The healing class overhaul has recently been canceled, but I still believe that the damage skills that support classes feature do not have any point being invested since their skillfactor ratios have not been touched ever since Re:build has been put in place in 2018, which is 3 years prior now.
Meanwhile, normal damage skills of DPS classes have gone from a few 1000% to several 10000% to be able to cope with the high inflation in both HP and defense values of monsters in the recent episodes (11-14).
I propose an easy solution as to how to balance support class damage skills.
Just put about 1000% skill factor ratio per every second of cool down time they have on the skill.
The total value then only has to be balanced over the basic enhancement attribute, the number of hits and the number of overheat counts, and viola, you have a skill that is once again useful in actual combat.
I’ll list some examples as to how to calculate the damage:
- Dievdirbys, Carve Attack
Cool down time = 35 seconds = total skill factor ratio 35000%
35000 / 1.6 (enhancement attribute) = 21875%
21875% / 5 hits = 4375% per hit
4375% / 5 overheats = 875%
875% SFR now only has to be sorted out against the skill factor growth by skill level (base factor + factor per skill level) and the skill can be a useful investment target again.
- Kabbalist, Merkabah
Cool down time = 35 seconds = total skill factor ratio 35000%
35000 / 1.6 (enhancement attribute) = 21875%
21875% / 1 hit per skill level (maximum 5) = 4375%
4375% SFR now only has to be sorted out against the skill factor growth by skill level (base factor + factor per skill level) and the skill can be a useful investment target again.
- Priest, Turn Undead
Cool down time = 15 seconds = total skill factor ratio 15000%
15000 / 1.6 (enhancement attribute) = 9375%
9375% SFR now only has to be sorted out against the skill factor growth by skill level (base factor + factor per skill level) and the skill can be a useful investment target again.
- Pardoner, Decatose
Cool down time = 20 seconds = total skill factor ratio 20000%
20000 / 1.6 (enhancement attribute) = 12500%
12500% / 3 overheats = 4166%
4166% SFR now only has to be sorted out against the skill factor growth by skill level (base factor + factor per skill level) and the skill can be a useful investment target again.
As for the base factor, I suggest 40% of the total skill factor, since 60% of the skill factor can be easily divided by 15, 10 and 5, which is the number of skill levels a skill usually has.
The total skill factor would look like this:
40% + 4% per skill level for skills that have a maximum skill level of 15 (for example Carve Attack, Turn Undead)
Example: Dievdirbys, Carve Attack
875% = 350% + 35% per skill level
(385% at skill level 1, 525% at level 5, 750% at level 10, 875% at level 15)
40% + 6% per skill level for skills that have a maximum skill level of 10 (for example Nahash, Decatose)
Example: Pardoner, Decatose
4166% = 1666% + 250% per skill level
(1916% at skill level 1, 2916% at level 5, 4166% at level 10)
40%+ 12% per skill level for skills that have a maximum skill level of 5 (for example Merkabah)
Example: Kabbalist, Merkabah
4375% = 1750% + 525% per skill level
(2275% at skill level 1, 4375% at level 5)