So, currently I am playing a level 100 mage, and the damage variation on the spells are way to high. For instance, I might shoot one fireball at a dummy and it do 1.5k damage, but the next fireball I shoot would do 800. This is a HUGE variation. IMO skills, especially for classes that depend on them for all their dps, should have a variation of about 10%, meaning they would never hit under 90% of the max.
For example, my firebolt does "up to 1000 damage." Lets say I don't use fire attune. The way it is now, I could hit the dummy and do anywhere from 500-1000 damage. The way that it should be, IMO is in between 900-1000.
Re: Damage variation is too high!
#2happens on all classes prob, my pummel and swing annoy me, my pummel can sometimes do 1.3k on shatter (on a weak mob) and 2k out of shatter (on a weak mob), but at least on high lvl mobs it usually hits 2k+
swing is really annoying me as well, it got higher dmg than pummel and usually hits less
for mages its very noticeable since 50% of the dmg variation is much more than other classes', but it happens on almost every resistable skill (on shadowstrike not that often)
swing is really annoying me as well, it got higher dmg than pummel and usually hits less
for mages its very noticeable since 50% of the dmg variation is much more than other classes', but it happens on almost every resistable skill (on shadowstrike not that often)
#NerfMages #AvoidBalance #WhyPlayARogue #MeatShieldOnly #HealingSlavesOnly
OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex
OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex
Re: Damage variation is too high!
#3Yep. Then throw the evades into the mix and it's just a giant mess. :|
Xanadu - Mage 228+ - Forever - Rosmerta
Re: Damage variation is too high!
#4Indeed. It would be much better if we had just one or the other.Yep. Then throw the evades into the mix and it's just a giant mess. :|
Re: Damage variation is too high!
#5I know what you are saying, as I have a 150 rogue, but, for mages and druids it is especially painful as it kills ALL of their DPS instead of just part of it.happens on all classes prob, my pummel and swing annoy me, my pummel can sometimes do 1.3k on shatter (on a weak mob) and 2k out of shatter (on a weak mob), but at least on high lvl mobs it usually hits 2k+
swing is really annoying me as well, it got higher dmg than pummel and usually hits less
for mages its very noticeable since 50% of the dmg variation is much more than other classes', but it happens on almost every resistable skill (on shadowstrike not that often)
Re: Damage variation is too high!
#6Yes its mostly hurting mage who are based on skills and the variation with their skills is horrible, but need to get fixed for all classes, its barely possible to hit ur max hit (if firebolt is 1000 dmg including any gear addition, then u will most likely not hit 1000 on dummies) on mobs that got no resistance such as dummies, on mobs ofc its even harder
#NerfMages #AvoidBalance #WhyPlayARogue #MeatShieldOnly #HealingSlavesOnly
OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex
OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex
Re: Damage variation is too high!
#7So you're asking lures to be removed? Or...should have a variation of about 10%, meaning they would never hit under 90% of the max.
IMO, if mage DPS hardly had variation and hit almost maximum damage (on mobs with 0 resistance from lures or by default), there would be a nerf to maximum damage to balance it out.
There is way too much complaining about caster classes. Don't like it? Don't play it.

Currently actively playing the game.
Re: Damage variation is too high!
#8I'm on mobile, so I have to ask, have you played a caster class to a high level? Also, I was attempting to say that resistances would lower the damage done, but on mobs with no resistances (training dummys) the damage should never hit below 90% of max.So you're asking lures to be removed? Or...should have a variation of about 10%, meaning they would never hit under 90% of the max.
IMO, if mage DPS hardly had variation and hit almost maximum damage (on mobs with 0 resistance from lures or by default), there would be a nerf to maximum damage to balance it out.
There is way too much complaining about caster classes. Don't like it? Don't play it.
Mages are an extremely hard class to play; this is proven by the fact that there are about 4 in Lugh who are 180+
Re: Damage variation is too high!
#9Hmm thats not exactly true with resists, if u can usually hit up to 5k dmg, and mob got 300 resistance so it lowers ur dmg to up to 3k dmg, u wont hit 1.5k so often without lure, with lure u will hit closer to 5k more oftenSo you're asking lures to be removed? Or...should have a variation of about 10%, meaning they would never hit under 90% of the max.
IMO, if mage DPS hardly had variation and hit almost maximum damage (on mobs with 0 resistance from lures or by default), there would be a nerf to maximum damage to balance it out.
There is way too much complaining about caster classes. Don't like it? Don't play it.
#NerfMages #AvoidBalance #WhyPlayARogue #MeatShieldOnly #HealingSlavesOnly
OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex
OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex
Re: Damage variation is too high!
#10Im no high level mage but i do understand fluctuation.
There is a difference between the 2. Fluctuation is the highest potential damage -50% of that. What he is asking is instead f making it 50% fluctuation it should only be 10% and i totally agree. Resistance is how much a boss or mob resist against that certain element on top of the fluctuation which cannot be removed or changed. So lower the fluctuation wouldn't make lures useless at all because having a lure will still increase the damage no matter what.
Let me ask you armo. Lets say your firebolt displays 3k damage. Have you ever hit 1.5k-1.7k on a training dummy? The answer is certainly yes (if no keep hitting the dummy). Now use your lure and see if this changes anything, no. This is because the training dummy already has 0 resistance to anything. Now doesnt it seem odd if your firebolt is doing 50% of its actual displayed damage? I dunno about you but being i caster i hate seeing my skills do such low damage especially when thats all we have to rely for damage.
We see this with all classes so its nothing new. Your damage being 150 ranger is probably around the 1.3k mark and if you go to the dummies dont you notice that you sometimes hit 700 even though there is 0 resistance.
There is a difference between the 2. Fluctuation is the highest potential damage -50% of that. What he is asking is instead f making it 50% fluctuation it should only be 10% and i totally agree. Resistance is how much a boss or mob resist against that certain element on top of the fluctuation which cannot be removed or changed. So lower the fluctuation wouldn't make lures useless at all because having a lure will still increase the damage no matter what.
Let me ask you armo. Lets say your firebolt displays 3k damage. Have you ever hit 1.5k-1.7k on a training dummy? The answer is certainly yes (if no keep hitting the dummy). Now use your lure and see if this changes anything, no. This is because the training dummy already has 0 resistance to anything. Now doesnt it seem odd if your firebolt is doing 50% of its actual displayed damage? I dunno about you but being i caster i hate seeing my skills do such low damage especially when thats all we have to rely for damage.
We see this with all classes so its nothing new. Your damage being 150 ranger is probably around the 1.3k mark and if you go to the dummies dont you notice that you sometimes hit 700 even though there is 0 resistance.
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166 Rouge
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166 Rouge
Veteran CH Player, playing since December 2011.
Proud owner of a white coven
Proud Member of Aeon
"Patience is bitter, but its fruit is sweet"
There is no sweet fruit for CH...