General

Scaling and Funding

Not to sound stupid, though there's probably more than few things I'm overlooking, but can anyone answer the reason behind certain classes "scaling" badly/well with funding?

Here's what I'm seeing: classes with greater potentials have higher speeds and higher lines so classes like Kaisers/DBs have huge potential while Arans have lower potential for having at most 4 lines to play with (well, with Bear smack, that is).

Incidentally, it happens that Arans' buffs give huge +attack which means for every additional +atk you put into the class, the return is far lower. So +1 attack for an Aran might do less for its damage output than would, say, for a Paladin or something.

Could anyone give me some more insight as to what mechanics either in the skill, range formula, etc, affect how well or badly a class increases given equal amounts of funding?

June 7, 2015

10 Comments • Newest first

hangwithhung

@dorks yeah, I hear you have to have a whole lot in +atk and %stats before the next piece of equipment does anything for the class but... iunno that's just me

Reply June 7, 2015
Dorks

to me, after NL hits that 500k range, everything else seemed to add a whole lot o.o

Reply June 7, 2015
Simfel

[quote=Graystoke]So what about the fact that some classes have inflated ranges, say xenon, and others have very deflated ranges, say hero. If they both have the same visual range, people say that hero will do alot more damage because the all stat inflates the range?[/quote]

Depends on the context of inflated/deflated range; not all classes who have inflated/deflated ranges are that way because of the same reasons. In this case, hero will seem to hit much harder at equal ranges due to having Advanced Combo Attack which adds 100% (120% with Hyper) Total Damage which does not show up in their range. Xenon's definition of inflated range comes partly from the extensive supply of % Total Damage skills that DO show up in the Stat Window, along with a "Main Stat" that's easy to boost since it comprises of three separate AP stats.

Reply June 7, 2015
Graystoke

So what about the fact that some classes have inflated ranges, say xenon, and others have very deflated ranges, say hero. If they both have the same visual range, people say that hero will do alot more damage because the all stat inflates the range?

Reply June 7, 2015
hangwithhung

@simfel yeah I figured that might be the case. I was hoping that there was something more complicated than simply HPS and all but from what I'm seeing on different classes, it's all I get. Plus, player responses... like Kaisers are notorious for being "hard to fund" but asking people who take the class seriously seems that it's actually not that bad, and the opposite for classes where this should hold true, based on the actual %/line and lines/sec.

Reply June 7, 2015
Simfel

[quote=hangwithhung]can anyone answer the reason behind certain classes "scaling" badly/well with funding?[/quote]

Insufficient balancing and catering to the majority. To make each class different from one another, their strengths and weakness have to be distinct. In doing so, skills are created with damage-heavy or speed-heavy intent. It's certainly possible to adjust the numbers such that each class will output the same damage, but it's extremely difficult given that there's no "control" or "standard" of a class model. The developers take a leap of faith and sacrifice balance in favor of variety, only tending to balancing if a class' performance deviates too far from the norm.

[quote=hangwithhung]Could anyone give me some more insight as to what mechanics either in the skill, range formula, etc, affect how well or badly a class increases given equal amounts of funding?[/quote]

Crudely, this breaks down to two cases: capping and non-capping. When you cap, the primary concern is hits (lines) per second; the more lines you can dish out at that class' cap in a given time, the better. Below cap, a mix of hits (lines) per second and skill damage % make up the main difference between classes.

There are many more factors of course, including but not limited to weapon multipliers, elemental ignore, and class-specific buffs/passives. Some classes are also unique in that they have their own damage formula (Xenon, DA), both of which have easily boosted ranges.

Reply June 7, 2015
WhoaMomma1

Who the hell cares.. If you can complete a damn boss, 1-shot training map.. All it matters, why do people keep caring about "funding" bull crap? Play the no-skill game already and who cares.
Lastly, this game does not have "mechanics" it's literally feed Nexon thousands of bucks and get omgah 2-2mil notice moi pls and kill that stupid boss or whatever.

Play your damn class and who gives a damn

Reply June 7, 2015 - edited
hangwithhung

@hishotodo yeah that's true. cannons have like. over... something. overload? anyway, the point is they get +50% damage and I'm wondering if like 12% total damage does more for another class than it would for a cannoneer? iunno, but I'm sure there's something with how weapon, total, boss, etc damage is calculated that affects the return per item/equip/funding on a given class relative to another one.

Reply June 7, 2015 - edited
Hishotodo

Some classes have different weapon multipliers I guess. I think Cannoneer has the highest, followed by NL.

Reply June 7, 2015 - edited