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Class Balance Discussion

I am so proud of having this very informed community guys. This is my type of favourite topic. Because there are so "special" builds to do.

Let's add oil to the fire.

Yeah, let's talk SM at Lv80+.

Clerics at HL (High Level) have maxed SPR and are adding to con up to reaching lvl 90 here. (Last update)
Seal Masters at HL normally have gone the CON route, so they have CON maxed. And are adding SPR progressively.

Now let's imagine a wild Ankuru does a 15k conch to you.
You are a Cleric—Your super Energy Shield (E.S skill abbreviated) divides the damage up BY x3.0. (or to 1/3 of the damage done to Spirit Points).
You have two point nine tons of SP. 15k is divided by 3 so 5k SP damage. (Assuming 15k arrives)
You run to avoid the next one and if you can to sit down or use potions or Agrypnotics to recover, they take a while.
Now imagine you have enough SPR to cast a Spiritual Bolt of 5000 damage or so.
You say "Damage reduction is awesome!".

Now, now.

You are a SM—a HL one at that Lv 80+ who just leveled many levels—and 15k conch hits you.
Assuming you survive it because it deals you 15k and not 9k or 12k, like the Cleric, taking into account some occult Magical Defense hidden stats related to the amount of SPR you have (but I don't know about that myself), you Will be hit heavily. Yeah. Oh, and you don't have Energy Shield because you are not Two clases at once. So, you HP plummets down in 1 deadly hit.


Let's analyze, disregarding other aspects of Cleric VS SM at high levels like Skill amount, Skill effects, skill variety, and Skill points, etc
In particular I want to focus in an aspect I've not focused on yet, never.

What is the [Recovery time] of both cases after they've been hit? And how does that affect their immediate next seconds of survival?
How much until they go back to action? Just this aspect let's focus.
Cleric: "Oh damn My SP is at 60% or 50% at one hit, if some hidden crusader slashes me I won't me ready at my best. I've got to hide and F9 those Agrypnotics stack and sit somewhere safe, or keep running..." (<3seconds=increasing chance of death <30 seconds: +150SP each potion, neet seconds to stack recovery.) Extra: "(...crap I can't cast heal because the damage to recover is in my SP pool...)"
SM: "Oh damn I've been hit. Well luckily Since level 64 or 66 I've maxed CON so as I am Lv80+ my SPR at this point with the staff and rings and pet and all is no joke. I know, let's HEAL MYSELF WITH MY INCREASING SPR CAUSING MORE HEAL POINTS HEALING 3K AT LEAST IN AN INSTANT. (<3seconds=Instant heal that Will prevent a lethal slash at least. The more I've gotten further tan old'days'-Lv64, the more cheat I am by healing maybe 4k HP with only 70SP cost to my pool.). (<7seconds= double Healed) (<12 seconds=triple Healed enough time to fully have 100% again, nothing to say about the seals having gained cooldown time ready to seal any cruz or similar surprise attack).
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Conclusion for the quick reader:
Cleric damage, if they are normal, they Will have E.S. activated.--->Damage absorbs into SP...---->>Nothing to do there
Seal Master (SM) damage, if they have grown normal, they Will have been full CON stat since 64 or so----->Damage goes to HP.

Cleric has Heal, High Equivalent HP points made of SP (if they not just entered a portal),---> can't 'heal' herself'.
SM has Heal, high defense anti melee clases, good HP pool anti magic clases, CAN heal herself. It's just normal HP, like how a 'crusader' is healed.
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Which one do you choose?

Better to have both at the same time no? Use a SM with a Cleric's Energy Shield (E.S). If you can, add a Voyager's conch and ray skills on top of that.*
Or better, a SS wearing a gun with SM's and Cleric Skills with E.S. with Black Dragon Set casting Lightning skill with having Intense Magic'qued herself and with the gun's sealing skills with 25k Headshot, 4.5x Shield absorbtion rate and 1.5x Seal times, with melee capability in case some other magic class seals her skills. And if she has the gun sealed instead, she can then wreak havoc even more expressively.* (With the possibility of Freezing herself to save in case of running or waiting for her Friends o come rescue from an enemy killzone). While casting Heal and Recover'ing herself from non-binding seals and poisons and movement debuffs, and buffing her mov.speed, max melee attack, and Defense with Harden and Angelic Shield While Casting Holy Judgement RB (Rebirth) skill and putting Abyss Mires on the ground and Cursed Fires next to herself to boost even more her gun 'melee' damage, not only from Spiritual Fire side of herself, but from the debuffed Def other side of the opponent. And Putting True Sight on the ground to reveal invisible units, and using the Sharpshooter Red energy Ray RB skill to de-stealth them when they are out of range, and finishing them with a normal Conch Ray boosted by intense magic.*

The weakness of this Hybrid class is that she can not take more than 15 people on at once, or she is likely to die. As a good point, she has also immunity to Spring Town mob Foxes love stun skill, so if GM summons them in a wide area it's still useless to stop her, as Phyllis Least weak gender except for Lance having crusaders. Her normal day should be able to take 7~ or so Instantaneous slashes as a normal day without dying. That's leaving aside if the player is skilled enough to recover all points and Time the deactivation of Energy Shield to do the SM strength of Self-healing a lot by taking HP damage than SP (cushioning with the Def of the con SM increasing her SPR since Lv64). That takes skill, also playing with Flash bombs, people's equipment level and luring, taking off your armor in front of so even the one who play it safe begin to follow you, like a SS who trusts his speed can match yours and kill you with no armor when you lure him far enough where you had put on the ground an Abyss Mire invisible to anyone that allows you to kill him out of his guild support guys, and have him far to go to revive,... etc.
Another fatal weakness this Hybrid class has, is, if the legend is right, the "/kill" command. That leads to many players not choosing this option due to this fatal flaw.

An SPR-CON champ can resist such a person. Due to its magical defense and Absurdly high Def and HP pool.
Not that a SM would lose to a champ's Def anyway, as they seem kind of equivalent in tanking.

*GM Powers condition required
 
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server just miss top forge clerics. (hi playboy) clerics at this version of ToP deal ALOT dmg. can 2x bolt almost all cruses. playboy bolt my champ 5k bcz lvl diff bonus. 6 sec 10k dmg - its ALOT... and u forgot about uniq frozen skill wich one can save pro player if he got stun or save full guild on BD for example.
good forge clerics can tank more than sm even with 0 sp - cuz spam shields at 0% sp still reduce dmg.

its not balance problem its players problem - no pro clerics at this moment that's all.

check this

and this - legendary ankuru 15k conch...


what do u mean conch 15k, bolt 15k more like?
 
what do u mean conch 15k, bolt 15k more like?
Nothing nothing only an expression, as someone else before had mentioned "15k" so I used that number as arbitrary damage to consider things as example
 
Nothing nothing only an expression, as someone else before had mentioned "15k" so I used that number as arbitrary damage to consider things as example
thats a dumb way to say something is not what it actually is but ok o-o
 
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