Attacks themselves are being changed, the multipliers have no relation to magics and don’t indicate if it’s stronger or weaker than magics. It’s only used to compare between fighting styles.
ah, ok. that makes sense. it was kinda confusing since there isnt really specification that these damage numbers are different between the two build styles despite using the same classification. thanks for telling me
Ok I’m back here to say Magma Conjurer needs a buff desperately, these buffs in the document barely help it because of one MAJOR flaw. Warrior is all about speed and precision. But Magma is neither of those, this goes with any of the slow clunky magics in game too, when imbued onto a weapon you actively hinder yourself beyond belief where it’s not a matter of hmm maybe there’s a learning curve to literally a dead dog would roll over before your attacks even hit them (if they even can travel that far). Weapons SCALE HARD off of speed, their range especially, when you imbue with magma or any other slow magics your range is reduced to so much you may as well be spamming a self explosion. You can’t even mitigate the fact that you’re so slow by speccing into speed because guess what they made speed stat half as effective on imbued stuff. Also lets get on to damage, even with this global conjurer damage buff Magma is still at a disadvantage, why? Because other magics don’t remove bleed (besides the other hot magics but they have stats that make up for that ) meaning magma loses out on a dot for the exact same dot but twice as long (we already went over the discussion how dot duration is extremely situational to when it’s powerful and when it’s not yesterday). Conjurers are supposed to build off of the magic and weapon foundation and combine them into something unique but instead if you choose a magic like magma you’re literally more effective playing like a savant and not imbuing your weapons.
The way I suggest to mitigate this is by halving the effectiveness of speed affinity, this would allow quicker magics to stay quick while the slower magics will have much less of a drawback (20-30% aoe size increase literally doesn’t matter when your attacks go nowhere and when you use a move you’re stuck in place for 5 hours).
The slow magics are good on classes like warlock and mage because they don’t rely on the same types of stats conjurers need to succeed. This is no longer a suggestion but a cry for help, imbuing should at least not harm you but magma fails to do that.
Wtf is bro on
This is just the way conjurer imbuement works… Most of the magics, when imbued, (saving the ones that have pretty beefy raw stats) actually nerf yourself in one way or another. Be it that speed, damage or something else.
I feel like giving pulsar endlag / longer startup time is entirely redundant, this addresses nothing.
Them having extended endlag or not does not matter, the core issues with the move are still there. For as long as the move is active you are completely unable to pressure them.
If you try to approach them and punish them for the extended endlag on for example a weapon’s build, you will still take more damage than they will receive by a landslide.
Pulsar needs to be completely reworked, direct nerfs will either make it totally useless or not address the main problems with it. I would rather that it was in an incredibly mediocre or unremarkable state than it being consistently usable for the time being, however.
The game allows you to customise and go any build, each magic and awakenings have their strengths and flaws. Nerfing the speed stat scale is just lowering fast magics only advantage to let you play magma conjurer which is good at everything except speed.
What do you suggest? There’s also a 50% size nerf and impact damage doing the same across pulse rates if you somehow missed the flashy red text
magma quite literally has no upsides and has a huge drawback, it’s not a matter of drawbacks, please name one thing magma (and other slow magics) have over other conjurer magics
poor wording but weapons rely more on speed than they do aoes or other stats from literally everything I’ve experienced
magma conjurer isn’t good at anything when weapons are primarily speed based there has to be some middleground where speed based are still good but the slow magics aren’t literal downgrades. (Most weapon attacks are so small that an aoe increase wouldn’t really matter and due to how much endlag big weapons already have the larger aoe doesn’t really help when it locks you in place to easily be punished + the only good aoe attack (that isn’t beast instinct because that thing is op) is whirlwind.
Not sure, though off of the top of my head here are a few ideas, keep in mind that these are just spitballed ideas that have not been thoroughly thought through.
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Pulsar no longer explodes during its flight, instead creating a rotating beam on an axis that rotates as the pulsar moves. Does additional damage if the beam manages to land on a player. Deals minimal impact damage, used for zoning. Modifications for this new version could allow you to change the beam size, choose what axis it rotates on (i.e. X or Y, potentially a fully random one that allowed it to constantly change?), the beam size, rotation speed, etc. Useful tool to counteract air stalling/effectively fit mage into the ‘zoner’ playstyle.
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Pulsar is now converted into an extremely powerful clashing tool that absorbs magics it clashes with (and supercedes only) during its flight time, deals additional impact damage and has more AoE the more spells that it has absorbed. Receives a flat +.5 in all clash ratings. Possible modifications would include amount casted possibly up to 3, or trading off one of the scaling options entirely in favor of the other. Useful tool to counteract blast spam.
Magma has a VERY solid raw damage stat and a MASSIVE DoT. Plus it has puddles.
At least you’re not a Glass Conjurer. Low dmg, low DoT (that gets ovewritten by normal weapon bleed), average speed, average size. Imbuement is JUST a nerf. Magma still gets more dmg in the form of the DoT and has a very solid dmg
we’ve been over the dot thing, it’s not an arguable standpoint, all dots do the same damage (besides fire and plasma) and it’s all based on a situational basis if you can land that large hit every now and then or hit that one hit every now and then. Imbuements don’t create hazards so that’s also not an arguable point. The issue is that when you play conjurer you expect to play like a conjurer, not like a savant.
Sometimes we forget that conjurers aren’t only imbued weapons and can keep magic. I have not personally played magma conjurer so I cannot give an accurate opinion but maybe the usual large magma explosion and puddles can assist in area denial, leading to you positioning to hit with magma imbued weapons. Sounds good on paper but most classes can just launch themselves away. A big move off the top of my head is Tempest which can also block some projectiles.
I think releasing balance changes all at once is difficult as opposed to slowly tweaking might give a better understanding where to adjust. That’s just my opinion
ok so you haven’t used magma conjurer, your range is abysmal (take a max size self explosion and cut it in half) and magma itself is a great magic don’t get me wrong. When imbued the drawbacks outweigh any of the positives might have. Tempest (if you’re talking about the greataxe projectile) is ok but the range is literally smaller than a beam. When playing magma conjurer you’re better off being a savant who just has a high weapon stat than being a conjurer which is the issue.
At that point Vetex might as well just make another rare spell, there’s no reason to completely remake Pulsar when it’s biggest issue right now is the absurd pulse size + how often you can use it
Should have clarified before but Tempest is the greatsword first move, aoe around self similar to a shockwave explosion. Maybe you could create a thread and gather magma conjurers to discuss
DoTs do not deal the same damage what are you saying? O_O
You keep bringing up ‘dps’ when discussing DoTs but your ‘dps’ has nothing to do with how effective/impactful a DoT is in combat. The only exception might be the big extremes such as poison that has a rather long duration to deal dmg.
Acid: corrode up to 0.43875x
Fire: burn up to 0.28875x
Plasma: scorch up to 0.216x
Glass: bleed up to 0.21875x
Poison: poison up to 0.75x
Magma: melt up to 0.4625x
Is there a better explanation for the reason lightning is getting a 0.5x buff to 0.9x impact damage? It doesn’t seem that bad and lightning users are a sizeable number of players