Yes this is what I’ve been talking about since ToS starts. Kind of forgot who was the person who chided me say I don’t know what I’m talking about when I suggest changing the damage of skills to a percentage of physical/magic attack power instead of fixed damage months ago in the forums. Haiz.
The suggestion is to convert all the attack skills to % of physical/magic attack. Like for example Paladin’s smite which is 385 attack at level 1 and 1775 attack at level 15.
It deals around 600 damage with a 200 attack club at level 80-90, which is good for monsters at that range. At level 15, where the monster level is at 20-40k (level 200) it deals around 2500 with a 400 attack club. (Discounting strength)
The damage just doesn’t scale at all. Players who took 3 circles in Paladin are going be left out right after rank 7, and even worse in rank 8 should they not choose any dps R8 class.
This is an utterly stupid way of telling us that we have free reign in class choices but in the end we only have a few viable ones that can survive the power creep that is coming.
The way to change and balance skills is to convert all damages to % of physical attack.
Like for the above smite example… if to balance this skill… it should be around +100% of physical attack at level 1 and around +450% physical attack at level 15.
150% physical attack, given a strength build paladin at level 80 whom just got the skill, 120str + 200 (weapon) = 320 x 250% (100%+150%) = 800 damage for a level 1 skill.
A paladin at level 200 will have 300str + 400 (weapon) = 700 x 200% (100+200%) = 1400 for level 1 smite
Same paladin at level 200 with 300str + 400 (weapon) = 700 x 550% = 3850 for level 15 smite
Just looking at the above example, it makes the skill:
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scaleable based on stats and equipment
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future proofing the skill, smite level15 is as useful at level 180 and useful at level 330 when weapons and stats get improved
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makes damage stat like Str and Int important, they add more to the damage and players will consider them rather than going FULL CON yet still do damage
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gives more longevity to the game, players can come up with builds that they like, like Wiz1>pyro1>cryo1>kino1>thau1>linker1>featherfoot1 and still am viable at end game cuz every single skill scales properly with stat and equipment.
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Solves all the players harping for reset problem cuz their build aren’t viable. eg. Corsair3 has no upgrade in R8… fret not, can take a lower rank class like swordsman R3 and still wheck hell like a pirate in R8.
This is the way to make all 80 classes work… not likewhat we have now, only 8-10 viable and the rest meh.