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Weapon Balance

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Weapon Balance

Postby Sylvienne » 09 Jun 2014, 11:12

Since this CBT seems to be really close to what the live version of the game is going to be like, I wanted to ask about what people thought about how the weapons stacked up against each other. I've only really tried 3 of them to around the 10+ range so I was hoping to get some insight on how the other weapons stacked up.

Bows seem incredibly powerful since they took out the low durability from alpha. Plus stacking dex isn't as dangerous since you have range and can kite dangerous bosses (like Momotaro). I think swords are also pretty good and getting crimson sword easily and early is a huge bonus since its so strong for when you get it. I actually haven't had too much success with twin swords although that might be because my twin got Poison Stab IV and it feels incredibly slow compared to some of the faster instant attacks.

I tried talisman for the first area and the mana costs were really high. I'm assuming this gets better with decreasing mana costs with more wisdom because its really hard unless you spam mp restoring items and those are costly early on.
'
What do you guys think? Are there any that you feel are underrated / overrated?
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Re: Weapon Balance

Postby Queeny » 09 Jun 2014, 12:55

Sp cost isnt reduced my WIS as far as i know. it only increases the recovery rate. and the recovery rate is... weird aswell.

but there is a magatama that you can craft which reduces the SP costs by up to -15% if HP > 90%. (its stackable, i have currently 2 equiped, planing on have max 3 of them)
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Re: Weapon Balance

Postby Kuurei » 09 Jun 2014, 12:57

Sword, Axe, Two-Handed Sword -- IMO, either need to be way toned down or Spear needs to be way toned up, I don't understand why Spear has 20~90 (Depending on the weapon tier) less attack power on average than the standard swords, when there is no "advantage" offered by Spears except for a 1~2 inch larger hit radius (Which 2H Sword also achieves, btw) and AoE without spending SP (Axe can achieve this as well). Skill damage from Spear -does- add up, most are 2~3 hits, off a +40 Ginko Spear most of my skills are doing 79~199 a hit, hitting 2~4 times, however since everything seems to be weak to lightning and fire more often than poison/pierce, Sword/2HS/Axe are pulling off two to three times that, often w/ multi-hit moves as well.

Spear -- Spear DOES have a slight advantage as a defensive weapon, Hard Mode Kishi, Chief only hits me for about 20~30 with his jumping attack if I guard, and with 362 HP (Lv11) + high HP recovery, he doesn't get me weak very often in parties. However, if Sword/Axe/2HS sacced a bit of raw power for Vit, they could probably achieve the same results. Haven't tested personally,but ran w/ someone built this way and they only took a few points more than me per hit.

Talisman -- Haven't used this weapon much myself, from what I've seen of others it seems in a good place if you get lucky. Again, though, Fire and Lightning seem to be the most common preferred element, unless a lot of monsters from Kyoto onward are Rain-weak. Doesn't even need to worry about basic combos for SP much though; Guard Charge is pretty good for SP regen.

Staff -- Seems to be the dark horse of the two magical weapons; if you pure-Mind focus, you don't really do a good amount of damage, and heals are sometimes seen as unnecessary (Doubt this would be the case in higher party runs, especially on hell modes, if dungeons are rebalanced again), you get less exp if you act as a heal/buffbot which is reasonable. That said, I've been thinking that Staff+Talisman combo might be a much better idea than pure Mind or Wis alone.
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Re: Weapon Balance

Postby MadScientist » 09 Jun 2014, 17:19

Kuurei wrote:Sword, Axe, Two-Handed Sword -- IMO, either need to be way toned down or Spear needs to be way toned up, I don't understand why Spear has 20~90 (Depending on the weapon tier) less attack power on average than the standard swords, when there is no "advantage" offered by Spears except for a 1~2 inch larger hit radius (Which 2H Sword also achieves, btw) and AoE without spending SP (Axe can achieve this as well). Skill damage from Spear -does- add up, most are 2~3 hits, off a +40 Ginko Spear most of my skills are doing 79~199 a hit, hitting 2~4 times, however since everything seems to be weak to lightning and fire more often than poison/pierce, Sword/2HS/Axe are pulling off two to three times that, often w/ multi-hit moves as well.

Spear -- Spear DOES have a slight advantage as a defensive weapon, Hard Mode Kishi, Chief only hits me for about 20~30 with his jumping attack if I guard, and with 362 HP (Lv11) + high HP recovery, he doesn't get me weak very often in parties. However, if Sword/Axe/2HS sacced a bit of raw power for Vit, they could probably achieve the same results. Haven't tested personally,but ran w/ someone built this way and they only took a few points more than me per hit.


Spears scale on Vit Tank builds. And from what I can tell, that is the only weapon that Vit Tanks can scale on. Put a point into vit and look at the difference. It's on the right side of the elements.
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Re: Weapon Balance

Postby Aister » 09 Jun 2014, 17:45

VIT means tank, tank means high defense, high HP but low damage. If you solo as a tank, u will defeat the monster slower than a damage dealer build, but u will have higher chance of survive. If you party as a tank, ur job is to attract mobs or boss attention and getting hits, while the damage dealer kill them, or defend the healer, archer and mage from the mobs.

Imo, VIT belongs to the supporting groups together with healer. Not the damage dealer group, so obviously it would have lower damage than the others.
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Re: Weapon Balance

Postby Kuurei » 09 Jun 2014, 18:02

Aister wrote:VIT means tank, tank means high defense, high HP but low damage. If you solo as a tank, u will defeat the monster slower than a damage dealer build, but u will have higher chance of survive. If you party as a tank, ur job is to attract mobs or boss attention and getting hits, while the damage dealer kill them, or defend the healer, archer and mage from the mobs.

Imo, VIT belongs to the supporting groups together with healer. Not the damage dealer group, so obviously it would have lower damage than the others.


Yeah, I get that. Unfortunately it seems to offer you very little defensive advantage, like I mentioned. @The other person btw, fully aware, my character is full Vit. I solo fine, but it's irritating in party situations due to how exp works (only getting half if you don't get the kill) when peeps wait for me to drop it to low and then use one of the Sword/Axe/2HS skills to take the kill.

Does Spear get a skill for countering while in defense on higher level spears though? Would give the weapon an actual defensive advantage if it had a counter that did extremely high damage @ a high SP cost after guarding a move.
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Re: Weapon Balance

Postby Aister » 09 Jun 2014, 18:06

I haven't used spear so idk tbh, and yeah, supporting roles in Onigiri seems to be discriminated...
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Re: Weapon Balance

Postby Jung » 09 Jun 2014, 18:14

Staff takes awhile to get it revving up. But when you get to around...level 19? You're hitting 1000 x 3 for a low cost of 30-38 mana.
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Re: Weapon Balance

Postby Kuurei » 09 Jun 2014, 18:44

Jung wrote:Staff takes awhile to get it revving up. But when you get to around...level 19? You're hitting 1000 x 3 for a low cost of 30-38 mana.


That might have been nuked on our servers like Orb of Light supposedly was, idk though. XD
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Re: Weapon Balance

Postby Jung » 09 Jun 2014, 19:28

Kuurei wrote:
Jung wrote:Staff takes awhile to get it revving up. But when you get to around...level 19? You're hitting 1000 x 3 for a low cost of 30-38 mana.


That might have been nuked on our servers like Orb of Light supposedly was, idk though. XD


I meant for the ENG CBT. I was a little wrong on my initial take on staff - that, AND my first character I made was training the wrong stat.

Talisman however, seems to be utter garbage still.
Alpha Tester - Mage for life.
JP CBT - 5x
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ENG OBT - 8x
OBT Player - F*ck mage, spear for life.
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