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[Marksman] Let Blind work on bosses

Discussion in 'Suggestions' started by RegalStar, Feb 2, 2020.

  1. RegalStar
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    RegalStar Nightshadow

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    1) Hamstring works on bosses right now (in spite of it not working on bosses in GMS, and was changed to not do so before being specifically reverted to work again), so it follows that Blind would have a reason to work on bosses as well.

    2) It's no secret to anyone that at high levels MMs are plain outclassed by BMs with almost nothing to show for it - they can theoretically grind better with Pierce, but Pierce is pretty useless in the best places to grind (duo 7F), and that's about it. Letting blind work on bosses allow MMs to have something of a niche in bosses.
     
    • Agree Agree x 6
    • Like Like x 1
  2. Alyosha
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    Alyosha Skelegon Retired Staff

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    Blind working on bosses would actually be pretty huge for the viability of Marksmen in Horntail.

    A 30% reduction in HT's accuracy would leave most parts with 175 accuracy.

    With 350 avoidability you would go from ~31.7% chance to dodge to a ~55.5% chance to dodge.

    That almost makes up for the fact that in end-game godly gear(And SI) you'd be capped at around 90% of the damage of a similar geared Bowmaster.

    But honestly I'd look into attack scaling on Marksmen and make it non-linear after 4th job in order to get some larger benefits late game and especially with the use of apples, as a core part of the damage(Snipe) can't be improved in any way.

    Currently the max damage formula is ((dex * 3.6) + str) * w att / 100 which makes it linear anywhere you look. What I'd like to see is more scaling with higher attack, but who knows how that can be reasonably done in the code. If the attack portion of the calculation can be changed to (w att)^1.125 / 100^1.125 that would actually help a fair bit when it comes to the end game with a more minor impact on the mid game when Marksmen are strong.

    An early marksman would go from 150 -> 158 attack, a late game marksman would go from 190 -> 206 attack, and an end game marksman on an Onyx Apple would go from 270 -> 306 attack.

    That suggestion might be a little too wild though, but it still feels more viable to look at that vs. attempting to buff Strafe as a whole for the damage, which doesn't work out very well because of the nature of crits. When Strafe was initially buffed to 110% it was actually only a 1.33% damage increase for Strafe as a whole, which when accounting for the proportion of your damage caused by Snipe probably only increased DPMs by .5-1%.*

    Oops I mathed it wrong, Strafe going from 100% -> 110% is actually a 3.9% increase in Strafe damage. Still pretty small but not as awful as before.
     
  3. oohyoo
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    oohyoo Horny Mushroom

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  4. akashsky
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    akashsky Horntail

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    This is probably the best thing you could do to help out marksman be relevant in horntail. It would also create significant synergy between marksman and classes like buccaneers and corsair (who would benefit from the increased avoidability just as much as marksman).
     
  5. thugric
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    thugric Capt. Latanica Retired Staff

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    inb4 snipe se blind mules

    edit: MM's would start adding stats to Blind around lvl 174+, or much later if they plan to max ice bird, put dragon's breath at lvl 21, and/or put hero's will at level 10. In my case, I was prioritizing the above skills and would only begin touching Blind at level 187 O_O.

    I agree with Alyosha as to that Blind would be a little too strong, maybe we could make the boss effect to be either 1/2 or 1/3 as strong? :S
     
  6. OP
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    RegalStar
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    RegalStar Nightshadow

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    I'd actually argue even a Blind that works on bosses wouldn't be a huge gamechanger in HT. You still have to tag the target (a few times) to get Blind to stick, so you'd only have a few parts tagged with it at any time, which means you only really get the full 30% during preheads and the last couple heads. It'd also reduce stuns/knockbacks during legs and tails respectively, but that's about it.
     
  7. Hiyo
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    Hiyo Headless Horseman Retired Staff

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    Blind working on bosses with the current values are way too high, if considered to work on bosses the values will definitely be toned down. MM does need buffs but where and how much is a question with many answers to explore.
     
  8. Lulinya
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    Lulinya Selkie Jr.

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    Could falling player deal damage to those below and get in contact with them, only when the fall is high enough and the damage deal will knock back those in contact and make them flinch.
     

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