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Unread 08-30-2005, 11:33 AM   #1
Count_Drakenkor

 
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After looking at some of the posts I noticed that the numbers being posted for the dmg on spells varied greatly from mine. After talking it over with a friend of mine we played aroudn with the respecs and masters(i had some books saved up from merchant and we were able to delete certain spells back to app1 and make them master 1 again) we did some testing.
 
We did the first test on Ice comet since it was a high dmg spell and we could more clearly see the dmg change. Ice comet at app1 was doing about 2k dmg.  We then gave him master 1 and it went to 4k dmg. We then buffed his intel by 200 points and it went up to just over 6kdmg.
200 intel gave the same increase as going from app1 to master 1
 
I noticed in one of the other posts someone said thier dynamism on a beta buff cahr was hitting for about 300ish. When I cast both of our group intel buffs(which combined give an increast of 220 intel) my dynamism hits for about 550-620. My Psychotic spectrum tick for 500-610. Shimmering Beams(1 sec cast nuke) hits for 700-815. Now, these spells are being cast @ master 1.
I know I know I know we are not all gonna have master 1's of everything. But this is what we are capable of with these spells. These are all sell buffed (508 intel). Imagine in a grp buffed to the cap. Not too shabby?
 
Anyways, I just wanted to point out that intel plays a huge part now in our damage.
 
Hope this info helps a bit.
 
 
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Unread 08-30-2005, 05:39 PM   #2
Volka

 
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I'm not sure this is entirely related... but I'm kind of new, and you're going over how intel affects the class so I thought maybe you could answer this for me: how much of an impact would the starting intel stat be overall? See, I can't find any information on whether your race has any bearing on the intel gains you make as you level, or only determine the starting base from level 1. I'm just curious as to how much of a part it could play as my character gains in level; I chose a Kerra for my soon-to-be Illusionist and I'd rather not start over (as, for whatever reason, I think the role suits the Kerra quite well visually) unless it was going to have a noticably detrimental effect on his abilities later.
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Unread 08-30-2005, 05:46 PM   #3
KaynanEmberwood

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Volkarn wrote:I'm not sure this is entirely related... but I'm kind of new, and you're going over how intel affects the class so I thought maybe you could answer this for me: how much of an impact would the starting intel stat be overall?

Minimal at best.  I'm a good example of how a race with high starting int and even a racial +int trait can have a low int at higher levels.  Gear & buffs is going to be your biggest factor in determining how high your int is, and since illusionists get some decent int buffs, you don't really have anything to worry about. That's some cool info about int though Drak...looks like I'm gonna have to start boosting my int now and ditch my stam gear.  SMILEY
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Unread 08-30-2005, 06:57 PM   #4
Azamien-Dermorate

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KaynanEmberwood wrote:



That's some cool info about int though Drak...looks like I'm gonna have to start boosting my int now and ditch my stam gear.  SMILEY



Last respec(months ago now) I took all agi and sta traits ... anything to increase my combat surviablity. I've choisen gear to wear for months with the 200 int soft cap in mind (focusing on other stats).  I too am going to have to regear and respec and put a little more focus on int ... still going to pay attention to sta (and maybe wis... anyone have any info on how effective increaseing wis is in affecting resists ?).  What is your normal, self buffed int in game now Drak and Kaisa?  Just wanting to get an idea on how far back  I am at.
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Unread 08-30-2005, 07:27 PM   #5
KaynanEmberwood

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Pre revamp I sit at around 230 int. Post revamp it's around 205 without the "Fleeting" line which at the moment buffs Int up 111 at the level I have the spell at (I don't recall, but I think adept1). Both versions are focused on Stam, so any choice I was given to increase a stat I chose Sta.  I don't imagine it would be a whole lot higher had I chosen int however.
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Unread 08-31-2005, 01:02 AM   #6
Count_Drakenkor

 
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Well guys, as ironic as it may sound the patch today lowered the amount intel affects the damage on our spells :smileymad: I have not had a chance to log on and test it but I will try to post some numnbers to show the new effect intel has. I have to admit, it was a bit overpowered for all the mage class's.

Message Edited by Count_Drakenkorin on 08-30-2005 02:04 PM

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Unread 08-31-2005, 01:04 AM   #7
Azamien-Dermorate

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From todays beta update notes:  http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=5540#M5540

 


*** Combat Changes ***

- Melee auto-attack and combat arts now process the strength bonus properly and should be noticeably higher.
- Examining your damage range on a weapon will now take into account any buffs on your character. However, the damage rating of a weapon is determined by its base damage, not your buffed damage potential.
- The spell damage bonus from intelligence has been reduced for both player characters and NPCs.
- The base avoidance on tower and kite shields has been reduced from 20% to 15%.
- Epic encounters now have greater health and power pools. They had been unintentionally weakened through some previous changes. They still have less health and power than they do on the live servers.
- Brawlers can now only riposte frontal attacks. They continue to parry and deflect attacks from behind them.
- Brawlers/Monks/Bruisers now have slightly higher base health and slightly lower base power than Warriors/Guardians/Berserkers.
- Damage done by pets should now be properly attributed to the pet's owner.
- Certain maintained single-target buffs can now be cast on players outside the caster's group. However, the caster must remain within range of the target player for the buffs to remain active.


so it sounds like they are still fine tuneing the amount of the bonus from int (and as of today its smaller then before)
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Unread 08-31-2005, 03:28 AM   #8
KaynanEmberwood

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Count_Drakenkorin wrote:
Well guys, as ironic as it may sound the patch today lowered the amount intel affects the damage on our spells :smileymad: I have not had a chance to log on and test it but I will try to post some numnbers to show the new effect intel has. I have to admit, it was a bit overpowered for all the mage class's.

Message Edited by Count_Drakenkorin on 08-30-2005 02:04 PM



As it stands right now, Int has so little impact on our damage it's hardly worth mentioning.
 
I just did a post under the combat revamp feedback section if you want to see some numbers...they're laughable at best.
 
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Unread 08-31-2005, 05:55 AM   #9
Belizarius

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Lol.
 
"Don't worry, we'll fix it so Int matters."
 
"Oops, it actually makes a difference now?  Nerf!"
 
Okay I also went with Agi/Sta/Health until now.  Anything to keep me alive.  Seems power pool is rarely an issue for me.
Even after revamp, I don't expect my personal DPS to be high enough to warrant getting excited about Int.
BUT, if I can only buff my own group now, I may reconsider.  It's not as if the whole raid will lose my regen if I die, just my group.  Indeed, it may be expected of me to contribute more via personal DPS.
 
Hmm.
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Unread 08-31-2005, 08:02 AM   #10
Aedos

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This is really dissapointing news. Not only because the dmg for having more int is nerfed but because intelligence is the stat we mainly buff and thus this is again direct reduction in our utility.
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Unread 08-31-2005, 08:39 AM   #11
Count_Drakenkor

 
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Ouch....this hurts......make it stop!
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Unread 08-31-2005, 06:48 PM   #12
SunT

 
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ummmm...I thought we just gave up all of our other buffs, i.e. agi, wis mitigation for this Uber Int buff.

Looking alot like we are not uber utility at all anymore.

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Unread 08-31-2005, 09:19 PM   #13
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God dammit.  Why they keep nerfing our Utility.  This is ludacris.   I swear to god, im /deleting if by any chance I ever hear the words from anyone in a xp group or guild say , "Int buffs dont really do much, do etc etc instead"
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Unread 09-03-2005, 12:51 AM   #14
KaynanEmberwood

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Just read from the beta update notes:
- The effect of intelligence on spell damage has been increased to be equal to that of strength on melee damage.
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Unread 09-03-2005, 01:13 AM   #15
Oghi

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That's good news, I think.  Let's hope it lasts!  SOE's constant changes to these variables seem intended to prove one long disputed point:  They can, in fact, program a truly random number generators SMILEY
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Unread 09-03-2005, 03:33 PM   #16
Aedos

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Could someone post some numbers ? Would be really interested in seeing how dmg scales so preferably something like dmg at 50 int, at 250 and 500 for example would be much appreciated SMILEY
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