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Vulcan Vulcan
posted on Saturday, October 05 2013, 01:37 AM in Game Suggestions
Soul Blade:
After update, this class has become way more OP than it is compare to the OP of the previous class.
- 5 Roots skill (2 new added)
+ Medusa Strike: remove buff (6 efficiency) and 3 sec root
+ Tempest Slice: 3 sec root and -65%
+ Glacial Spike: 3sec root
+ Soul Balde: Abyss: 2.5sec
+ Iron Grip: 1sec root + Pull

- 3 Silent/Paralysis: (3 new added)
+ Glacial Spike: 3 sec Silent/Paralysis
+ Tempest Slash 3: 1 sec interrupt (this skill always last for 2 sec not just 1)
+ Soul blade: Omen: 4 sec Silent/Paralysis

- 2 reduce absorption:
+ Chilled tempest penetration 2: -20% abs,40% mv and 50% healing (6sec)
+ Aeolian Strike: -20% abs (7sec)

- Buff, Rope and Temporary buff:
+ Soul Blade: Assemble: 350 range + 35% hit 15sec/25sec CD
+ Path of Oblivion: 6% dmg/ 10% all hit chance
+ Path of Eternity: 30% all def/ 12% all protection
+ Soul Blade: Flash: 30% atsp, 60% hit chance and 500 range.
- Other stuff:
+ Soul Blade: Ruin: -20k all def
+ Glacial Spike: -50% def (100% success debuff)
+ Soul Blade: Promise: 50% reflect, 2% heal/sec and 20% Mv last for 12 sec.


Why am I proposing Adjustment for Soul Blader?

- First of all, Rooting skills determine that they have ability to keep a person in check whenever and wherever they want. With that in hand, running away from them is a No No. On top of the rooting ability (which has successful chance at least 80~100%), Silent and Paralysis really do their job well in compliment the Rooting ability. Unable to run and reposition is already suck, however, unable to use skill to defense yourself make it worse. The total amount of time that they can silent/paralysis continuously is 8sec with 1 round of 3 skills. By the time it wear off, the 2nd round of 2 skill should kick in and do another 5 sec of silent/paralysis which make it up to total of 13sec. With high attack speed and amount of temporary Attack speed invoke buff. Within 13sec there will be a massive amount of output dmg deal on the opponent without having to worry about opponent to fight back. Does it sound really reasonable? If it does sound reasonable, here come to the next one. -40% absorption in total of 2 skill 1 last 6sec and 1 last 7sec. It is a total guarantee to hit at almost full output dmg on opponent since most of the classes absorption won’t even pass 50% (except when they on absorption buff and/or pot which is cap at 90%). Enough to prove how unreasonable it is, isn’t it?

- Temporary buff/Rope.
Chilled Slash 2: 15% physical absorption and last for 20sec with only 7sec CD. That is a great boost and last so long isn’t it? Even though it’s a skill that is developed from 2nd skill page, this is a way too long temporary buff that benefit too much on dmg taken for Soul Blade. With short CD, I think the % success should be low not around 70~80ish % success.

- Soul Blade: Assemble: 350 range? What is Soul Blade now? A RDPS? That is a way too much buff arrange on a class that is supposed to be Melee with Semi Range not a “oh hey I will become a RDPS and range you all with all of my skill and there is nothing you can do about it” for other melee and “oh you are casting? I am so sorry to interrupt but I am going to range silent you all* to Magic Rdps class. 35% hit chance is a way too much increase for ANY CLASS in game. It is supposed to be hard to hit Mail class because they have nothing much against other class except their physical/magic eva. Before update, Hit chance is hard to build without removing other stat, but isn’t it now taken to be granted because of this buff?

- Soul Blade: Flash: Another Range/Physical hit and Atsp increase taken for granted. Now all classes gonna be having some fun being sitting duck looking at Soul Blade because they can just range you from somewhere over the rainbow until that 12sec of buff gone without missing a hit. (120% increase hit chance in total with 2 buff and a rope)

Here is my proposal to make it become a balance class.

- Soul Blade Assemble:
Reduce Hit chance to at least 10%
Range: should only apply to range skill, not melee skill as well.
Increase CD of the skill to at least 20sec~25sec gap between the time of the buff gone off to the time they can use it again (up to Sedy if he decides to change it or not)

- Chilled tempest Penetration 2/ Aeolian Strike:
Reduce the duration of the skill to 2/3 sec
Reduce the success chance of the skill itself to at least 30~40%
Besides that, can just exchange it to -% def instead of making it absorption

- Tempest Slice 3:
Change it back to 0.5sec. It should just happen as interruption like tempest spear/ Typhoon of Sorc, not a full sec and last for another sec.

- Soul Blade: Flash:
Reduce Hit chance down to 10~15%
Range: Should only apply to range skill only, not melee skill as well
Atsp: reduce down to 10%

- Soul Blade: Ruin: reduce the all def down to -10k.

If Sedy can’t work out the solution for it to apply only on range skill, it is better off reducing the range down to at least 100 ranges extra for Soul Blade: Assemble and about 200~250 range for Soul Blade: Flash. There is absolute no reason why a Melee Semi Range should be able to beat Range class in range of hitting whatsoever reason.

1 extra thing I want to talk about is that, Soul Blade: Executive. I was wondering why would they need another extra debuff buff. I am not agree with this reason is because other heavy class get another 1 or 2 they should get it too. I could say the same thing for other classes, for all of their buff, debuff, etc… skills. Mail classes (Dagger user) never have a debuff buff skill to begin with. There should be no reason at all for Soul Blade get their hands on another debuff buff skill. I am just gonna leave it at that since Sedy already applied it but give it a thought.
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Responses (34)
  • Accepted Answer

    Messilla Messilla
    replied on Saturday, October 05 2013, 03:00 AM #Permalink
    Soul Blader being so Gay D:. Well. So OP >.< keep ITD and ITD -_-. *flip tables* :c
    Reply voted down Show
  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 07:29 AM #Permalink
    -1
    Soul Blade:
    After update, this class has become way more OP than it is compare to the OP of the previous class.

    I beg to differ. The class is not 'OP', it has been redesigned and is a much richer class to play, building on the foundations set by the Mercenary and then taken forward to become something new.

    + Medusa Strike: remove buff (6 efficiency) and 3 sec root

    As stated, there from before, has a medium chance to land the root and remove the buffs and is on a 12s CD with a 3s run time, pretty standard cooldown for it's duration and effect. The buff removal effect and root go hand in hand, if one misses so does the other.

    + Tempest Slice: 3 sec root and -65%

    This cannot be used alongside Tempest Slice 3, they both share the same cooldown. It roots for 3 sec as stated but removed 65 points of evasion at max rank, it does not remove a percentage as you have stated.

    + Glacial Spike: 3sec root

    As stated, has a 3 second runtime but on a 36 second cooldown, quite sufficient for the effects applied by the skill as well as duration.

    + Soul Balde: Abyss: 2.5sec

    The skill runs for 2.5 seconds on a 7 second cooldown, can be used twice whilst Soul Blade: Assemble is active, based on it's prerequisite, quite a sufficient runtime and cooldown.

    + Iron Grip: 1sec root + Pull

    Iron Grip is not a pull skill, it is a pull to skill, essentially a charge with a different name. Roots for 1.5 seconds. This skill is on a 25s cooldown and is susceptible to the same issue as charge, it bugs when used and rubberbands the user back to the starting spot without applying the debuff but putting the skill on cooldown in the process. Quite sufficient in terms of duration, skill type and cooldown.

    + Glacial Spike: 3 sec Silent/Paralysis

    As stated before, 36 second cooldown, more than sufficient for the skill type.

    + Tempest Slash 3: 1 sec interrupt (this skill always last for 2 sec not just 1)

    It is just 1 second, it does not interrupt for 2 seconds. Tested and proved.

    + Soul blade: Omen: 4 sec Silent/Paralysis

    This skill is on a 7 second runtime with a duration of 4 seconds. Can be used twice whilst Soul Blade: Assemble is running.

    - Other stuff:
    + Soul Blade: Ruin: -20k all def
    + Glacial Spike: -50% def (100% success debuff)
    + Soul Blade: Promise: 50% reflect, 2% heal/sec and 20% Mv last for 12 sec.

    Glacial spike is -50% base defense, not -50% defense, this balances the skill as it still allows modifiers to apply their bonuses to defense, the way you typed it makes it appear stronger than it is. Whilst not a weak skill by any means, if you are going to post it's effect I would rather it be accurately done.

    Soul Blade: Promise - Again, another misrepresentation of the skills effect, it is 50% physical reflect. That allows magic users to retain their advantage whilst before with Final Promise 2, this was not possible. Sedy has since change FP2 and made it physical only also. Promise runs for 12s as stated but has a 1 minute cooldown meaning it can be used only once per 3 activations of Soul Blade Assemble. Quite balanced.

    Why am I proposing Adjustment for Soul Blader?- First of all, Rooting skills determine that they have ability to keep a person in check whenever and wherever they want. With that in hand, running away from them is a No No. On top of the rooting ability (which has successful chance at least 80~100%), Silent and Paralysis really do their job well in compliment the Rooting ability. Unable to run and reposition is already suck, however, unable to use skill to defense yourself make it worse. The total amount of time that they can silent/paralysis continuously is 8sec with 1 round of 3 skills. By the time it wear off, the 2nd round of 2 skill should kick in and do another 5 sec of silent/paralysis which make it up to total of 13sec. With high attack speed and amount of temporary Attack speed invoke buff. Within 13sec there will be a massive amount of output dmg deal on the opponent without having to worry about opponent to fight back. Does it sound really reasonable?

    The rooting chance of Tempest Slice 3, Glacial Spike and Medusa strike are not 80 - 100%, oh how I wish that were so. The chance is lower than that. You also fail to mention that TS3 is on a 16 second cooldown and runs for 3 seconds, Medusa Strike has a 12 second cooldown and runs for 3 seconds. The only skill that has near 100% chance to land the root is SB: Abyss and it requires SB: Assemble to be running. The final root you are referring to would be Charge/Iron Grip, 30 and 25s cooldown respectively but bugs out quite frequently if the target is moving. The skill set is reasonable, it is easy enough to ensure the Soul Blader cannot use his second round of skill paralysis/root because there is only a 1 second window in which to use both those skills for the second time. Couple that with the % chance of landing the other roots and taking into account their cooldowns versus runtime, re-positioning should not be an issue.

    If it does sound reasonable, here come to the next one. -40% absorption in total of 2 skill 1 last 6sec and 1 last 7sec. It is a total guarantee to hit at almost full output dmg on opponent since most of the classes absorption won’t even pass 50% (except when they on absorption buff and/or pot which is cap at 90%). Enough to prove how unreasonable it is, isn’t it?

    Chilled Tempest Penetration 2 does not have 100% chance to land and whilst it runs for 6 seconds, it has a 12 second cooldown which is more than sufficient, it also shares its cooldown with Chilled Tempest Penetration 1. Aeolian Strike does not have 100% chance to land and whilst it runs for 7 seconds, it has a 20 second cooldown, again more than sufficient. Both these skills are a gamble in terms of their debuffs landing, even more so with CTP2 as it means deciding on whether or not to use CT1 and decide between an attack buff or an absorption debuff. The situation always dictates the choice and gambles must be made.

    Chilled Slash 2: 15% physical absorption and last for 20sec with only 7sec CD. That is a great boost and last so long isn’t it? Even though it’s a skill that is developed from 2nd skill page, this is a way too long temporary buff that benefit too much on dmg taken for Soul Blade. With short CD, I think the % success should be low not around 70~80ish % success.-

    As you have stated, CS2 only adds 15% physical absorption so mage users retain their advantage in terms of damage. The effects are a slight bump from it's Mercenary predecessor, it's actually very logical to up the stats slightly to fit in with the new era of classes and styles of pvp.

    Soul Blade: Assemble: 350 range? What is Soul Blade now? A ranged dps? That is a way too much buff arrange on a class that is supposed to be Melee with Semi Range not a “oh hey I will become a RDPS and range you all with all of my skill and there is nothing you can do about it” for other melee and “oh you are casting? I am so sorry to interrupt but I am going to range silent you all* to Magic Rdps class.

    Ah, the linchpin of the Soul Blader class. The range increase on this is pretty interesting and I like the mechanic applied to a Melee character, gives it the ability in some way to compete with ranged users which was one of the Mercenary's main weaknesses. Runs for 15 seconds on a 25 second cooldown, give's reasonable range but still keeps the user within ranged dps range of Sorcerers, Wizards, Sharpshooters and Snipers. Once the skill is off though then the Soul Blader loses that advantage. The skill adds choice and strategy.

    35% hit chance is a way too much increase for ANY CLASS in game. It is supposed to be hard to hit Mail class because they have nothing much against other class except their physical/magic eva. Before update, Hit chance is hard to build without removing other stat, but isn’t it now taken to be granted because of this buff?-

    It doesn't add a straight up 35%, it increases hit chance by 35% of your base hit chance. This means if your base is terrible then you don't get an enormous benefit which is what you seem to be alluding to, this forces itemisation in order to make the best use of the buff, losing defense/HP/attack damage/crit protection in the process. Mail users (the more commonly played being WW and Assassin) have a 75% reflect skill that reflects BOTH magic and melee damage whilst also possessing a buff that gives shield layers, the WW also has a 40% absorption shield (at max rank). All 3 of those skills have no prerequisite to use and are fairly easy to obtain from the second skill tree of Shadow Walker and Advent. Now add on top of the protection mechanisms involved, the commonly played mail classes also can stack physical and magical evasion to quite lofty heights. They are not as defenseless as you are making them out to be.

    Soul Blade: Flash: Another Range/Physical hit and Atsp increase taken for granted. Now all classes gonna be having some fun being sitting duck looking at Soul Blade because they can just range you from somewhere over the rainbow until that 12sec of buff gone without missing a hit. (120% increase hit chance in total with 2 buff and a rope)Here is my proposal to make it become a balance class.-

    Has a runtime of 12 seconds on a 1 minute cooldown. The 60% physical hit is the same as SB: Assemble and also Path of Oblivion, it is calculated on BASE hit chance meaning poor base hit chance = lower bonuses. The attack speed increase is 30% which actually falls in line nicely with other classes that have attack speed bonus buffs.
    Reply voted down Show
  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 07:30 AM #Permalink
    -1
    Soul Blade Assemble: Reduce Hit chance to at least 10%
    Range: should only apply to range skill, not melee skill as well.
    Increase CD of the skill to at least 20sec~25sec gap between the time of the buff gone off to the time they can use it again (up to Sedy if he decides to change it or not)
    - Chilled tempest Penetration 2/ Aeolian Strike: Reduce the duration of the skill to 2/3 sec
    Reduce the success chance of the skill itself to at least 30~40%
    Besides that, can just exchange it to -% def instead of making it absorption
    - Tempest Slice 3: Change it back to 0.5sec. It should just happen as interruption like tempest spear/ Typhoon of Sorc, not a full sec and last for another sec.
    - Soul Blade: Flash: Reduce Hit chance down to 10~15%
    Range: Should only apply to range skill only, not melee skill as well
    Atsp: reduce down to 10%
    - Soul Blade: Ruin: reduce the all def down to -10k.If Sedy can’t work out the solution for it to apply only on range skill, it is better off reducing the range down to at least 100 ranges extra for Soul Blade: Assemble and about 200~250 range for Soul Blade: Flash. There is absolute no reason why a Melee Semi Range should be able to beat Range class in range of hitting whatsoever reason.1 extra thing I want to talk about is that, Soul Blade: Executive. I was wondering why would they need another extra debuff buff. I am not agree with this reason is because other heavy class get another 1 or 2 they should get it too. I could say the same thing for other classes, for all of their buff, debuff, etc… skills. Mail classes (Dagger user) never have a debuff buff skill to begin with. There should be no reason at all for Soul Blade get their hands on another debuff buff skill. I am just gonna leave it at that since Sedy already applied it but give it a thought.

    In conclusion to your post, it appears as though you have very little idea of how to actually counter the class, more than likely because the number of people who play the class actively in the game can be counted on one hand. If the class was as 'OP' as you claim then surely there would be A LOT more people playing it? There isn't and that's because it's not as strong as some other classes out there. The skill set is specific and takes more than spamming keys to do it's job, it functions well in groups which is a key part of any MMO with a PvP aspect and is thoroughly enjoyable.

    As it stands the following classes are the most popular;

    Sorcerer
    Templar
    Assassin
    Wind Walker
    SharpShooter
    Vanquisher
    Myrmidon

    There are more people playing the above classes than there are Soul Bladers, quite confusing seeing as people tend to jump on the strongest class like most melees did with Templar. In fact I know several Soul Bladers who class changed because they said the class was too weak.

    We can wait a bit more until sedy fix the ignore defense back to the correct %. Then we can see if it works better for Crus or not.

    Sound advice Vulcan and I totally agree.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Saturday, October 05 2013, 10:37 AM #Permalink
    I had to split that long-ass post Citadel, it was breaking the thread :P

    Interesting read and I will re-read it properly and give any comments but first I want to release the next update since it's going to be game changing for nearly all jobs and most will probably need some tweaking anyway.

    Guys, please keep your posts here on-topic and don't start flaming or I will start hitting the delete button.
      Reply 
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  • Accepted Answer

    Spunny Spunny
    replied on Saturday, October 05 2013, 11:08 AM #Permalink
    @Citadel

    I think what the OP is trying to say, pardon me if I am misreading, is that the combination of range/immo/hit/debuffs is OP, rather than the individual skills themself, which is what you have addressed.

    I am not that familiar with SB, but from the discussion: Range buffs + immo debuff from a distance make it difficult to run away, not to mention SB can get a movespeed buff so .. you can't really run. Firstly, Immobilization is a near-certainty because even if 1 immo fails, the next 4 aren't that likely to fail. This would then be followed by the application of 20k -def, 50% base def, -abs, +attack speed and +hit buffs while being able to impose skill paralysis. So the only way to "escape" is for you to use an ailment pot... only to be caught by another immobilize, and the cycle repeats. Well, repeats until you are dead :P (our ailment pots don't have thaat short of a cd!)
    Reply voted down Show
  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 11:27 AM #Permalink
    It's not as guaranteed as you would think which is a weakness for the class, many a target has been able to outrun me and escape, the roots aren't long in their duration vs the cooldowns imposed. The combo applied can be removed with one ailment (15s cooldown which is lower than the more damaging debuffs at the disposal of the Soul Blader), lowering the damage output for that particular engagement and then it's a waiting game. Soul Bladers don't have a CD refresh by the way, something to bear in mind.

    The debuffs at hand actually aren't as imposing as some of the skills other classes have, the one's the Soul Blader possesses make up for the fact it has a lower overall damage output and higher cooldowns than most other DPS types, still not overpowered. Also, the debuffs are all physical in contrast to some of the magical ones the new classes have been granted, it's fairly easy to Payaso (immune to physical debuffs), sleep and then enjoy your ability to run to safety or stay and fight if can achieve the upper hand through skill paralysis/silence, it's happened to me on several occasions as of late. Payaso also give's a speed boost whilst in use.

    I have been playing the class since it was implemented, I know it very well and as such have itemised it to be the most effective it can be with what I have at hand. In order to achieve the fastest attack speed and highest damage I have had to sacrifice an enormous amount of HP, Defense, PvP damage and Protection otherwise it wouldn't be as effective in the role I have chose for it, my survivability hinges on a gamble in every encounter. I think the problem encountered by the OP is the fact he has little experience playing with and against the class therefore cannot counter it due to lack of experience. Every class has it's inherent weaknesses, it's just a matter of finding them.
    Reply voted down Show
  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 11:29 AM #Permalink
    -1
    I had to split that long-ass post Citadel, it was breaking the thread :PInteresting read and I will re-read it properly and give any comments but first I want to release the next update since it's going to be game changing for nearly all jobs and most will probably need some tweaking anyway.Guys, please keep your posts here on-topic and don't start flaming or I will start hitting the delete button.


    Apologies Sedy, I had a feeling my post kinda broke it after I saw the 502 error. You know my experience with the Soul Blader so I had to post a reply :p It was much easier to dissect Vulcans post and reply to each particular point, I didn't anticipate a thread break to happen though lol
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Saturday, October 05 2013, 11:31 AM #Permalink
    Ah don't worry, it shouldn't be breaking because of a long post and the post wasn't THAT long.
    Reply voted down Show
  • Accepted Answer

    Vulcan Vulcan
    replied on Saturday, October 05 2013, 11:31 AM #Permalink
    Please do not aim solely on me and accuse me for the lack of having experience against Soul Blade. I do have enough experiences against a Soul Blade to step up and make a full post like this. I am opening for discussion but if you try do anything funny such as that. I would love to have Sedy remove you completely out of this post. Restrain yourself from making assumption that you wouldnt know if it is true or not.
    Reply voted down Show
  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 11:33 AM #Permalink
    I am curious to know, which Soul Blade users have you encountered?
    Reply voted down Show
  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 11:36 AM #Permalink
    Hahaha yea I suppose, ah well, fixed now!
    Reply voted down Show
  • Accepted Answer

    Vulcan Vulcan
    replied on Saturday, October 05 2013, 11:37 AM #Permalink
    I am also curious to know, what did you sacrifice to maximize you attack speed because as far as I know, you already have enough of it from just class buff/passive as well as weapon in hand and trans? Care to clarify it?
    As for the SB I have encountered. You are 1 of them. For other SB as far as I follow the War in PI taking measurement and stuff. I have enough time to prepared this post, with help of my guildmate and friends before I go posting up here. Any other question?
    Reply voted down Show
  • Accepted Answer

    Vulcan Vulcan
    replied on Saturday, October 05 2013, 11:42 AM #Permalink
    I will be combining some of Citadel post down here.

    - First of all is, let’s have some talk about the 35%, 65%, 10% hit chance buff/temporary buff. According to Citadel, the % added will be the X (as base hit chance) + X (%bonus) = X (100% + % Bonus). I assume this is his formula for Hit chance Increase.
    I want to clarify that I do understand it is 120% hit chance added to your base, not the base hit chance + 120%. Hence why I stated clearly this is OP/unreasonable. Hit chance being given by granted, not by giving up any stat whatsoever to obtain it. However I would like to go over this again to get the correct information from Sedy.

    - If a Soul Blade in average has about 300% hit chance assuming this is base. If I understand it correctly, when the Path of Oblivion will buff 10% hit chance which will give SB it a total of 330%. Secondly, when the Soul Blade: Assemble kick in, another 35% which is 105% will be added and make it up to 435%. Finally, when Soul Blade: Flash does their job, it will be another 65% add up into the equation and make it 630%. Am I correct at this point? Would you Citadel (a SB player) and Sedy (Admin) confirm this information?


    - My thought also on your post, I found it is invalid to argue that: “If the hit base is low, then the bonus is low” in this case. Hit chance is added into 2 part (Shoes/Plate) of the 85 CQ (Chain quest) Items. Set effect the 3 part effect also gives 170 hit chance. The amount of Power Increase is boosted quite a lot compare to 75 (2/3 set) when classes get their own separate CQ items which focus more on their uniqueness. With that boost, Power itself increase a good amount of hit chance for SB. All Stat boost is another side of the story, this boost not only just Power, but also boost Agi of the class. A boost for 2 sources of Hit chance (Agi/Power) should have proven that you hit chance is now low to begin with. Therefore, I would say your argument is invalid.

    @Sedy:

    Please confirm the formula and % add up that I suggest up there. I would love to have you to clarify the correct formula.
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  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 11:43 AM #Permalink
    Which other Soul Bladers? In the wars as of late in Nereus I am the only one in our raid seeing as Wicked is on hiatus. I am yet to encounter another Soul Blader outside of Aramel who has also been on hiatus for some time now, both in my raid and the opposing. I have encountered more Myrmidons than Soul Bladers.

    Hp, defense, attack and protection are sacrificed.

    I have close to 7 months of experience with this class Vulcan, now I'd appreciate it if you watch your tone in your replies to me, it could quickly cause the thread to be locked or posts to be deleted.
    Reply voted down Show
  • Accepted Answer

    Vulcan Vulcan
    replied on Saturday, October 05 2013, 11:57 AM #Permalink
    I do not have to watch my tongue when I talked to a person who doesnt watch his own tongue when he talk to me so dont try to threaten me with the delete post or flaming post so you can get it locked.I can break it down to you what I was trying to say.
    - Weapon itself already boost a huge amount of Atsp for the class permanently.
    - Shoes itself can give you a 10% attack speed (however all other classes do still get this so it is not an important factor however Atsp added is still Atsp added)
    - 5 Atsp temporary buff/invoke with around 70~80% buff/invoke should give you more than enough Atsp to go around hitting people
    - Buff and Passive: 2 x 30mins buff with total 12% atsp and a 3% passive Atsp is right there lasting for a long time or permanently added into your character.
    - trans: Dog: 20% atsp last for 1min (accessible by everyone, but again it added Atsp without sacrificed anything dealing with your stat)

    - AGI: According to some source I got in the past Agi actually boost up Atsp but this might be wrong (please check this up Sedy)

    What is it right there for you to sacrificed in order to achieve your maximize atsp? Do you mind proving it?

    Also Citadel, mind that you yourself ARE NOT REPRESENT THE WHOLE SOUL BLADE community. I have encountered a way more Powerful Soul Blade than you yourself Ex from long time ago when the Soul Blade just come out to understand how Powerful a Soul Blade can be. So do not get a full of yourself just because you have 7 months of experience playing this class.
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  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 11:59 AM #Permalink
    Average base hit of 300%

    PoO - 10% = 30% increase based on hit chance
    SB: Assemble - 35% = 105% increase based on hit chance
    SB: Flash - 60% = 180%

    Overall hit chance? 615% physical hit for 12 seconds then lowering to 435 for 2 seconds then down to 330% for 10 seconds. The only hit that can be achieved for the next 38 seconds is 435%. Based on Sedy's formula give in a previous thread, this gives an actual hit chance of 115% based on the current evasion numbers people tout at the moment and this is for 12 seconds lowering greatly after that.

    Power and agi give 0.01% hit chance each, quite a low amount gained, wouldn't you say? For every 100 power there is a 1% increase in hit chance, for every 100 agility gained there is a 1% increase in hit chance. Whilst it all filters through, it's not gamebreaking.
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  • Accepted Answer

    Citadel Citadel
    replied on Saturday, October 05 2013, 12:04 PM #Permalink
    Ex no longer plays, he has not been here to experience the changes to not only Soul Blader but to other classes. The last time he played was some time ago. What other Soul Bladers have you experienced Vulcan?

    Agility gives a 0.01% increase for ever point of Agility gained.

    I make no threats, please view Sedy's post regarding flame.
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  • Accepted Answer

    Vulcan Vulcan
    replied on Saturday, October 05 2013, 12:11 PM #Permalink
    So you are saying a 12 sec of 100% hit never miss chance is reasonable? 300% base is just an example, the average I am think about is much higher than that. I will be correcting myself as well. It is 115% hit chance added in base hit chance not 120%. I mistook Soul Blade: Flash up to 65% instead of 60%.

    - Following the example I put down, 615% hit chance is a guarantee hit for any evasion value from 515% down. 12 sec continuously hitting no miss. Most of SB debuff skill has 80%-ish success. With that lots of debuff skills and range (in current 850 + range) and extra movement buff. SB can successfully shot down any class from anywhere in the screen with no miss chance. If you are saying this is reasonable, I do not have any other word to say to you except this showing this face expression *amused*.

    - Agi give > hit chance than Power: hence your statistic is not proven. Go check it again then bring back something more reliable.


    @Sedy:
    Can you do the check up please? I do not have faith in Agi/Power hit chance statistic that anyone provides beside you to be honest.
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    Vulcan Vulcan
    replied on Saturday, October 05 2013, 12:16 PM #Permalink
    FYI: Telling someone to watch their tongue is equal as giving a threat. Big or small scale, it is still a threat. Ex hasnt been playing for a long time, but when he was playing it, without much boosted they receive nowadays. Soul Blade is already OP. it should be a basic to understand that if something that is not boosted in the past that has been OP then after boosted it should be more OP? Simple as ABC 1 2 3 isnt it?
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    Citadel Citadel
    replied on Saturday, October 05 2013, 12:31 PM #Permalink
    I never advised you to watch your tongue, you advised me to watch mine. You are threatening me Vulcan? It's a friendly debate Vulcan, no need to make threats.

    If the class was as 'OP' before as you have stated, why did no thread materialise then? Why did nobody criticise my analysis of class and the changes to make? Why has nobody at any point corrected anything I have suggested regarding Soul Blader or anything that Sedy has implemented regarding the class?

    Tell me please Vulcan, what has changed and now is the time to post how strong the class is? Also, where are all the Soul Blader bandwagoners? They changed from Soul Blader to Templar/Vanquisher/Myrmidon, that's how strong Soul Blader is to people in the community at present.
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    Citadel Citadel
    replied on Saturday, October 05 2013, 12:39 PM #Permalink
    You seem to be focusing on the hard stats rather than on how the skills interact and work within a PvP and PvE setting, I may be wrong so correct me if so. It looks strong to say that the Soul Blader has 12 seconds of never miss, are you taking into account in a 1 v 1 and group setting that mail users who rely on evasion also possess a 75% reflect skill that runs for almost the entire duration of SB: Flash and has a 1 minute cooldown with no prerequisite. Wind Walker also has a 40% absorption buff (on top of a 75% reflect)that runs for the duration of SB: Flash and has a low cooldown.

    Evasion users also possess skills from their second Class trees alone that provide them with shields, higher evasion and attack speed, more than enough in their defensive skill set alone to ensure they aren't subject to a whole 12 seconds of 615% hit chance. Those newer mail classes also possess a nice offensive arsenal which can easily take advantage of the windows in-between the Soul Bladers skills.
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    Citadel Citadel
    replied on Saturday, October 05 2013, 12:39 PM #Permalink
    Also, I stated both Agility and Power give the same hit chance % increase of 0.01%, not that one is lesser than or greater than the other.
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    Vulcan Vulcan
    replied on Saturday, October 05 2013, 12:45 PM #Permalink
    - Another go over to other classes reason? It is invalid here so there is no reason to give you a reply regard that.

    - No one before me make it doesnt mean I cant start now. The fact is that I am analysing and talking about it now, proposing changes for it. Because there are other factor that has changed from the time I came back after hiatus. The fact that 90% absorption capped is 1 of them. Which make the - absorption with short CD, high % success, long lasting duration become imbalance (as well as other -absorption exposure another hideous huge amount of dmg dealing skill which I would call another ITD type but more powerful than ITD itself). Guarantee Hit is another problem that I debate in this threat. Long range added to a Heavy user is 1 of the most unreasonably added I have to bring up.
    - Last but not least, you dont go around and tell people to watch your tongue unless you meant to threaten them which you give another statement about blocking and deleting the thread. Talking politely while using those word wont cover up your butt so you might now watch the way you talk.
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    Citadel Citadel
    replied on Saturday, October 05 2013, 12:47 PM #Permalink
    I've said all I really need to in this thread, I have explained the listed skills and debated with you in your arguments.

    There really is nothing more for me to say regarding the class. I oppose the changes presented because skill stats are being focused on rather than accurate examples being given and live game examples being talked about or shown. The mail classes are not hard done by with the SB skill set and neither are mages, all the classes possess skills in their arsenals to shut down the more 'powerful' aspects of other classes, it's a case of gear levels, foods/pots/trans used as well as individual skill.

    I have plenty of experience against mail users and even when I have all my buffs running I still miss on those who are comparably geared or have better gear than I. From my own experience that is. Same applies to Sorcerers. I'm sure Ex, if he were here, would agree.
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    Citadel Citadel
    replied on Saturday, October 05 2013, 12:51 PM #Permalink
    My post to you was this;

    'I have close to 7 months of experience with this class Vulcan, now I'd appreciate it if you watch your tone in your replies to me, it could quickly cause the thread to be locked or posts to be deleted.'

    It quite obviously says 'tone', not 'tongue'. =)

    Good day.
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    Sedy Admin Sedy
    replied on Saturday, October 05 2013, 12:52 PM #Permalink
    Yah
    1 Agility = 0.01%
    1 Power(Strength) = 0.01%
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    Vulcan Vulcan
    replied on Saturday, October 05 2013, 01:02 PM #Permalink
    If I am talking about hard stat. I will be focusing on talking about the topic. I dont go in a circle mixing stuff together unnecessarily. If you want to talk about individual skill, there is nothing much to talk about because everyone has their own experience against a topic/action/etc. Since you are already finished discussing I will be leaving it as that. Sedy is the one going to make the decision to what is necessary to change and what is not. Not me, not you, not others. We are just here to support your idea. Thats all.
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    Aquarius Aquarius
    replied on Saturday, October 05 2013, 01:43 PM #Permalink
    Yeah with 540% physical evasion. SB doesnt even miss yea. It's not op. Yeah it isnt.
      Reply 
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    Spunny Spunny
    replied on Saturday, October 05 2013, 01:57 PM #Permalink
    Er.... wow so many posts x.x;; and all by the same people hahahaha :p

    Regarding Hit:
    - since there is a time when SB can hit even pure evasion characters, how much worse would other characters fare?
    - there is no sacrifice involved in gaining that hit - this is compared to eg a sorc, which has to specially get an extra set of accessories that are MHit carded (thereby losing attack).
    - Citadel mentioned reflect. In a group PVP setting no one will go and hit those xD leave them alone until their buff poofs. Or sleep them~ Or is the hit buff only used in engagements with mailusers?

    Regarding SB's rarity:
    - yeah it seems pretty rare, barely see them. Though there are rarer ones~
    - rarity doesn't necessarily mean it's a weak class though. What I suspect is that it's a playing style issue. Not everyone likes to gamble.

    Regarding teh Cycle of Doom ( lol I always wanted to say that)
    - yes, of course it's not guaranteed. But SB are a damage over time kind of class. Whereas the opponent has to slip up just once with their ailments/dispel pots and then everything is on cooldown too.
    - Citadel mentioned Payaso being used to escape then apply silence. Er... don't SB generally have quite high eva? So the silence prob won't hit. Or the SB can ailment it (those cost y'know @_@ using one every 15sec gets expensive really fast haha). Then the chase is on again.

    I'm kinda curious though, what did you have to give up to get attack speed? Or do you mean using the CQ gear instead of BF one?
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    Aquarius Aquarius
    replied on Saturday, October 05 2013, 02:09 PM #Permalink
    He wouldnt. If Ex would use SB. he would just say it's boring in bf cause he can kill anyone. He's the only Merc/SB who knows how to play the class effectively.
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    Aquarius Aquarius
    replied on Saturday, October 05 2013, 02:15 PM #Permalink
    OH Ex did play this. When some changes was made. and yea. He killed every templar in our raid. he didnt use his own toon. But my guildie's toon. Which is done in CQ 85. so dont assume that he didnt even play it.
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    Aquarius Aquarius
    replied on Saturday, October 05 2013, 02:22 PM #Permalink
    Reason why he quit, cause it's too boring that he can kill anyone yet he cant be killed.
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    Lucarnus Lucarnus
    replied on Saturday, October 12 2013, 02:55 AM #Permalink
    Even with the "positive" op long post of sb.. most tanks can dance with sb for a very long time.. and now with the new updates.. I believe no one should worry about sb anymore... they sux....... big time..
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    Vulcan Vulcan
    replied on Saturday, October 12 2013, 03:03 AM #Permalink
    -abs will always be big impact in dmg output Lucarnus. Tanks can dance with Sb for a long time, but what about other low def and Hp and abs class?
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