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Iop Balancing in 2.8

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Celestial Bearbarian Basher
* * * * * * Member Since 2006-02-21
posté September 19, 2012, 22:00:33 | #201

Quote (Schmendrick @ 19 September 2012 21:46) *

Quote (gedokabema @ 19 September 2012 21:25) *
I think str iop's are way to weak now. i mean, i've got no range, my damage is less than before.. I think it's better to give the iop his old attacks back, because this sucks really hard.
How is your damage less than before when the damage from the attacks hasn't been lowered and the damage from the one self-buff that remains is higher than all the old self-buffs combined?
And the Celestial Sword buff was also increased by a decent chunk.


Kami Snowfoux Kuddler
* * * * * Member Since 2009-03-26
posté September 19, 2012, 22:11:39 | #202

Quote (Schmendrick @ 19 September 2012 21:46) *

Quote (gedokabema @ 19 September 2012 21:25) *
I think str iop's are way to weak now. i mean, i've got no range, my damage is less than before.. I think it's better to give the iop his old attacks back, because this sucks really hard.
How is your damage less than before when the damage from the attacks hasn't been lowered and the damage from the one self-buff that remains is higher than all the old self-buffs combined?

The Iops that suffered from this are the mutilation + thunderbuff ones or the ones who used it to buff their multi-hitting weapons in general.


Celestial Bearbarian Basher
* * * * * * Member Since 2006-02-21
posté September 19, 2012, 23:28:17 | #203

Quote (XehanordHeartless @ 19 September 2012 22:11) *

Quote (Schmendrick @ 19 September 2012 21:46) *

Quote (gedokabema @ 19 September 2012 21:25) *
I think str iop's are way to weak now. i mean, i've got no range, my damage is less than before.. I think it's better to give the iop his old attacks back, because this sucks really hard.
How is your damage less than before when the damage from the attacks hasn't been lowered and the damage from the one self-buff that remains is higher than all the old self-buffs combined?

The Iops that suffered from this are the mutilation + thunderbuff ones or the ones who used it to buff their multi-hitting weapons in general.
You can use Concentration instead of Mutilating, it really sucks they changed it, but it isn't the end of the world.


199
Tofu Stroker
* Member Since 2006-08-24
posté September 20, 2012, 10:37:29 | #204
Well if you wanted to make them overpowered, it happend. That 6AP thingy.. uuuh. Gross. Why don't u improve Feline Spirit to something useful rather than killing ourselves still with something...


posté September 21, 2012, 15:41:40 | #205
My Iop doesnt work.... when im battling, I cant choose the new spells. I only see the old icons of the spells,
but when I click on it, there happens nothing... could someone help me please?

Thank you!
Uniqie


Kami Snowfoux Kuddler
* * * * * Member Since 2009-03-26
posté September 21, 2012, 16:56:13 | #206

Quote (Revil-Nunor @ 19 September 2012 23:28) *

Quote (XehanordHeartless @ 19 September 2012 22:11) *

Quote (Schmendrick @ 19 September 2012 21:46) *

Quote (gedokabema @ 19 September 2012 21:25) *
I think str iop's are way to weak now. i mean, i've got no range, my damage is less than before.. I think it's better to give the iop his old attacks back, because this sucks really hard.
How is your damage less than before when the damage from the attacks hasn't been lowered and the damage from the one self-buff that remains is higher than all the old self-buffs combined?

The Iops that suffered from this are the mutilation + thunderbuff ones or the ones who used it to buff their multi-hitting weapons in general.
You can use Concentration instead of Mutilating, it really sucks they changed it, but it isn't the end of the world.
Half the damage and no AoE but I agree.


Arachnophobe
* Member Since 2006-09-02
posté September 22, 2012, 20:52:13 | #207
why are u guys trying 2 make iops be int when they are supposed 2 use brute force, and not be intelligent at all, now that like all of there boosts are gone and str iops suck im probably not even ganna play anymore im so sick of u guys changing all of the classes for the worst...


199
Greedovore Devourer
* * * Member Since 2009-02-28
posté September 22, 2012, 22:10:09 | #208

Quote (irelandrules @ 22 September 2012 20:52) *
why are u guys trying 2 make iops be int when they are supposed 2 use brute force, and not be intelligent at all, now that like all of there boosts are gone and str iops suck im probably not even ganna play anymore im so sick of u guys changing all of the classes for the worst...

This would be relevant if Dofus used a roleplay system. If int damage = more damage then obviously that is the "brute force" build for an Iop.


Royal Tofu Plucker
* * * Member Since 2010-02-07
posté September 22, 2012, 22:57:52 | #209

Quote (irelandrules @ 22 September 2012 20:52) *
why are u guys trying 2 make iops be int when they are supposed 2 use brute force, and not be intelligent at all, now that like all of there boosts are gone and str iops suck im probably not even ganna play anymore im so sick of u guys changing all of the classes for the worst...
I know a str iop who was int before 2.8 and he is loving the 2.8 str iop, its disgustingly overpowered, and follows the same rotation, weapon spam +ap concentration for the kill, then wrath.


Celestial Bearbarian Basher
* * * * * * Member Since 2006-02-21
posté September 23, 2012, 01:50:49 | #210
The only change for Str Iops is that you use Concentration instead of Multiation before you cc or Wrath. The new spells are extremely overrated, and are hardly effective for a strength Iop.


Gobball Breeder
* Member Since 2011-01-29
posté September 23, 2012, 05:05:58 | #211
Thing I hate about this update is, the spell "Duel" -10mp gravity state..
Whenever I use it on bosses (only time I use it anyway)
They still swap around even though they're in gravity state... sacriers cant do that.. srsly.


Royal Tofu Plucker
* * * Member Since 2010-02-07
posté September 23, 2012, 08:05:13 | #212

Quote (Revil-Nunor @ 23 September 2012 01:50) *
The only change for Str Iops is that you use Concentration instead of Multiation before you cc or Wrath. The new spells are extremely overrated, and are hardly effective for a strength Iop.
500+ crit concentrates on a 0+ res target for 2 ap, overated, i wouldn't know when the most i can hope for from coins is 300 on the crit, if that.


Skeunk Cuddler
* * * * * Member Since 2006-08-07
posté September 23, 2012, 09:01:08 | #213

Quote (whywouldigivemynametoamachine @ 23 September 2012 08:05) *

Quote (Revil-Nunor @ 23 September 2012 01:50) *
The only change for Str Iops is that you use Concentration instead of Multiation before you cc or Wrath. The new spells are extremely overrated, and are hardly effective for a strength Iop.
500+ crit concentrates on a 0+ res target for 2 ap, overated, i wouldn't know when the most i can hope for from coins is 300 on the crit, if that.
... did you just compare the damage from a close-range attack from the close-range damage specialist class to the damage from an extremely long-range attack from a jack-of-all-trades class?


Royal Tofu Plucker
* * * Member Since 2010-02-07
posté September 23, 2012, 10:09:48 | #214

Quote (Schmendrick @ 23 September 2012 09:01) *

Quote (whywouldigivemynametoamachine @ 23 September 2012 08:05) *

Quote (Revil-Nunor @ 23 September 2012 01:50) *
The only change for Str Iops is that you use Concentration instead of Multiation before you cc or Wrath. The new spells are extremely overrated, and are hardly effective for a strength Iop.
500+ crit concentrates on a 0+ res target for 2 ap, overated, i wouldn't know when the most i can hope for from coins is 300 on the crit, if that.
... did you just compare the damage from a close-range attack from the close-range damage specialist class to the damage from an extremely long-range attack from a jack-of-all-trades class?
sorry I guess, i'll say it in better terms, 199 mask, furia for 400+1200 from staff swing, 1600 damage, iop, concentrationx3 =1500 damage, with 2 less ap, they hit about the same, i don't understand how people can't see how fucking stupid it is. I compared a 2 ap spell to a 2 ap spell, and coins is just about the hardest hitting 2 ap spell until now, except explosive flask, which is 1 cast per turn.


This post has been edited by whywouldigivemynametoamachine - September 23, 2012, 10:10:51.
Skeunk Cuddler
* * * * * Member Since 2006-08-07
posté September 24, 2012, 17:12:16 | #215
Yes, but you compared a 2 AP spell with 12 range (boostable to 18 with gear, and higher with buffs from allies) to a 2 AP spell with 1 (non-boostable) range. There are other factors in spell balance than just AP cost and damage. (It's a measure, to be sure, but it's not the only measure)

Coins Throwing is safe. You can sit on the other end of the field and pelt enemies with it with little danger to yourself. Concentration requires that you run up and stand right next to your opponent to hit with it, opening the Iop up to counter-attacks (from that enemy and any other enemies around), as well far more difficult to get into position if your opponent likes running away.

More risk, more reward.

And that doesn't even take team role into account. As I said, Enutrof is a mid-to-long-range Jack-of-all-trades class, while Iops are close combat specialists. Not only is the purpose of that one spell different, the purpose of the entire class is different, which affects how all spells are balanced against other spells that each class has.

The Masqueraider example involves using a weapon, which are a whole other kettle of fish (since weapons are overpowered in general compared to spells). An Iop in a one-square range could probably do more damage with a couple of weapon swings than three Concentrations.


127
Lethrokas (Solar)
Kinky
Arachnophobe
* Member Since 2011-05-13
posté September 24, 2012, 18:14:55 | #216
OP in every way.  


Arachnophobe
* Member Since 2006-09-02
posté September 25, 2012, 01:40:36 | #217

Quote (TheFatPanda @ 22 September 2012 22:10) *

Quote (irelandrules @ 22 September 2012 20:52) *
why are u guys trying 2 make iops be int when they are supposed 2 use brute force, and not be intelligent at all, now that like all of there boosts are gone and str iops suck im probably not even ganna play anymore im so sick of u guys changing all of the classes for the worst...

This would be relevant if Dofus used a roleplay system. If int damage = more damage then obviously that is the "brute force" build for an Iop.
actually not really because u are using ur intelligence to do a lot of damage not ur strength


Arachnophobe
* Member Since 2011-09-22
posté October 03, 2012, 02:11:51 | #218
nice changes


Arachnophobe
* Member Since 2012-09-23
posté October 04, 2012, 20:37:31 | #219
Lool, i luv the new iop 2.8 balancing, but i miss increase in a whole level D:


30
Mowf (Rosal)
Quetsnakiatl Cruncher
* * Member Since 2011-07-12
posté October 05, 2012, 09:00:09 | #220

Quote (Roenieee @ 21 September 2012 15:41) *
My Iop doesn't work.... when I'm battling, I can't choose the new spells and only see the old icons of the spells,
But when I click on it, nothing happens... could someone please offer guidance?

Thank you!
Uniqie
(I changed grammar to make it less revolting as my nature tends to roll over to the Grammar Nazi side)
  • Right click old spells
  • Click Remove
  • Drag new ones to there

Since this update came a while ago, I began to realize something extremely overpowered. Class Boots reduce CD of Precipitation by 1, meaning you could cast in every turn. That means, for those who don't have the common sense to realize it, at level 6, you recover the AP you lost from using it on the second turn.

Example:
Bob has 7 AP base.
Bob uses Precipitation. Bob gains 6 AP, equaling 11 AP
The following turn, Bob gets the debuff of -4 AP. Bob now has 3 AP,
Bob casts Precipitation again, bringing Bob back up to 7 AP,

No recoil in exchange for maybe 30-60 of a stat and maybe 100 vital seems more than fair to me.


Dreggon Breaker
* * Member Since 2005-11-01
posté October 08, 2012, 22:05:26 | #221
Actually missing out on some stats for no cool-down there might be just "fair", but when you get those neat +ranges on top off that, it does start to look like a tasty package.
There is still the drawbacks of weaponry and wrath lock after all so it wouldn't be all that overpowered for most situations, so I would guess that it is here to stay.
Could sure see it becoming a bit overpowered if they get around to nerf weapons though, if weapons get to be less off "THE" damage dealing tactic, they would in comparison lose much off the drawbacks.

(I was honestly looking into building around them previously for the Judgement Sword being range modifiable, but after it went to only 2 types of damage for 4 AP I was put of, having relied on +damage on gear and buffs before the remake and all, probably why I missed looking at the implications on class set, since the remake clearly made my neat coward self heal from afar/in hiding setup option I had in the making a no go)


Greater Bherb Pruner
* * * * Member Since 2007-12-03
posté October 09, 2012, 18:02:19 | #222
My Iop is hybrid int/str lv175 built solely for PvM as a boss buster. He's even better at it with the new version.Basically balanced stats at this level with around 650 int and str. At the cost of some range for Sword of Iop, pretty much all attack spells were buffed and a genuinely tactical AP buff was given.

Yes, iops are different animals now, but I LIKE the difference. I'm still sorting out the tactics, but he's easier to play without all the interminable Increase and Confusion buffing.

For once, Ankama has delivered more fun with a class update.


144
Gobball Breeder
* Member Since 2008-01-01
posté November 18, 2012, 08:46:00 | #223
Hey Ankama. I like the changes to the Iops, but Power should really be a 3 turn effect, not 2. 2 is WAY too short, and costs a dear 3 AP when other important spells would require that. Please consider the change, as a member of the Iop "community" I'd hope you'd consider the change!


Tofu Stroker
* Member Since 2010-04-19
posté November 27, 2012, 23:57:09 | #224
Ok. im a 198 Str Iop, yes this is my main and use it frequently so i'm not speaking onesidedly, Power has a nice damage boost and too OP but does need to last 3 turns to be effective. As for Friction, I've found it utterly useless. I leveled it to 5 because it sounded good at first, hav'nt cast it once outside of first test in the dojo. The ap used to cast it then pull it in isnt worth the trouble if i can cast Blow for 2 ap and get anything close eneough if more than 2 spaces jump. I'd suggest loosing Friction completely.


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