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About balance, skills and other

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A little tutorial about our changes in balance and skills.

Important note: You need remember one thing: Balance is about PVP/PVE on max resets. So at the start fairy elf can have the most biggest damage, and that's not mean, that this will be on max reset. 
Second important note: monsters on this server is significant stronger, then default ones. Keep it in mind.
The changes in the PvE/PvP can be changed at any moment without an announcement about this. 

Classes

Dark knight: One of the hardest character. Can be as huge damage dealer, or huge defense (tank)

  • Damage. Main stat i Strength. This is one of the characters, which have little damage on the start, but in the end, will be one of the highest. Very demanding to items and must have 2 same weapons, to receive extra damage.
    There can be issues, when you receive the same digits in damage. That means, that defense on this monster is too high for you right now. Use more STR stats.
  • Swell of life. Reduced from default, much less then on "default" servers.
  • Fire blow: Reduced from default, less power then on "default" servers. So sorry, but you won't onehitting with Fire blow other classes.

Dark wizard: Basic damage with, but low HP amount. Pretty good defense because of mandatory shield and Soul Barrier buff.

  • Meteor strike -> The most powerful skill. Notice: totally changed formula. Now there is less damage on the start/middle, but more damage in the end.
  • Meteor storm - AOE skill, have less damage then Meteor strike. 

Fairy elf: Not strongest in damage and defense, but with different buffs, can be not bad in attack, and especially in defense.

Magic gladiator: Class with big damage, but low defense. Fast kill and fast die.

Dark lord: Basic damage, but excellent defense. Can be balanced character for PvE and PvP, but hard can be hard in progression.

  • Damage: Main stat i Strength. This is one of the characters, which have little damage on the start.
    There can be issues, when you receive the same digits in damage. That means, that defense on this monster is too high for you right now. Use more STR stats.
  • Wind soul: Reduced from default, less power then on "default" servers. So sorry, but you won't onehitting with Wind soul other classes.

Summoner: Long/mid range character, with good damage and medium defense. Pretty balanced. 

  • Darkness: not actual on our server. Berserk skill give you more damage.
  • Aqua & fire beast: Best single target skill.

Rage fighter: Like as MG, Fast kill and fast die. 

  • Dark side: big changes here. Normal for PvE, but almost not usable in PvP.
  • Dragon slasher: You won't take off 100% SD from enemy in success case. Only 50%
  • Spirit hook: The best choice for you in PvP

Grow lancer: Basic damage and excellent defense, Something like DL, but in close range.
Peculiarity of this class is the high damage in the solo-target, but it's a necessary to reach the max possibility of stat points. Hard to level up on the first stage of game, and weak in AOE.

Rune wizard: Like as SM, but something different.

Slayer: Like as MG of RF. Fast kill and fast die. But long/mid range character

  • Bat flock: because of huge amount of lag from that skills, power of Bat flock significant reduced. But it's gives much more DOT damage and debuff works more time. 
    Main reason of Bat flock skill - debuff enemy before using Pierce attack skill. 

Gun Crasher: Long range energy class with guns. By skills looks like combination or SM+RW.

White Mage: Long range energy class with staff and magic book. Variation of the Dark Wizard, but more attack style.

Lemuria Mage: The sister of the Rune Wizard.

Illusion Knight: Another class, without any features.
 


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Formulas

Important note: client can't displayed a true information about your pvp/pve def/attack rate, and damage in "C" windows information. 

Class - Strength / x + Agility / y   <- InDamage. X means - main stat. Y - secondary stat. 
InDamage = character main (or both) stats + weapon damage.
Note: InDamage in formulas can have different multiplier. 

I can't provide more detailed information. 

Dark Knight -  Strength / x

  • Cyclone, Twisting slash, Rageful blow, Death stab - InDamage * (Energy / x)
  • Fire blow - InDamage (This skill use only STR and your weapons)
  • Swords blow - (InDamage / x) + Agility/ x. (experimental skill, good as support for ebk)
  • Combo - Strength
  • Swell life - ((Vitality / 10 + Energy / 2) / 100) + 20. Maximum 300% for DK, and 150% for other classes in party.
  • Swell life duration - 60 + (Energy / 200)

Dark Wizard - Energy / x

  • All about energy
  • Soul barrier -  3% + ((Agi / 1500) + master skill tree value)

Fairy Elf - Strength / y + Agility / x

  • Triple shot, Multishot - InDamage
  • Focus shot - (InDamage + Str) + (Indamage + Agi)
  • All buffs - Energy 

Magic gladiator
(Battle) - Strength / x
(Energy)  Energy / x

  • Poweslash - InDamage
  • FireSlash - InDamage * (Energy / x)
  • Fire blood - InDamage
  • All energy skills - Energy 

Dark Lord - Strength / x

  • Fire burst, Fire scream - InDamage 
  • Windsoul - InDamage 
  • Critical damage - com / x + ene / y

Summoner - Energy / x

  • All about Energy
  • Reflect buff - Energy / 1600. Maximum 10% reflect for SUM, and 5% for other party members.
  • Weakness - static 10% + Energy / 3250. In total can be around ~20%. Full Weakness Strengthen will give you additional 4% 
  • Innovation - static 150 def + Energy / 100. In total around 475 defense.  

Rage Fighter - Strength / x

  • Chain drive - InDamage
  • Dark side - inDamage) 
  • Dragon roar -  InDamage
  • Dragon slasher -  InDamage
  • Spirit Hook - InDamage 
  • Health increase - Energy / 1.5. Maximum 3000 for RF, and 1000 for other party members.
  • Ignore defense - Energy / 500. Maximum 10% for RF, and 5% for other party members.

Grow Lancer - Strength / x 

  • Spin step - InDamage 
  • Harsh strike - InDamage
  • Magic pin -  InDamage 
  • Breche - InDamage 
  • Shining peak - InDamage 
  • Obsidian - Strength / x

Rune Wizard - Energy / x

  • All skills and buffs - energy

Slayer - Strength / x

  • Bat flock, Sword inertia, Pierce attack - InDamage 
  • Demolish - Strength / x 

Gun Crasher - Energy / x

  • All about Energy

White Mage - Energy / x

  • All about Energy

Lemuria Mage - Energy / x

  • All about Energy

Illusion Knight - Strength / x

  • All about - InDamage

Attack speed changes

  • Dark wizard: need 150 agility to reach 1 attack speed
  • Dark knight: need 175 agility to reach 1 attack speed
  • Fairy elf: need 150 agility to reach 1 attack speed
  • Magic gladiator: need 155 agility to reach 1 attack speed
  • Dark Lord: need 155 agility to reach 1 attack speed
  • Summoner: need 160 agility to reach 1 attack speed
  • Rage fighter: need 125 agility to reach 1 attack speed
  • Grow lancer: need 115 agility to reach 1 attack speed
  • Rune wizard: need 115 agility to reach 1 attack speed
  • Slayer: need 140 agility to reach 1 attack speed
  • Gun Crasher: need 140 agility to reach 1 attack speed
  • White wizard: need 150 agility to reach 1 attack speed
  • Lemuria Mage: need 150 agility to reach 1 attack speed
  • Illusion Knight: need 175 agility to reach 1 attack speed

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the main change was in pvp damage. how works pvp damage in MUX Legend? 
for example, we have class dw and class dk. it looks like this:

dwtodw_pvpdamagerate = 100
dktodw_pvpdamagerate = 100

we're testing each class vs each class and change these settings. if some classes die or kill too fast, we can change this pvpdamage. all tests was
1) with the same grade and items level grade (include options, harmony e.t.c)
2) on different type of fenrirs
3) max resets and levels

this is an ideal situation when every class in an equal situation. 

question: how is working your balance? i'm slayer/soul master/ragefighter/other class and die from anyone! 
answer: make sure, that you and your opponent are somewhere about the same.

  • if you have 2 level wings with +dd+luck+9 grade 2 excellent set, of course, you will lose against some higher-grade set +13+harmony options
  • you have much less stat points. your opponent can be on max reset, have a lot of passing quests or additional stats bought from the website. 
  • your opponent has full majestic skills. this will improve a lot of damage, but you won't see any visual differences. 
  • your opponent has some buffs. for example, buffs or items from x-shop, some buffs from arena or muuns.
  • your opponent has some buffs from other characters.  a lot of buffs you won't see.
  • you just don't understand, how to fight against other players. for example, if you're range dd, you need always moving, not just staying in one place and waiting, when dd classes will beat you. 
  • different build. maybe you've bad build for pvp

so there is a lot of variations. why you losing. it's not because your class is weak, it's because your character is weaker than your opponent character. 
i hope this information was helpful. 

have problem with pvp? maybe we can help you here.

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On the new servers was added a new Cooldown on the SD potions and Elite HP potions. The cooldown is 2.5 seconds.
Restore SD now is unavailable in the Master Skill Tree.
Restore HP now have 2.5%.
From now, you can't be immortal just by using these potions and buffs, so it's more about using it in an emergency situation.

In this topic, you can find useful information about the PVP on the MUX Legend server.

Necessary list for all classes:
List of the following information is the necessary minimum to fully join the big PvP on the MUX Legend server. Each point is pretty important and can decide the outcome of the battle.

  • Maximum reset
  • Set maximum on your attack skill in the majestic skill tree. (in other words - 90 Majestic levels)
  • Maximum possible or the Damage Decrease options on items.
  • Set must be +13 level, better at least tier 3-4 with the Decrease Damage options. Better to have more options because of "Set Bonus"
  • 100 points in the achievement buff
  • 200 quests
  • Reach the attack speed cap (by agility stats or options on the items)
  • Set maximum on your "restore full HP" in master skill tree.
  • Mastery weapon 2-3 options (with EDR), prefer Holyangel or higher.
  • 3 level wings +9 or higher
  • Harmony SD ratio +10 on your weapons and maximum possibility of SD ratio in your set and shield

Additional:
The next points are important, if you're wanna to take a next step into the PvP world

  • 250 quests
  • Max out the majestic skill tree.
  • Have a pet (Fenrir or Guardian)
  • 4 level wings
  • VIP buff
  • High tier set (tier 6-7)
  • High tier weapon +15. Prefer Silverheart or higher
  • Full maximum of SD ration on your set and shield

The high-end game:

  • 300 quests
  • Demon or Guardian angel pet
  • Tier 8 Set +15 with the PvP options
  • MUX section items with the PvP options on the shield and weapon
  • Defensive rings +7 level
  • 4 level wings +15 with the most powerful options (full recovery HP, double damage, return damage)

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changes in pvp season 17

first, let's remember what the game was originally. there were 400 levels, with a total of about 2000 stats and monsters of the kanturu level almost 15 years ago. since then, every year the power of the monsters were increasing, but the character's stats have not increased. how can you kill monsters from the scrooched canyon with such stats if players had a problems passing kanturu with them in the second season? making skills stronger. master skill tree, and then majestic skill tree, in which the skills have already started to deal 3 damage at the same time, as well as various additional damage values.
do you need speed values above 1000 and so much additional damage for servers where the character has 100000 stats instead of 2000? no. huge attack speed with additional damage creates a lot of problems in both pve and pvp.

many classes were faced with the fact that their skills at the beginning of the game were too weak for upgrading. the most common examples are sword inertia and darkside. with the increase in the number of stats and the improvement in the skill tree, the damage from many skills became insane, allowing you to kill all monsters and players with 1-2 hits, and pvp analysis turned into an endless stream of numbers that can reach over 20 hits per second.
a huge number of hits per second with a tremendous speed and such additional options as double / triple damage could sometimes lead to instant death, sd and hp disappeared so quickly that the game did not have time to render it.

  • complete redesign of the majestic skill tree.
  • redesign of the concept of speed and speed cap.
  • removing double damage from the master skill tree.
  • changes of buffs in party.
  • changes in range of skills.
  • turning off reflect animation.

complete redesign of the majestic skill tree.

the irrelevant and unnecessary skill branches have been removed.
to fully upgrade the skill you now need exactly 100 points.
each skill now gets +1 range, + attack speed, and other damage boosts.
removed the restriction on the need to upgrade a skill branch in order to upgrade side skills (for defense and attack).

redesign of the concept of speed and speed cap.

speed cap for each class. an interesting fact - almost all skills have their own speed cap. for example, for fire & aqua beast it doesn't matter, 350 or 3500 attack speed, dps will be the same.
we checked the exact measurements of all majestic skills to determine from what value the dps is no longer increasing. now the speed parameter is really relevant and even the +speed option will no longer be superfluous. by the way, now it is +10.
attack speed for most gloves and weapons has changed. increased the required number of agility stats for 1 speed.
each class can gain about 60% -65% of the maximum speed through stats. the rest can be collected on gloves, weapons, skill tree. to achieve the speed cap, you don't need to have full agility and items of the highest tier.

removing double damage from the master skill tree.

the option has been completely removed from the skill tree. when this option is immediately available to everyone, then this is no longer an advantage, but an ordinary random. sort of pvp lottery.

changes of buffs in party.

one of the biggest balance issues is finding a balance between characters with and without buffs. in the new season, it became possible to customize buffs depending on the class. the native buff for the class will remain as useful as it was, but other classes will receive from it a not so strong increase in characteristics.

changes in range of skills.

in some cases, the border between dd and rdd was almost erased when the values of their range became 4 and 7. it even looks strange when the character hits the air, and the damage arrives at the character. now all classes have range + 1 in the skill tree, and everything is in equal conditions, we can bring these values to a more logical result.

turning off reflect animation.

at the moment, the presence of fenrir allows you to completely get rid of stumbling on hit. in other words, if you don't have fenrir, then pvp is closed for you.
because of this, we greatly simplified the farming of this pet, which of course negatively affected its value. but now it will be possible to enter pvp without this pet, and its presence will simply give you additional bonuses.


all of these changes will greatly improve the pvp part of the game.

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