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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Melee versus Spells damage. Offensive fighter versus Offensive caster.... « previous next »
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Author Topic: Melee versus Spells damage. Offensive fighter versus Offensive caster....  (Read 1649 times)
Jourdelune
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« on: April 12, 2007, 08:31:58 AM »

Hello All,

I have a concern about the balanced between the offensive fighter and caster output damage.

In my experience, it seems caster output twice the damage of the offensive fighter.

I open a debate on Ten Ton Hammer:
http://forums.tentonhammer.com/showthread.php?t=13662

I had done it there, because their web site have a good amount of players of any classes.  And it is a class debate and I think you should consider giving a try, or express yourself... or anything you think usefull.

Perhaps, I miss something and my perception are invalid.  In any case, I trust you to give your perception about that issue in vanguard.

Jourdelune
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Quinn the Mighty
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« Reply #1 on: April 12, 2007, 08:44:29 AM »

Part of this could be due to the fact that DPS caster finishers are on a 1 min cool down where offensive fighters are on a 2 min cool down.

It's an issue I've asked to have be examined and make adjustments as neccessary. I'm all for a offensive caster to have higher DPS short term as longer / raid encounters it evens out as endurance regen is way out ahead of energy regen.

These are my random thoughts on this

!~QTM

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Gulgash
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« Reply #2 on: April 12, 2007, 10:15:55 AM »

Offensive casters should always do more damage than offensive fighters.  The balance in this is that casters wear cloth and can't take nearly so many hits as offensive fighters can.  They are the true "glass cannons."  They do a ton of damage, but they can't take the hits that we can when we draw aggro.  It's just the way light fighters and cloth casters always work.
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Shen Lung
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« Reply #3 on: April 12, 2007, 10:37:40 AM »

Agreed.  As Gulgash stated, the tradeoff is armor.  An argument could also be made that we Offensive Fighters are often supplemented with skills that augment our ability to mitigate damage as well.  Where the Caster is usually given skills that help them to escape damage, it is usually only temporary, delaying the inevitable and harsh penalty of having virtually no way to withstand a direct assault for very long.

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« Reply #4 on: April 12, 2007, 10:43:29 AM »

Light fighers have slightly more armor, but are always in the brunt of the battle affected by cleaves and aoe's (excluding rangers). Arcane can do their damage from outside of mob AoE range etc. which should be considered. I think they should be just about on par for dps, def agree with QTM's outlook, eventually casters will run out of energy.
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Leishiu
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« Reply #5 on: April 12, 2007, 10:46:31 AM »

Part of this could be due to the fact that DPS caster finishers are on a 1 min cool down where offensive fighters are on a 2 min cool down.

It's an issue I've asked to have be examined and make adjustments as neccessary. I'm all for a offensive caster to have higher DPS short term as longer / raid encounters it evens out as endurance regen is way out ahead of energy regen.

These are my random thoughts on this

!~QTM

That's pretty much a monk issue, other offensive melee are pretty much 1 minute reuses, with a few exceptions.
It also appears hard for casters to run out of energy (given decently smart playing).
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Leishiu ~ Halgar (or sommert)
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« Reply #6 on: April 12, 2007, 10:54:08 AM »

Offensive casters should always do more damage than offensive fighters.  The balance in this is that casters wear cloth and can't take nearly so many hits as offensive fighters can.  They are the true "glass cannons."  They do a ton of damage, but they can't take the hits that we can when we draw aggro.  It's just the way light fighters and cloth casters always work.

While this is true, I think things are still a bit off balance.  Caster DPS is more burst oriented than melee ability damage.  Once their energy bar is depleted, it regenerates much slower in-combat than our endurance bar does.  Since solo effectiveness is often used to benchmark a classes usefulness and survivability, it would appear that the offensive fighter gets the shaft.  While we struggle to take down a blue/green 3 dot, casters mow through even 3 dots with little difficulty.  But this comes at a price:  Toe to toe, that caster would not survive the encounter.

To me, it comes down to this:

Offensive Caster Pros:

+ Very high burst DPS
+ Damage can be done at any range
+ Very effective at range while energy pool lasts

Offensive Caster cons:

- DPS not sustainable due to energy regeneration rate.
- Low melee survivability.
- Easy to take agro if hate is not properly managed


Offensive Fighter Pros:

+ Moderate sustained DPS
+ Fast endurance regeneration
+ Moderate survivability
+ Very effective while health pool lasts

Offensive Fighter Cons:

- Damage must be done within melee range
- Low burst DPS

We obviously need a bump in the sustained DPS department.  If casters are doing all their damage in burst, then we need to do ours over time.  As it stands, offensive casters blow us away as long as they can stay out of melee range of their targets.  But as encounters become longer, we should beat them hands down.  We should not be seeing parses where burst DPS wins in all scenarios.

For me personally - I could care less if casters and healers can take out 2 or 3 dot solo fodder faster or more effectively than I can.  I just want to have a meaningful purpose in a group or raid encounter.
« Last Edit: April 12, 2007, 10:56:42 AM by Kaji » Logged
Grom
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« Reply #7 on: April 12, 2007, 11:47:55 AM »

Offensive casters should always do more damage than offensive fighters.  The balance in this is that casters wear cloth and can't take nearly so many hits as offensive fighters can.  They are the true "glass cannons."  They do a ton of damage, but they can't take the hits that we can when we draw aggro.  It's just the way light fighters and cloth casters always work.

I have to disagree with this and here's why. I have yet to ever hear in any group the casters calling out of mana unless its a long and i mean long drawn out fight. Plus with the game mechanics as they are almost all the casters have multiple types of crowd control which removes much of their risk of getting face to face with a mob if they're smart. I do believe that maybe outside of the rogue that SOME of the caster classes should always do more burst damage than light fighters. But over the course of a couple of hour grind the higher dps offensive fighters should be close to your top dps casters. My thinking is that a psi and necro should not really be out dpsing a dragon monk or rogue as they have alot more utility available to them.
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Jourdelune
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« Reply #8 on: April 12, 2007, 02:50:55 PM »

 Cry Cry

Really nice write up.

I wish to see those kind of post on TTH.  The thread over there is full of : Give me numbers.  It is just an opinion... and caster defending their point.

So,  it is a bit futile to do a nice discussion over there with people like you to express the concern.

I don't want a bad balance between the 8 DPS classes we have when forming a group.  I want to be sure that having a monk with me, will be has fast (or almost has fast) than having a caster.  If I don't get the feel of it, why I will take Monk for a DPS classes when I know that Sorc do 2 more damage on the way of a fight?

TTH (ten ton hammer) got some visit from Elrar and Aradune last week.  The poll indicate the feel we get about it is real.    Now, someone here can show parsed file about it? 

Please,  go on that thread and give some nice post like I can read over there Cheesy

Jourdelune
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Croaker
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« Reply #9 on: April 12, 2007, 03:24:15 PM »

If would depend, if you are in EXP groups then an offensive fighter will often win out if you are in a EXP group that is constantly non-stop pulling.  Although Necro's and Psi's might give some competition for extended duration DPS.

However, if you are in an EXP group that takes short breaks between pulls then the nature of burst damage from casters can shine and they'll do more DPS.

In end game raids.  I'd suspect that long duration raid fights will tend to favor offensive fighters extended duration DPS, however burst DPS will still have a prominent place in cases where a fast burn is required.

In the end you can't make a blanket statement that casters have greater DPS than offensive fighters or vice versa unless you also state the conditions where that is true.

Regards,
Croaker
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Shengyi Tsung
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« Reply #10 on: April 12, 2007, 04:01:55 PM »

All offensive casters how some way to regen their mana faster.  Taproot, vile ritual, etc.  As a druid, i never worreid about mana i could taproot it back, as a necro i never ran out of mana because i always used vial ritual.

As a sorc played for a little bit, they were very weak imo.  They didn't do the high burst damage i was expecting honestly, my cleric could out damage a sorc it felt like at lower lvls.  Maybe they pick up speed later on?  However i was looking at sorc end game spells and i still didn't see too many crazy numbers.  Their main attack got up to the 1k+ mark, but DKs still have 2 3k nukes by 50.  Just tossing out some random info i've come across.  I personally think the balance is fine atm, my monk has been out-parsing a sorc when we group in graystone (skeletons FTW!) but oh well.
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Xaon
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« Reply #11 on: April 12, 2007, 05:54:20 PM »

All offensive casters how some way to regen their mana faster.  Taproot, vile ritual, etc.  As a druid, i never worreid about mana i could taproot it back, as a necro i never ran out of mana because i always used vial ritual.

As a sorc played for a little bit, they were very weak imo.  They didn't do the high burst damage i was expecting honestly, my cleric could out damage a sorc it felt like at lower lvls.  Maybe they pick up speed later on?  However i was looking at sorc end game spells and i still didn't see too many crazy numbers.  Their main attack got up to the 1k+ mark, but DKs still have 2 3k nukes by 50.  Just tossing out some random info i've come across.  I personally think the balance is fine atm, my monk has been out-parsing a sorc when we group in graystone (skeletons FTW!) but oh well.
The mana regen skills, ie Taproot etal, over ride any of the 'run out of mana' comments. Jeez, my Druid basically has infinite mana if the group has a good tank, Necros can harvest the corpses of all the yard trash for basically a complete refill.

As to the Sorc being weak, yes and no, once they get Chaos Volley, AND have access to a healer they can basically 1000 Fist chain over and over again and again. Run low on mana? Shift to End using Arcane spells for a bit. I forget what the Sorc 'taproot' skill is called, but they have that as well as getting feedback recovery of mana for many of their spells. Although the feedback recovery is minimal at higher levels.
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Croaker
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« Reply #12 on: April 13, 2007, 12:18:05 AM »

And I suppose you can also continue to Nuke while tap-rooting?  I don't know about you, but as soon as I cast on my druid, I no longer regen mana.

And if you aren't casting while regening mana, you aren't generating any DPS.

A Necro comes to the closes to an Offensive fighter in sustained DPS but that's mostly true IF there are a lot of corpses around, which in an EXP non-stop pull group that will be the case.  However, in a raid situation that may not be the case if a Boss mob takes say, 5 or 10 minutes to kill.

Psi's can maintain a lot of sustained DPS, IF a healer can be spared to constantly heal them which in certain situations (raids) might or might not be practical.

So again, you cannot use a blanket statement saying the DPS of  X class or family of classes is better than Y class or family of classes without stating the situation where that is true.

And if you are going to judge casters in groups where they can get mana regen and cast speed reductions, etc...  You would also need to consider offensive fighters in melee friendly groups as well.  And once again it is a wash with one set of classes being better in certain situations and the other set of classes being better in certain situations.

Get the right group together and you can easily triple or quadruple an offensive fighters DPS output.  I'm sure it's also similar for casters with the right complementary classes.

Then you can get into raid situations where cross group buffing is possible and now, how are things going to compare.

So please, no blanket statements, eh?  Smiley

Regards,
Croaker
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Leishiu
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« Reply #13 on: April 13, 2007, 01:53:28 AM »

And I suppose you can also continue to Nuke while tap-rooting?  I don't know about you, but as soon as I cast on my druid, I no longer regen mana.

And if you aren't casting while regening mana, you aren't generating any DPS.

Since you can taproot for just a few seconds (mana gain appears % based) and still gain a lot of mana while letting DoT's work, you don't loose that much DPS - perhaps none if you're having a bit of pause anyhow to control agro in a longer fight. You can naturally also do it in the small downtime between kills; since it has no cooldown, it's fairly insane the way energy regeneration goes.

Quote
A Necro comes to the closes to an Offensive fighter in sustained DPS but that's mostly true IF there are a lot of corpses around, which in an EXP non-stop pull group that will be the case.  However, in a raid situation that may not be the case if a Boss mob takes say, 5 or 10 minutes to kill.

To be honest, most modern raid encounters features adds. The single dragon surronded by a moat of lava is long gone. Energy regeneration currently is a joke; and until it's tuned (in particular for healers) mobs will more and more become Challenge by HP.
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Leishiu ~ Halgar (or sommert)
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« Reply #14 on: April 13, 2007, 02:49:06 AM »

The big problem right now is that, by design, mana regen was at one time very slow. Casters were supposed to have Burst DPS to burn down a mob and then meditate for a while. Melees had a lower but much more consistant DPS and were able to go on forever.
Later, they improved the mana regen out of fights by a huge margin. Honestly, it was needed, having to regen mana for 5 minutes is anything but fun. But they didn't nerf the burst DPS capability of casters. Now, they can burst. And then burst again. And again, and again. They don't have any down time as long as you single pull.
On a single mob, in regular settings (4-5dots mob, with a full group), the only thing holding back a Sorcerer's DPS is his aggro. If he burns his mana down, he's going to outdamage the melees easily, by a lot.
In this situation, it's not balanced.

But you have to consider other situations. If you pull 3 to 5 mobs, the Sorcerer will have to pace himself or he'll be OoM after the first mob. In raids, it should balance out as well, as fights should be longer. Even on single group boss mobs (5 to 6 dots), I believe it balances out.

All in all, I believe it's pretty balanced. It hardly matters on single pulls.
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