#Buff Mage to "nerf" Shadow
8 messages · Page 1 of 1 (latest)
And like you said it still sees use because the devs make encounters where monsters are weak to it. So it really isn't bad for combat it just has it's own niche which is cool
Practically doubling all dps for mage weapons pre-shadow is not the answer to shadow being too strong lmao
Max magic damage % right now is only 29%, so doubling that would only be about a 30% increase
So it's actually not too crazy, especially if max damage on gear went down more, ie shadow gained +10% magic damage base & everything else only gained+20 total
Doubling the bonus from gear would be at most a 22% increase (1.58/1.29).
Also, this is why I added step 3, adjust the values down a bit. For example, Ancestral could be +5% per piece instead of directly doubled to +6%. Hubatish's reply touched on this.
This is actually one of the things I was thinking. By doubling gear bonuses (or close to it), each piece of gear will more easily reach that breakpoint.
Yes, this would not change current shadow dps while also lowering the gap between shadow vs other magic gear dps.
This improves the entire mid-tier to high-end progression by giving meaningful gear progression in the form of magic damage from armor instead of one huge dps jump (12.8% or more depending on target mage def) from getting shadow.
It also solves the endgame issue where Shadow is outright better than the other options by making sang/standard spells better for lower-defence targets (Shadow's x3 accuracy means it is still better in endgame content).
wtf, original message got deleted?