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Iop Balancing in 2.8

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Subscriber Piglet Milker
* Member Since 2011-01-29
posté September 23, 2012, 05:05:58 | #201
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.


Former Subscriber Royal Tofu Plucker
* * * Member Since 2010-02-07
posté September 23, 2012, 08:05:13 | #202

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.


Subscriber Soft Oak Skinner
* * * * * Member Since 2006-08-07
posté September 23, 2012, 09:01:08 | #203

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?


Former Subscriber Royal Tofu Plucker
* * * Member Since 2010-02-07
posté September 23, 2012, 10:09:48 | #204

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.
Subscriber Soft Oak Skinner
* * * * * Member Since 2006-08-07
posté September 24, 2012, 17:12:16 | #205
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
Subscriber Arachnophobe
* Member Since 2011-05-13
posté September 24, 2012, 18:14:55 | #206
OP in every way.  


Former Subscriber Arachnophobe
* Member Since 2006-09-02
posté September 25, 2012, 01:40:36 | #207

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


Subscriber Tofu Stroker
* Member Since 2011-09-22
posté October 03, 2012, 02:11:51 | #208
nice changes


197
Data (Shika)
Obitus
Subscriber Ouginak Torturer
* Member Since 2012-09-23
posté October 04, 2012, 20:37:31 | #209
Lool, i luv the new iop 2.8 balancing, but i miss increase in a whole level D:


30
Mowf (Rosal)
Subscriber Quetsnakiatl Cruncher
* * Member Since 2011-07-12
posté October 05, 2012, 09:00:09 | #210

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.


Almanax Altruist Gobkool Shearer
* * Member Since 2005-11-01
posté October 08, 2012, 22:05:26 | #211
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)


Subscriber Greater Bherb Pruner
* * * * Member Since 2007-12-03
posté October 09, 2012, 18:02:19 | #212
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
Former Subscriber Gobball Breeder
* Member Since 2008-01-01
posté November 18, 2012, 08:46:00 | #213
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!


Subscriber Tofu Stroker
* Member Since 2010-04-19
posté November 27, 2012, 23:57:09 | #214
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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