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Shads have mediocre damage and utility. We need more love.

Discussion in 'General Discussion' started by tobymcxs, May 29, 2021.

  1. -ovv
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    -ovv Horntail

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    Gurk is right though. A change to their damage formula to allow for a larger impact from SE could be a fair ask. Giving shads a slight bump to allow for top-end Shads to hit 6-figure assassinate lines consistently would be a good way to incentivize more fully-geared shad mains rather than shad beginners/mules.
     
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  2. yogurtseller
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    yogurtseller Mixed Golem

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    we corsairs welcome our shadower overlords :heartbeat:

    smoke is probably the only buff in the game where redundancy increases party DPM. Having multiple SE or SI is the same as having one SE or SI, but the additive effect of multiple smokes is great. it’s also the only party buff that will increase a bowmaster’s DPM. I’ll try testing out the effect of one smoke on a dpm45, but my guess is that it adds about 200-500k to my dpm45 (for corsairs though; less effect on bowmen and almost no effect on NLs due to superior avoid). I think this makes it a better buff than SI for corsairs, but I’m not totally sure because I don’t get the luxury of SI very often.

    my core 6 man horntail squad has two shadowers, and the effect of having two smokes is incredible for our ranged attackers because we have no NLs. we also don’t need to worry about mass sed, even with two shadower cleavers and an attacking bishop. smoke, consistent damage to middle head, being able to sed comfortably when bishops die/dc, pickpocket splits, and no fear of mass sed are all reasons why I would bring a shadower over warriors.

    I think the best overall view of how shadowers are doing is best depicted by Alyosha’s class tier list. In that regard, it’s pretty clear to see that shadowers are well rounded, versatile, and a great class to play.
    https://forum.maplelegends.com/index.php?threads/class-tier-list.27260/
     
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  3. -ovv
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    -ovv Horntail

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    12 second Heaven's Hammer cooldown :yay:
     
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  4. s0mething
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    s0mething Capt. Latanica

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    I think OP was just farming toxic funny reacts. He/she has not replied to any posts in this thread.
     
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  5. Gurk
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    Gurk Nightshadow

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    To be fair, I don't think a 5% difference is as insignificant as you portray it from a balancing perspective. For some classes, that's the difference between having SE and not having it. It's also by about how much stronger paladins are than heroes for single target, by how much paly damage was buffed with the holy charge change with the Halloween balance changes, by how much battleship cannon damage was buffed with the last anniversary balance changes, and by how much MM damage was buffed with the strafe change during the last anniversary balance changes. Surely shads can want for a 5% damage boost without being considered annoying or extra. I'm not saying this magical 5% would make other people give this class a chance where they wouldn't necessarily before, but I think it would be a step in the right direction.

    I understand you're coming at it from an angle of trying to show shads are perfectly playable to contrast the OP's gloomy narrative, and I don't disagree with that. But my angle here is trying to address balance and the question of whether buffs are warranted, for which fixating on numbers is the entire point.

    What I've been trying to say is that I don't think the culmination of those benefits justifies fixing them in place. When I stack all the benefits and cons together, the picture I get is a "smooth" warrior with higher washing needs, lower pot spending, and lower damage that excels more in casual runs with no buffs or in runs where certain people dc. I would like to point out that I don't think shads are the best grinders by any significant margin, especially after the change to taunt. In fact, I've always gotten higher eph duoing with another hero than another shad. I also don't think that the possibility of people dcing is a very convincing argument for maintaining the status quo and that balance changes shouldn't be dictated by them.

    I also don't think there's hard data for rejecting an increase in shad damage, which is why I've been trying to build a case. I don't think that warrior/bucc dpm is significantly less than their dummy dpm in most 1v1 bossing contexts, like shads. Stance means warriors have to reposition even less than shads. With shads already having an effective ~85% avoid rate while nating, adding in a bstep to dodge every attack you see would result in a decrease in dpm and just more pot savings. Stuns are really only relevant in something like pb statue phase. Cleave won't be stunned on right side during pb body phase, in zak one only needs to stand near the body and duck into it to avoid stuns, in HT during legs, cwkpq and targa shads would also be tanking with the other cleaves for optimal dpm. All in all, I think it just boils down mainly to pot savings again and indifference to archers/buccs dcing, which I don't think is a convincing enough reason for not buffing shads.

    At this point, I don't even mind if a buff to shads isn't in the damage direction, as I've said. If we want to focus on relegating shads to a more support-based, beginner friendly entry-level class and give them more of a utility buff, then I'm all for it. I only feel that shads in their current state are missing a little something (read: a money printer ).
     
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  6. Gurk
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    Gurk Nightshadow

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    I'd have to push back a bit on shadowers having the same rating for single target dps as heroes and higher than DKs, and them also being as high as an A- for cleave potential relative to the A grade for heroes and DKs. Also a little puzzled on shads have a higher rating for NT than heroes, BMs, MMs and buccs and having the same rating as sairs and NLs.

    With some adjustments to the table, or even as it currently is, it's a wonder that no one ever calls heroes, DKs and buccs "well rounded, versatile, and a great class to play". That's why such adjectives always came off to me as a backhanded compliment; it's used only in the context of justifying lower shad dpm output.
     
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  7. Blu301
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    Blu301 Pac Pinky

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    GurkGurk You say good things, agree to disagree. There are definitely truths to what you're sharing, I just feel like it's an unnecessary crusade. You won't catch me being mad when we buffed doe droolmushdroolmush
     
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  8. Squadron
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    Squadron Red Snail

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    What was the point of posting this guys leveling? lol
     
  9. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Can I get a quick clarification on how you got to these numbers btw?
     
  10. Gurk
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    Gurk Nightshadow

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    I got them from akash's and june's calculations, which seemed to also match sherman's numbers for warriors. Had also corrected the delay for ds + nate because for some reason the given delay numbers were saying you'd only be able to fit 37 nates in a minute, when it was actually 39.
     
  11. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Is that Sherman's updated numbers? Cus the way he was handling Hero DPM & SE needed to be corrected.
     
  12. akashsky
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    akashsky Horntail

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    One thing to note about my calculations is that I did NOT include perfect shield. If it was included, shadowers are a bit better.
     
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  13. Junga17
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    Junga17 Blue Snail

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    yo thats you
     
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  14. Squadron
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    Squadron Red Snail

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    LMAO I can't tell if my comment went through because it refreshed but I was trying to figure out why he was bringing up my leveling when it doesn't really have to do with the original post. Was trying to see what he would say before he knew it was me haha but thx
     
  15. -ovv
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    -ovv Horntail

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    Because shads are the cooler, bossing friendly, hp washing friendly mage equivalents Shaolin degenerates. They're fine where they are.
     
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  16. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    PLEASE IGNORE ANYTHING BUCC-RELATED HERE! I MADE A MISTAKE! Buccs should do more damage than shown here by like 2% or so more.

    Okay, so I looked into this a bit more, since based on the previously assumed numbers, you should only be able to fit 37 nates in a minute. These were my findings:

    1. Animation speed for assassinate was correct.
    2. Dark Sight speed was wrong it seemed.
    :cross: 240ms per cast.
    :tick: 100ms per cast.
    (I'll update https://forum.maplelegends.com/index.php?threads/nises-formula-compilation.36234/ accordingly)

    3. Last line of assassinate speed seems to be slightly off as well.
    It was regarded by ayumilove & others as a constant +390ms addition, but it seems to scale off weapon speed too, so the correct values should be:
    :tick: Faster (2): 330ms
    :tick: Fast (4): 390ms
    :tick: Normal (6): 420ms
    (I'll update https://forum.maplelegends.com/index.php?threads/nises-formula-compilation.36234/ accordingly)

    4. I re-did the numbers comparing Buccs vs. Warriors vs. Shads from scratch since:
    • Prep's numbers (see here)
      • Hasn't been updated after 2021-05-20 after learning how SE was handled for Heroes was wrong
      • Doesn't cover Timeless equips
    • Joot's numbers (see here)
      • After looking into the formulas, noticed that she put assassinate's 4 lines benefiting from SE (when it doesn't)
      • Doesn't cover Timeless equips
      • Includes Red Christmas Sock at 7 wa (which I won't include)
      • Hard to visualize impacts of SE/SI
    • Akash's numbers (not sure what the source is)
      • Doesn't include perfect shield as mentioned by akashskyakashsky


    Assumptions
    :
    - Level 200 (with echo)
    - Perfect Timeless Weapon (with +5 wa level up) & perf. Dragon Khanjar for Shads
    - 21 wa gloves / 14 wa cape / 10 all-stat MoN (incl wa)
    - No attack shoes
    - 3x30% and 5x60% overalls

    Click here for the full sheet.

    5. Touching back on the class comparisons that were made by Gurk
    • Comparing with ONLY SI
      • Shads vs. Bucc = pretty much identical damage, but with barrel canceling Buccs probably have an upper hand here
      • Shads vs. DK = comparable damage, but Shads do ~2% more damage
      • Shads vs. Hero = heroes do more, ~7% more damage than Shads
    • Comparing with SI+SE
      • Shads vs. Bucc = definitely not as big of a gap as mentioned, but Buccs still do ~6% more damage
      • Shads vs. DK = DKs are definitely in the lead here, with DKs doing ~10% more damage
      • Shads vs. Hero = Heroes & DKs with SI+SE are similar, but with Heroes doing ~11% more damage
    ________________________

    What all this implies, I'll leave up to you lovely folk to discuss :p I'm just here providing numbers. Back to the calculator cave I go o/
     
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  17. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    At the request of some others, I made another chart with some more reasonable numbers



    Assumptions:
    - Level 175 (with Echo)
    - 31 wa d. kjhanjar (2x30% and 4x60%)
    - 8 wa cape / 14 wa glove / 5 wa, 6 all stat mon
    - No attack shoes
    - 3x30% and 5x60% overalls
     
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  18. Cak33
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    Cak33 Headless Horseman

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    Thanks for the calculation :D

    If it does not bother you, is it possible to include perfect 1H sword (NT 1h and Timeless) with 20wa shield incomparision to shad? Just for personal reference as that is the direction I'm going with my Hero hahah
     
  19. Gurk
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    Gurk Nightshadow

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    The numbers I was working with for buccs were with barrel cancelling included, which I got from Joot, and I suppose the hero numbers I had were inflated because of the SE handling error.

    Appreciate you working the numbers!
     

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