Post by zelkova on Aug 11, 2012 13:42:16 GMT
Disclaimer: I not saying the owner of the game is "doing it wrong" I just saying it seem weird to me. Please take everything I say with a gain of salt.
Boxers are Mag > Dex > Str
Gladiators are Mag > Str > Dex
Snipers are Mag > Str > Dex
Magicians are Str = Dex > Mag (Str and Dex are debatable but it really depends on how you using it)
Priests are Str > Dex = Mag (Dex and Mag are equally as worthless compare to Str but it up to debate compare to each other and also depends on the staff)
Angels are Mag > Str = Dex (Dex is kinda worthless but getting 10 or even 30 for the 2nd/3rd ring is nothing making it debatable if it is equal or less compare to Str)
Whippers are Mag = Dex > Str
Gunners are Str > Dex > Mag
Is it me or all of the classes stats are reverse then what they should be? Only the Gunner come close (but even then Str increase damage not Dex which is kinda weird) but given how the game have it the Gunner is the only one who successfully have the endgame stats that a Gunner should have.
The idea of magic weapons and having it so weapons fully charge and use MP per attack have overtaken the game.
Boxers, Gladiators, Angels and Whippers are all made knowing that magic damage make normal damage look like nothing. Focusing on MP and less about normal damage the only way the creator could balance this is by making weapons that require 100-300 MP to fully charge. Even then this is just a band-aid to the problem as sooner or later our levels will allow us to use those early weapons to the full potential. Fun fact: the gladiator lv4 fire weapon potential is much more powerful then the lv5 fire weapon, just require more MP for the magical attack per attack needed for it to be so.
It seem like the creator notice this issue and just making normal looking MP requirements just with weaker magical effects. Seem like magic being more useful then power is just part of the game now.
Priest is just doom as it is. Will forever be the unit that buff up all other units. No matter what 1 Str = 1% and as long that is the truth there nothing stopping people from going Str over Def and Mag. Def could be much more useful but sadly it does not effect magical attacks.
Sniper and Magician ignore their main stats for magical attacks and range.
Lastly Gunners are the only "correct" class though with their weaken LP value in VS mode compare to others no one want to use them.
If I was the owner of the game I would fix this easily by doing two simple things:
1. Removed the Priest and Gunner LP restriction.
2. Have the Priest Def aura effect magical attacks too.
The problem will solve itself as players will move away from magical attacks and go for physical attacks. Gunners being as powerful as they are just needed a chance to shine. If they are overpowered then fix that with the weapons, not by forever punishing the class.
I expect others to disagree with this idea and tell me "maybe it was made to be like that" and such but I simply pointing out that compare to most RPG games with classes this one seem to be overdoing it with magical weapons and screwing up the balance in terms of stats. A Gladiator with a magical weapon shouldn't honestly be doing more damage then a Magician in the first place and if I were the one building the game I would have made the Gladiator's magical attacks flat-line at one point where they can't get any better and have to start focusing on physical attacks treating the magical damage only as a bonus not as the main source of the damage.
Maybe I am COMPLETELY wrong with this theory and the game is perfect in every single way. I am willing to accept that personally. This is just a for fun theory.
Boxers are Mag > Dex > Str
Gladiators are Mag > Str > Dex
Snipers are Mag > Str > Dex
Magicians are Str = Dex > Mag (Str and Dex are debatable but it really depends on how you using it)
Priests are Str > Dex = Mag (Dex and Mag are equally as worthless compare to Str but it up to debate compare to each other and also depends on the staff)
Angels are Mag > Str = Dex (Dex is kinda worthless but getting 10 or even 30 for the 2nd/3rd ring is nothing making it debatable if it is equal or less compare to Str)
Whippers are Mag = Dex > Str
Gunners are Str > Dex > Mag
Is it me or all of the classes stats are reverse then what they should be? Only the Gunner come close (but even then Str increase damage not Dex which is kinda weird) but given how the game have it the Gunner is the only one who successfully have the endgame stats that a Gunner should have.
The idea of magic weapons and having it so weapons fully charge and use MP per attack have overtaken the game.
Boxers, Gladiators, Angels and Whippers are all made knowing that magic damage make normal damage look like nothing. Focusing on MP and less about normal damage the only way the creator could balance this is by making weapons that require 100-300 MP to fully charge. Even then this is just a band-aid to the problem as sooner or later our levels will allow us to use those early weapons to the full potential. Fun fact: the gladiator lv4 fire weapon potential is much more powerful then the lv5 fire weapon, just require more MP for the magical attack per attack needed for it to be so.
It seem like the creator notice this issue and just making normal looking MP requirements just with weaker magical effects. Seem like magic being more useful then power is just part of the game now.
Priest is just doom as it is. Will forever be the unit that buff up all other units. No matter what 1 Str = 1% and as long that is the truth there nothing stopping people from going Str over Def and Mag. Def could be much more useful but sadly it does not effect magical attacks.
Sniper and Magician ignore their main stats for magical attacks and range.
Lastly Gunners are the only "correct" class though with their weaken LP value in VS mode compare to others no one want to use them.
If I was the owner of the game I would fix this easily by doing two simple things:
1. Removed the Priest and Gunner LP restriction.
2. Have the Priest Def aura effect magical attacks too.
The problem will solve itself as players will move away from magical attacks and go for physical attacks. Gunners being as powerful as they are just needed a chance to shine. If they are overpowered then fix that with the weapons, not by forever punishing the class.
I expect others to disagree with this idea and tell me "maybe it was made to be like that" and such but I simply pointing out that compare to most RPG games with classes this one seem to be overdoing it with magical weapons and screwing up the balance in terms of stats. A Gladiator with a magical weapon shouldn't honestly be doing more damage then a Magician in the first place and if I were the one building the game I would have made the Gladiator's magical attacks flat-line at one point where they can't get any better and have to start focusing on physical attacks treating the magical damage only as a bonus not as the main source of the damage.
Maybe I am COMPLETELY wrong with this theory and the game is perfect in every single way. I am willing to accept that personally. This is just a for fun theory.