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Message ID: 16210
Date: Wed Mar 15 21:10:31 GMT 2000
Author: kim@stormhaven.org
Subject: Re: [eqbards] Re: RE: Class balance
>If you want to incorporate downtime recovery into the
> >If you look at the formulas I whipped up for the
> >seven-string lute comparison, you'll see that the two
> >primary factors in a fight are damage rate, and
> >survival time (rate of damage taken).
>
> I think you're missing something else, and that's
> something to deal with time to kill and downtime. For
> example, two wizards can nuke something to death very
> quickly but then sit and med up inbetween fights. A
> warrior and cleric could tank/heal/med and fight
> constantly with no downtime but the fights take
> longer. In my experience the 2nd group will be much
> more efficient over time.
> >In other words, "great solo, poor grouped" is aOutdoors, a necro can fear and the group tanks can melee as
> >contradiction. The worst you can get is "great solo,
> >ok grouped."
>
> You're also forgetting to account for how the solo'ing
> is accomplished. A necro can solo outdoors with fear
> kiting, using his pet as a dot, and the efficiency of
> guk. I don't think its as clear-cut as you may think.No it isn't as clear cut. But my main point is that being in
> >From someone elses post:Not knowing much about wizard mana:damage ratios, I tried to
> >All I know is that a level 50 necro in the group
> >allowed us to take the lords room in lower guk easily
> >and hold the room for hours without so much as a hint
> >of a challenge. He left and was replaced by a level
> >50 wizard and we all died the next lord spawn and 2
> >tries later we still couldn't retake the room...
>
> Well that's a poor example. Two different players can
> be very differing in ability to play the game. (Being