like what the title said. i play the wizard tree, but it feels very underwhelming, my skills hit like 400-500 at level 120 while barbarians crit auttoattack like 3k not to mention when they use their skills.
This. Specially because full dex barbs are stupid and make no sense as a whole.
Barbs actually needs to meet some conditions to do those 3k normal attacks you mentioned but I do agree that they need to be toned down. Dex in itself doesn’t add any raw damage or crit attack, it’s just accuracy, crit rate and eva. Although it’s really confusing that even with 2h sword base attack and Barb’s buffs, they actually shouldn’t reach 3k auto-attack crits, this definitely needs to be checked because some bug might be at work here.
Considering it’s a Barb C3, the best they can get from their buffs is +450 attack (not considering attributes). Add let’s say a very strong weapon with 400 base attack (enhanced) and natural base attack of let’s say 250, total damage dealt of autos should only be around 1.1k (not considering enemy def and armor type). Criticals boost damage by 50% so they should only be doing around 1.5k+ criticals on auto-attacks. 3k crits doesn’t make sense.
Anyways back to the topic INT and STR. They are definitely underwhelming stats due to the current damage formula which is damage minus defense. DEX and SPR on the otherhand are very overpowered. This needs some balance.
The issue is that the stats acutally have no direct impact on the skill efficiency. The skill damage is added to your attack.
If you have 100 atk and use seism 15 (+1700 damage) you will deal 1800 damage, if you have 300 atk and use seism 15 you will deal 2000 damage. (not factoring defense)
This is a problem with the additive mechanic of skills. Skill power only scales directly with your stats if they are % based. So a low base value directly means low final value, wich is not true with the current math.
@STAFF_J, @STAFF_Shawn, @STAFF_Marikim
Scaling is a mess. Most skills are not worth it later on. I think every skill should have its use by adding in a multiplier that the player can raise even in higher levels.
There are some skills that have a multiplier, such as the stomping kick skill that uses the boots defense for the damage calculation. This mechanic is great, but most skills are only based on the players p.atk/m.atk. This is very very sad and really boring.
wouldnt it be better if skill damage is a multiplied by atk/matk + a fixed damage?
atk(or matk) x a multiplier depending on skill level + damage that scales with skill level or some such?
