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Attack vs. Dodge
Attack vs. Dodge
So, I did some pvp, with Ironthunder on my warrior. We believe that my character misses way too often.
I have 915 base attack with 2415 boosted. Iron has 800 base dodge and boosted is 1958. With these stats, I would think that because I have more attack then he has dodge I should hit him almost all of the time. The tests we did, I hit him about 50% of the time. With him being an air mage, it is absolutely no problem for him to hit me constantly and heal himself to full with ease. The only way I could possibly stand a chance against him is to entangle him.. Yeah.. Right.. He has 133 earth resistance. It takes 2-10 casts with entangle for the spell to actually take effect. During these casts he gets to stand there and nuke the crap out of me.
So in essence, there really isn’t any way for me to possibly kill him. I have two options open to me.
1.) I don’t entangle and just miss him on every other swing. On a side note, I’m using a runed halberd in these experiments, and that only hits 31 times in a minute according to t4cbible.com. We didn’t use the viper blade because, he could kill me even easier with it.
2.) I can just spend my time casting entangle which only last for 12 seconds anyways and then I have to cast that all over again. So with 31 hits in a minute, the 12 seconds I get with entangle, I can get 6 hits with my weapon If I’m lucky enough to hit every swing. Then I go back to missing every other swing or try to entangle again all while he is nuking the crap out of me and healing himself.
Mages never miss. Iron has 286 air power, and during these tests I had 198 air resistance. He hit me consistently for 300-400 damage. No matter how much resistance you get a mage’s spells will always hit, they are never resisted to the point they don’t do any damage. Even when iron took off all his armor and had 0 buffs, he still hit me for 200 damage a cast.Created: 25 August 2013 10:44 by Steelhands Like: 0
optionsSo all that brings back the one spell I been asking for for many years.
Should be some kind of a Dodge Magic Spell put into game.
Could have this spell based on stats or different level of spells learnable through higher levels. Not only would this be good for PvP but also in PvM with these higher mobs casting more spells and meleeing less.
We had the "Absorb Mana Burst" spell for a bit. Was a great spell for killing things like the Unicorn that cast Mana Burst frequently, and helpful in pvp for the high intel mages. Didn't stop it 100% but sure stopped the quicker kills.
Could make other spells like that. Maybe two different ones. "Absorb Mental Magic" "Dodge Physical Magic" Not saying these should negate spells 100% as that would gimp mages to being useless, but depending on level of spell, stats, level of character, class, etc could have the them lower damage up to 40% in PvP and 70% in PvM.
Make them costly to learn as far as gold is concerned but not skill pts. Yes, I'm still upset about the waste of skill pts of them Pally spells, was a waste of too many kind of why I just stopped logging.
Created: 25 August 2013 11:25 by wasted Like: 0
Attack vs Dodge*cough* Ancient Scimitar +3 *cough*... nuff said.Created: 26 August 2013 22:21 by cixelsyd Like: 0