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Unstability of Mega Gran spell

 
Tera Druid
Member
Posts: 17
Member of Xerazx-OTS Forum.
2015-02-12 #17374
Hello guys, I don't know if it's intentional or an error but the knight's mega gran spell's damage is quite unstable.

I did a test for knight, paladin, and sorc's mega spell (50th rb spell)

Here's a test on the training monks, i will put the lowest damage, highest damage, and the average of total damage (total of the 3 hits of spell)

I would like to also point out that this test was tested on a 400~rb knight, 200~ rb pally, and 200~ rb sorc (note the huge rb difference as well, keep that note in mind throughout this post -- also while doing this test, it seems that the promotion(s) does not increase the damage, but the rb does - tested damage before and after promotion(s) of both 100 rb and 200 rb, later I will repeat of the # of rebirth and what equipment was used)

PvE Damage on Training Monks:

Knight's "Mega Gran" spell
(note:
m = million; 1m = 1,000,000
b = billion; 1b = 1,000,000,000)

Minimum damage: 194m (194,000,000~)
Maximum damage: 2.84b (2,840,000,000~)

Average of Total Damage: 3b to 4b (really hard to reach an average due to the horribly unstable damage)

The damage can get pretty random due to the HUGE damage range, the hits are as random as 1.3b 1.5b 200m(sample cast).
So basically the difference between the min and max damage is literally over 2.6 billion. I mean if you're lucky the average hits are usually between 600m to 1.5b range, like an example would be 1.7b 1.3b 800m.
Ok let's get on with pally's damage on training monks

Paladin's "Mega Holy" spell

Minimum damage: 2.03b
Maximum damage: 2.29b

Average of Total Damage: 6.3b

The damage is pretty stable with a difference of approximately 200m damage between max and min damage.

Sorcerer's "Mega Vis" spell

Minimum damage: 2.38b
Maximum damage: 2.44b

Average of Total Damage: 7.2b

The damage is REALLY stable. Like really really consistent due to the fact that there's only a small difference of 60m PvE damage between min and max damage.

Now comes the pvp damage, about what I mentioned earlier, the knight is at approximately 400 rbs, while the pally and sorc's rb is 200, which is a MAJOR difference regardless, this test is in no way fair or suppose to be fair,(supposely the more rbs you have, the higher your damage will be) (you guys might think the knight would be dealing more damage(due to the difference in rbs) and supposely taking less damage as a result of the 15(?)% magic damage decrease(or resist)) but regardless here are the results:

(Please also note that during this test, VIP set was used) To be exact: VIP Helm, VIP Armor, VIP Legs, VIP Shield, Admin Ring, and Coconut boots

Before I put the results I would like to say this thread is NOT complaining about knight's LOW damage, but pointing out the unstable damage. The aim of this thread is to fix(stabilize) mega gran's damage.

By the ways: When i say Knight throughout the post, I'm referring to the knight spell "mega gran", so when i say knight's damage, I'm talking about knight's mega gran spell damage.

Note: The spell has been used 10 times, each line is 1 cast which results in 3 hits
For example:
357m 99m 178m = 634m
means that the spell did 3 hits, the first hit did 357 million damage, second hit did 99 million damage and the third hit did 178 million damage which resulted in a total of 634 million damage.
I also added up the totals and averaged it for those who want to see the average total damage done. As a fun fact, i also took the average per 'hit' of each cast.
In other words:
Average of Total Damage is the total damage of 1 cast: the total of 3 hits added up
Average hit is basically the average damage of each hit

I also included the min and max damage extracted from the test results, please do note like I said before this test only did 10 casts for each spell, so it may not be the true min or true max damage but pretty much close to it. (Inside joke: Reminds me of Calc 1 limits lol)
For the min/max damage casted on knight(it doesn't count due to the fact that knight has the ability to decrease magic damage like i mentioned earlier)

PvP Damage on VIP set

Knight's "Mega Gran" spell on Paladin

357m 99m 178m = 634m
157m 156m 128m = 441m
140m 178m 309m = 627m
108m 276m 221m = 605m
297m 153m 322m = 772m
259m 286m 246m = 791m
314m 469m 297m = 1.080b (1,080m)
158m 303m 282m = 743m
140m 107m 584m = 831m
402m 594m 222m = 1.218b (1,218m)

Average of Total damage = 774.2m
Average hit: 258m per hit
Min hit: 99m
Max hit: 594m

As you will later see, this is actually considered pretty unstable, especially when you add the total damage of each cast ( I was actually pretty lucky, this is pretty much as stable as it can get, if you see the damage in a real duel setting, the damage can go really wrong) Honestly let's just say I was really lucky to even get that average of total damage.

Knight's "Mega Gran" on Sorcerer

426m 180m 454m = 1.060b (1060m)
315m 274m 218m = 807m
271m 331m 290m = 892m
100m 227m 333m = 660m
399m 39m 94m = 532m
311m 162m 491m = 964m
425m 308m 357m = 1.090b (1090m)
245m 341m 249m = 835m
159m 192m 397m = 748m
372m 107m 212m = 691m

Average of Total Damage: 847.9m
Average hit: 282m per hit
Min hit: 100m
Max hit: 491m

Please do concentrate on the hits and total damage instead of the average of total damage

Sorcerer's "Mega Vis" spell on Knight

423m 420m 422m = 1.265b
421m 420m 418m = 1.259b
422m 420m 419m = 1.261b
417m 416m 422m = 1.255b
420m 422m 420m = 1.262b
419m 426m 420m = 1.265b
419m 423m 415m = 1.257b
421m 421m 420m = 1.262b
420m 423m 423m = 1.266b
424m 419m 420m = 1.263b

Average of Total Damage = 1,261.5b
Average hit: 420m per hit
Min hit: 415m
Max hit: 426m

As you can see here, the damage is pretty consistent, i mean really really consistent

Sorcerer's "Mega Vis" on Paladin

489m 496m 497m = 1.482b
499m 499m 496m = 1.494b
493m 495m 495m = 1.483b
494m 493m 489m = 1.476b
493m 495m 500m = 1.488b
495m 491m 494m = 1.480b
495m 495m 499m = 1.489b
491m 489m 494m = 1.474b
501m 497m 492m = 1.490b
495m 491m 494m = 1.480b

Average of Total Damage: 1,483.6b
Average hit: 494m per hit
Min hit: 489m
Max hit: 501m

Same as before, pretty consistent

Paladin's "Mega Holy" spell on Sorcerer

437m 448m 437m = 1.322b
463m 466m 424m = 1.353b
445m 415m 454m = 1.314b
466m 445m 447m = 1.358b
407m 441m 437m = 1.285b
410m 425m 434m = 1.269b
431m 423m 450m = 1.304b
446m 407m 415m = 1.268b
453m 425m 458m = 1.336b
439m 450m 428m = 1.317b

Average of Total Damage: 1,312.6b
Average hit: 437m per hit
Min hit: 407m
Max hit: 466m

Not as consistent as sorcerer's damage but regardless still consistent enough to not affect the overall output

Paladin's "Mega Holy" spell on Knight

385m 359m 376m = 1.120b
393m 374m 374m = 1.141b
365m 387m 394m = 1.146b
387m 378m 371m = 1.136b
360m 362m 375m = 1.097b
380m 383m 367m = 1.130b
372m 386m 391m = 1.149b
368m 384m 368m = 1.120b
359m 390m 364m = 1.113b
378m 399m 382m = 1.159b

Average of Total Damage = 1.131.1b
Average hit: 377m per hit
Min hit: 359m
Max hit: 394m

Like above, not as consistent as sorcerer, it's still consistent enough to not affect pvp as shown on the total damage of each cast

As you can tell, by the min and max hits, knight's mega gran spell damage is quite unstable
As you can see, even with all that luck the difference between the average damage of knight vs pally and sorc is TREMENDOUS. Without a doubt, it's due to the fact that knight(mega gran) has really unstable damage.

So like I said before the damage is really unstable, which I don't know if it was intentionally done or not, but I researched and skimmed through all the patch notes and haven't found anything directly related to the cause of this unstable damage.

Ok so like what I said earlier, this thread is about how unstable mega gran's damage is. To be perfectly fair, even though I said this thread is not about the damage, I would like to also post a suggestion for the mega gran's damage. Seeing how the knight wasn't 200 rb, I cannot perfectly imagine how low a 200 rb mega gran damage would be. You cannot compare a 400 rb mega gran spell damage to a 200 rb mega vis/holy spell damage to be really fair. Like I said earlier, this test was already unfair from the start since the knight had higher rebirths, and already doing such crappy damage is really quite bad. To compare if you want to know the 400 rb pally/sorc mega spell damage, we can find a 400 rb pally and/or 400 rb sorc and see their damage, to compare with the 400 rb knight's damage. Though i can probably guess the damage would be appromixately 650-700m damage ea hit for a 400 rb sorc on a VIP set.

So lets talk about what kind of damage would be fair for knight's mega gran spell damage in ratio with the above damage.
 
Raczo
Member
Posts: 45
Member of Xerazx-OTS Forum.
2015-02-12 #17375
-999 Knight is BLOCKER not owner.
 
Pieroo The Legend
Member
Posts: 1122
Member of Xerazx-OTS Forum.
2015-02-12 #17376
Valdenilson just be quiet cause you don't even know about what he's talking. I agree with Tera Druid, knights damage caused by mega gran is unstable. I saw it by myself when Szumi Knight was atking me on my druid. Once he hit for like 4 percent, next time for 2 and etc. I guess admin should fix it a bit.


Yours Pieroo
 
Riesen
Seniour Tutor
Posts: 2176
2015-02-12 #17377
@Tera Druid
Quote:
Originally Posted by Tera Druid

I would like to say this thread is NOT complaining about knight's LOW damage



I will have that in mind while responding to your thread. You should also have in mind that this is just the view and the current information I got during the years/months of playing.
I have to admit that I didn't fully go through every "damage" you sent, but I got the main point of the thread.

To start with, the low damage from knights are intentional. Atleast for now. Though there's still possible to "boost" your damage and other things which I may share on another thread in the future.
(not mainly with Mega Gran but the with the other spells to increase your critical).

You mentioned the Mega spells as priority. Did you try the damage with the other Vocations as a rebirth 400? Perhaps the spell would be "unstable" for them too?*
I've personally always thought the spells was quite unstable. Not a "huge" difference but you'll see a difference every hit.
Though, even with the "unstable hits", Knights still deal the lowest damage while the others deal more, which is intentional.
And you can't really compare rebirth 200s and 400s since it's considered as a rather low rebirth.


It is true that every rebirth will increase your damage a bit, but being a rebirth 1000 doesn't mean you can "one-shot" a rebirth 500. That's the good thing about this server. Being a higher rebirth gives you more advantage but not an abusive one. If a rebirth 500 is a better player, he can actually kill the rebirth 1000. (that was just an example).
Also, it's actually a chance that a 500 Mage deal more damage with their Mega than a rebirth 1000 Knight. But the knight would most likely win in the end.


Anyway, perhaps the damage is unstable and not intentional, which would actually be a good report. But I personally think every Mega Spell is unstable in the higher rebirth. While hunting, this may be annoying, but while pking, I personally love when the damage is unstable.

Hopefully Admin can give a real response but just wanted to point these things out.
 
Tera Druid
Member
Posts: 17
Member of Xerazx-OTS Forum.
2015-02-12 #17379
I will specifically reply to your post Riesen.

Quote:
Originally Posted by Riesen


You mentioned the Mega spells as priority. Did you try the damage with the other Vocations as a rebirth 400? Perhaps the spell would be "unstable" for them too?*



I haven't tried with other vocs, but I do believe the min/max damage will increase the same ratio for each rebirth, hence why the sorc's mega vis min/max damage remain very close to each other. (It's also silly to craft a formula to make the damage range more further apart for each rebirth lol)

Quote:
Originally Posted by Riesen


Also, it's actually a chance that a 500 Mage deal more damage with their Mega than a rebirth 1000 Knight.



Yes you are probably right about the rb 500 mage will deal more damage with their mega than a 1000th rb knight.
But looking at my observations thusfar, i can easily 1 freeze kill(only takes 3 mega vis casts to down the 5.2b hp) the 475rb knight with a 200rb sorc. While it takes 3-4 freezes(takes 10 mega gran casts to down the 4.4b mana) to kill the 200rb sorc IF if it's even possible to survive the first freeze that is, which is technically impossible.
But let's talk about equivalent rebirths for a sec, will the 1k knight be able to fare against a 1k mage, or will the "unstable" damage just tickle the mana lol. Honestly we should go see the damage of the other 1k vocs to get this answer.

Quote:
Originally Posted by Riesen


Anyway, perhaps the damage is unstable and not intentional, which would actually be a good report. But I personally think every Mega Spell is unstable in the higher rebirth.



Honestly I believe it was just a slight error. And I don't really think every mega spell is unstable, one way to find out is to get a 1k sorc/pally/or druid to mega and we can see the min/max damage. I can actually go record the data utilizing the console of others to see their damage except that the heal/manarune spam is insane.

Quote:
Originally Posted by Riesen


While hunting, this may be annoying, but while pking, I personally love when the damage is unstable.



Yes it is quite annoying while hunting, especially when a 200 rb pally can kill a boss 5x faster. I was able to kill the bosses faster on the pally than on the knight. I actually found out about the unstable damage cause of the PvE damage. While running through the vip legs quest, I actually killed those quest monsters ALOT i mean alot faster, it took me literally 30-40 minutes to do the quest on a 475 knight, while it took literally 5-10 minutes to finish the quest on a pally, that's how much the unstable damage affected. And plus I was able to "tank" better with a pally as well, which was quite sad tbh.

Anyways right back on topic.

Here's a test, this test will be much fairer. All characters will be at 205 rebirths at level 717218. All 3 of these characters will attack the same target, a 475 rb knight.

chars used:
205 rb level 717218 knight
205 rb level 717218 paladin
205 rb level 717218 sorcerer

Character that will take the damage
475 rb knight

I was going to use the sorc to take the damage because it's alot harder and takes alot longer to test the damage on the knight due to the considerably low hp, and the 200 rb sorc can 3 shot the knight(which makes it quite hard and annoying to keep alt tab healing and I want to re-test the damage of sorc, and the sorc can't attack himself so to be fair, all 3 vocs will attack the same target aka the 475 rb knight

PvP damage test against a full vip set Knight

Knight's Mega Gran spell

167m 186m 177m
186m 209m 119m
162m 224m 152m
179m 100m 139m
157m 121m 252m
124m 125m 193m
148m 74m 105m
252m 178m 229m
164m 217m 99m
92m 65m 252m

Min damage: 65m
Max damage: 252m

Paladin's Mega Holy spell

380m 395m 388m
368m 368m 377m
407m 367m 404m
404m 384m 377m
386m 379m 380m
407m 381m 353m
375m 401m 377m
371m 381m 407m
374m 376m 389m
370m 377m 387m

Min damage: 353m
Max damage: 401m

Sorcerer's Mega Vis spell

423m 427m 422m
421m 421m 426m
427m 424m 422m
424m 421m 425m
425m 421m 423m
421m 417m 421m
421m 422m 423m
424m 417m 422m
418m 424m 426m
423m 420m 419m

Min damage: 417m
Max damage: 427m

Honestly, I'm just talking about low rb, vip set pvp, if we're talking about rich set pvp, the results are beyond imagination. Compare the mega spell damages of others vocs to knight's mega spell damage, and you will see the damage will just "tickle". I mean ok i trust your experience except if you carefully, i mean really carefully examine the damage, you will notice a major difference. The damage is comparable. I mean like this question will come up, Why do knights need to have "luck" in order to pvp/hunt, while the other vocs have stable damage and don't need "luck" to achieve stable damage.
 
Riesen
Seniour Tutor
Posts: 2176
2015-02-12 #17384
@Tera Druid

Quite Lazy so I'll write numbers 1/2/3/4 as the quote responses.

1) Even with the "unstable" balance, some vocations will still deal more damage.

2) Depending on the skill, a Knight can kill a Mage rather easy and the way around. I'm currently rebirth 1807 and I doubt anyone can solo me 1v1, despite their Magic level. Also in rebirth 1000, there will be more spells than the mega spells, I personally see advantage as a Knight here.

3) I can probably do a test here later.

4) Actually the Knights have a bigger advantage when it comes to leveling in the higher rebirth. It was a moment when I was the only one able to level in Demostar, and I could actually block 2 Mighty Morganas while a Paladin couldn't even block one. There's some up and downs depending on the vocations. Also, Knight's been the lowest damage dealer for quite a while and even with that, I've always loved them. it's up to the player to increase their gameplay.


I'm not going to take a look at the damage. I usually do tests with a full rich set. Also damage wont really matter if the other player have a better gameplay.
Protection will always be prio 1.
 
CM Jean
Administrator
Posts: 1031
2015-02-13 #17405
Hey guys, thanks for your contribution into this useful analytic thread. We have taken a deeper look into the "Mega Gran" spell formula and figured out instability in the formula output results thanks to (Tera Druid) for highlighting this issue. The formula has been remade based on similar one's used in other stable spells, you should notice a slightly damage boost to the Knight spell (mega gran) beside stability of damage. Let us know if something still yet unclear.
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