced.
S - Change to Boomerang Step. Same damage, unlimited "back and forth" until you stop holding down the key (or out of MP). 3 second cooldown from last hit.
Change to smokescreen - instead of invincibility, 50% damage reduction. But, decreased monster accuracy to 1 in 4 chance of hitting a player. Also, adjusted duration/cooldown so a party of 5+ shadowers can always be in a smokescreen.
Assassinate should be enough improved by uncapping damage.
Archers
BM/MM - SE made independent of original crits. 50% chance of occuring. +200% damage. This would make it better for non-crit classes, as it would add +100% instead of +21% damage. Also, for Bowmen 20% double crit=+300%, 30% SE only=+200%, 20% Crit only=+100%, 30% neither=+0% = +140% vs. current SE's 132%. For NL 25% each of 300 200 100 0 = +150% average instead of current +156%
ie. it would boost Bowmasters and non-crit classes more and Night Lords less than current SE.
Make Blind/Hamstring passive, chance of happening to every monster the player hits with any attack (success rate based on skill damage% - 100% skill = 10% success, 600% skill = 60% success)
Speed up the summons attack rate so they're more useful >_> (ie. attack immediately when a monster spawns, and only 1-1.5s between attacks).
MM - Give snipe an actual formula, not 1hko or max damage. Probably something on the order of 2000% damage since it has a cooldown.
BM - Hurricane doesn't cancel when you get bumped, only if you would bowswing. Also allow walking at half speed while using Hurricane (walking backwards also possible - hurricane continues to shoot in the direction it started out, and you step backward instead of turning around)
I'm sorry to say this, but most of this stuff i a very very bad idea. Revise this and come back to me with something better.

