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Kittie

Long Range Woe Damage Reduction

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Posted

Is there any chance we could remove the long range damage reduction in WOE, but keep the damage reduction from using skills?

Posted

can u word it a little better. the way u said it makes it so i dont get it. to me it sounds like u contradicted yourself.

Posted

I think there are two types of damage penalty in WoE.

There's the WoE redux, that reduces damage around 40%. But besides that, Long Range damage is reduced further.

Maybe she wants the LR damage penalty for WoE be removed but keep the other 40% WoE Redux or something. Maybe.. I dunno!

Posted

Yah something like that.

I'm not sure what the exact numbers are. But I read on the eAthena boards that long range damage is reduced by 20%, and then skill damage is reduced even further?

Basically I'm trying to get rid of the 20% long range damage reduction, but keep the skill damage reduction.

I hate seeing clowns being restricted to being tarot-slaves in WOE.

Posted

It's 40% normal damage reduction and long ranged is reduced by 60% in total. Meaning they have 20% extra reduction because they are ranged attacks.

I see absolutely no reason to change this as clowns and gypsies are already highly annoying and one of the strongest classes around. In and outside of WoE.

Posted

iro put it in there for a reason. the same reason why knock back and basilica dont work in woe.

Posted

But we can heal quite easily here. Knockback and Basilica has it's obvious reasons.

40% is a huge reduction. You can perma-Skoll and not get killed by a full Asura Champ during WoE. Ranged classes become FCPers (Biochemists and Acid Bomb), Tarot slaves (Clowns & Gypsies), and Trappers (Snipers & Ankle Snare, without their long range strip they're more useless lol).

Before irowiki changed the WoE page I read that there was a 40% skill damage reduction, and 50% long range damage penalty. But it didn't stack, and if you're skill was long range, it only reduced your damage by 50%. I'm not so sure now. But it would be nice to just stick it with 40% reduction. Not everyone wants to play a SinX or Champ during WoE.

Posted
iro put it in there for a reason.

I agree with supream.

The damage reduction forces people to look outside their normal builds and strategies. Clowns/Snipers are forced to be more support/defensive. I see nothing wrong with that. I think it's just that on this server people get spoiled with their high pvp damage. I guess it's asking too much for ppl to try another strategy other than pure damage output.

Posted
Ranged classes become FCPers (Biochemists and Acid Bomb), Tarot slaves (Clowns & Gypsies), and Trappers (Snipers & Ankle Snare, without their long range strip they're more useless lol).

I find that the damage reduction for long range damage further decreases the variety of builds and strategy that particular classes can play during WOE.

It actually inhibits these classes and forces them into one purpose.

Posted

woe isnt just about one class. woe is suppose to be a team effort and strategy instead of everyone blowing out their max damage. they made it like this for people to think outside the box instead of the basic attack.

Posted
Is there any chance we could remove the long range damage reduction in WOE, but keep the damage reduction from using skills?

I agree, and I don't even use a long range class during WoE. It's just ridiculous to make Snipers, Clowns, Gypsies, and ranged-Stalkers so useless during WoE. The regular skill reduction is enough IMO and removing the long range damage reduction wouldn't do much harm, if anything, help certain classes during WoE. It's easy enough to break as it is.

Posted

i think about it now i need to stop comparing things to iro. they made it like that since snipers in the pvp room could wipe people out in matter of seconds. here its not the same thing.

Posted

Just to summarize how it really works at this moment.

There's a few different kind of reductions during woe.

* All skill based damage with the exception of Gloria Domini and Gravitational Field is reduced by 40%.

* All physical (non-skill based) attacks are reduced by 30%.

* All long-range attacks are reduced by 25%. This does not stack with long-range skill attacks (these are just reduced by 40%).

This means that once you use a skill (no matter it's ranged or not) it's reduced by 40%. Skills such as arrow vulcan are reduced by 40% without any other WoE calculation added. HOWEVER the normal long range attacks (none skill ones, so just clicking) are reduced by an additional 25% on top of the 30% from the physical non-skill based one.

So basically, it's already working the way you want it to work. Arrow vulcan is only reduced by 40% nothing more nothing less.

^

This is all, unless Genesis has changed the flags, which I doubt.

Posted (edited)

Is there any way you can link me to something that explains all this lol. Like an eAthena thread or iRO thread?

I tried looking myself, and the ones I found were kind of confusing.

It's not that I don't believe you, but I just want more information.

Nevermind. Found it: http://irowiki.org/wiki/War_of_Emperium#Mechanics

But I don't see where there is a 30% reduction on close-range melee attacks.

And is there any way anyone can link a site that talks about stacking or no stacking of these reductions?

Edited by Kittie
Posted

i dont think we need long ranged dmg reduction, most snipers only do about 12k x 2 per double strafe on shields, and with thana they'll do more, so theyre already having a hard time killing poeple with their main skill DS

Posted (edited)

Ryuk explained the mechanics nicely so I don't think there is anything else to be said about that. It's fine the way that it is now. In my opinion, it was designed so more offensively based classes attack while other classes that also can be support/defensive are encouraged to (e.g., creators, snipers, gypsy/clown). Either way, it's not viable to alter the mechanics of Woe at this time.

- Rejected -

Edited by Veracity


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