Defense Analysis
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Defense Analysis
Utilizing same route of logic, since all defense calculations are done in the same method (linear correlation of def vs dmg 1:1 ratio)
Health mage - 3272 hp, 269 def, 7159 shield
Glass cannon - 2032 hp, 176 def, 5020 shield
Health mage = 10431 hp/shield
Glass cannon = 7052 hp/shield
Against a constant damage of 1000 hp/sec w/o factoring in defense
Health mage survival = 10.431 seconds
Glass cannon survival = 7.052 seconds
Against a constant damage of 1000 hp/sec factoring in defense
Health mage survival = 14.270 seconds
1000 hp/sec - 269 def = 731 hp/sec damage
Glass cannon survival = 8.558 seconds
1000 hp/sec - 176 def = 824 hp/sec damage
Difference in survival rate = 5.712 seconds
PS - calculations are done utilizing a linear positive correlation model
PPS - if defense calculation are done based on relative defense to attack, a higher defense:attack ratio will result in a much more drastic decrease in damage affected
PPPS - linear model utilized will address the maximum damage done upon a span of time upon a high defense model
Attack + Defense Analysis
For simplicity I will utilize the following constants
lvl 5 fire fury = 5.0 second cool down
avg damage = 1000 per hit
- health mage - 1000 per hit
- glass cannon - 1186 per hit
enemy player - 1000 hp/second damage
- health mage - 14.270 seconds survival
- glass cannon - 8.558 seconds survival
enemy player - 0 defense, 0 elemental resistance (for benefit of maximizing glass cannon build)
Survival : Damage output
Health Mage - 14.270 second survival = 2.854 spells
Avg damage per spell = 3 x 1000 = 3000
Total damage within survival range = 8562
Glass cannon - 8.558 second survival = 1.712 spells
Avg damage per spell = 3 x 1186 = 3558
Total damage within survival range = 6091.296
PS - damage assessment does not take into consideration interruptions of spells
Conclusion
Theoretically a glass cannon model will always deal a larger amount of damage as long as the player survives.
However with consideration of the damage dealt relative to survival rate with the two models being in identical situations, the health mage will deal more damage overall due to the longer survivability of higher hp, def, and shield.
PS - mana consumption not taken into consideration since most Incars max mana force to lvl 4/5 which increases mana regen 34.37 per second for lvl 4 and 42.62 per second for lvl 5. a spell that takes 5 seconds to cast will allow regen of at least 171.85 mp. Since the skill requires only 134 mp to utilize the total mana will only increase instead of decrease.
As one may see, it does seem that I’m biased towards health mage builds.
But the game runs based on relative player vs player. A fight will never be determined by statistics/math alone since a player’s skill is a key factor.
Variables that require consideration
A fight is RELATIVE, it will always be a competition of dmg vs dmg and def vs def, against a higher/stronger opponent, even the best builds will loose even on a statistical basis
Dex/Block rate/Critical rate has not been taken into consideration due to the lack of information of calculations
Keeping in mind relativity, and use common sense
ie - a player w/ lower hp will be easier to beat with a more glass cannon build, where as against a player w/ higher hp a more sturdier build will last longer.
Skill Overview
Incars can be said to have one of the most diverse skill trees or it can be one of the boringest.
Common trees for the average mage:
Tri-Elemental
Pros:
Non-stop aoe cycle
Vast array of skills to utilize
Most common build for higher levels
Able to switch elements vs. opponents with high resistance against one elemental
Able to boast resistance against all elementals
Cons:
Never have enough skill points
Skills will be generally weaker than others due to lack of points to spare
No fishing - loose out on a possibly large source of income
Duo-Elemental
Pros:
Large amount of spare skill points
Stronger spells due to the ability to invest more points into each
Relatively good for soloing
Cons:
Aoe cycles are not continuous
Suffers damage dampening due to the lack of elementals against resistances
Lacks elemental resistance against 1 element
Single-Elemental
Pros:
Very strong spells of one type
Great for soloing sinlge mobs due to high damage
Cons:
Extremely hard to level since no aoe capability
Suffers huge damage penalties against opponent with resistance
Lacks resistance against 2 elements
Energy Mastery
Summary:
1 pt = +3% def
Max level = 10 = +30% defense
Max achievable at level 50
Comments:
Need I say? Defense is a fundamental part of being a mage. This passive skill is a MUST
Energy Jab
Summary:
Basic attack from mid range distance
Does not take points to achieve learn, but will require points to level up
Comments:
Basic attack reliable up to level 7
Energy Bolt
Summary:
Basic attack from long range distance
Comments:
I would not suggest getting this skill simply due to the uselessness of it. Sure it may be a bit harder to grind to level 7 for your 1st attacks however the 1 point saved will benefit in the long run
Seize Numbus
Summary:
Increase defense and elemental resistance
lvl 1 = increase def by +13 and all elemental resistance by +4%
Each level after = increase def by additional +6 and resistance by +2%
Max level = 5 - +36 def, +12%
Max achievable by lvl 38
Comments:
One of the more controversial spells in my opinion. For a tri-elemental mage, every skill point is valuable and I personally do not see the benefit of having slightly increased defense and elemental resistance. Since at a low level benefit of having more elemental resistance is pointless. Also if one’s seeking increased defense, then one should invest the points into energy mastery for a higher boost instead of this spell. I did not start to invest into this spell until my late 50s when I had a few points left to spare.
Energy Hammer
Summary:
Close range, fast casting aoe w/ 3 hits
Attack damage dependent on physical strength instead of magical power
Comments:
One of the more interesting mage skills since it relys on physical attributes. Works well as a 4th aoe, however for the average mage the skill is a waste of a point due to extremely low strength.
Mana Force
Summary:
Increases mana regen rate for a sacrifice of hp
Max level = 5 - sacrifice 250 hp, regen rate = 42.62 per second
Max achievable by level 50
Comments:
The second most fundamental skill of a mage, allows the user to forget about having to carry mana pots like other mages in other RPGs. We shall no longer be a drain of mp and a mule for mana pots with this skill. This skill is useful up to the late 70 low 80s to maintain a constantly full mana reserver. Later on due to high mana cost for higher level skills it will not be as effective
Magic Power
Summary:
Increase magic attack of the Incar
Max level = 5 - increase of approx 200 magic attack
Max achievable by level 70
Comments:
Personally I believe this to be a very useful skill since mage attacks are multiple hits which means the effect of increasing magic power will be amplified. At initial stages this skill is not as useful due to the low increase in damage and short amount of time in which the spell lasts. However to later stages the effect of the spell increases damage and lasts quite a while. Definitely worth the point investment.
http://www.2moonsworld.com/2moons-guides/incar-magician-guides/guide-for-the-magi-order-tsumenohikari
Health mage - 3272 hp, 269 def, 7159 shield
Glass cannon - 2032 hp, 176 def, 5020 shield
Health mage = 10431 hp/shield
Glass cannon = 7052 hp/shield
Against a constant damage of 1000 hp/sec w/o factoring in defense
Health mage survival = 10.431 seconds
Glass cannon survival = 7.052 seconds
Against a constant damage of 1000 hp/sec factoring in defense
Health mage survival = 14.270 seconds
1000 hp/sec - 269 def = 731 hp/sec damage
Glass cannon survival = 8.558 seconds
1000 hp/sec - 176 def = 824 hp/sec damage
Difference in survival rate = 5.712 seconds
PS - calculations are done utilizing a linear positive correlation model
PPS - if defense calculation are done based on relative defense to attack, a higher defense:attack ratio will result in a much more drastic decrease in damage affected
PPPS - linear model utilized will address the maximum damage done upon a span of time upon a high defense model
Attack + Defense Analysis
For simplicity I will utilize the following constants
lvl 5 fire fury = 5.0 second cool down
avg damage = 1000 per hit
- health mage - 1000 per hit
- glass cannon - 1186 per hit
enemy player - 1000 hp/second damage
- health mage - 14.270 seconds survival
- glass cannon - 8.558 seconds survival
enemy player - 0 defense, 0 elemental resistance (for benefit of maximizing glass cannon build)
Survival : Damage output
Health Mage - 14.270 second survival = 2.854 spells
Avg damage per spell = 3 x 1000 = 3000
Total damage within survival range = 8562
Glass cannon - 8.558 second survival = 1.712 spells
Avg damage per spell = 3 x 1186 = 3558
Total damage within survival range = 6091.296
PS - damage assessment does not take into consideration interruptions of spells
Conclusion
Theoretically a glass cannon model will always deal a larger amount of damage as long as the player survives.
However with consideration of the damage dealt relative to survival rate with the two models being in identical situations, the health mage will deal more damage overall due to the longer survivability of higher hp, def, and shield.
PS - mana consumption not taken into consideration since most Incars max mana force to lvl 4/5 which increases mana regen 34.37 per second for lvl 4 and 42.62 per second for lvl 5. a spell that takes 5 seconds to cast will allow regen of at least 171.85 mp. Since the skill requires only 134 mp to utilize the total mana will only increase instead of decrease.
As one may see, it does seem that I’m biased towards health mage builds.
But the game runs based on relative player vs player. A fight will never be determined by statistics/math alone since a player’s skill is a key factor.
Variables that require consideration
A fight is RELATIVE, it will always be a competition of dmg vs dmg and def vs def, against a higher/stronger opponent, even the best builds will loose even on a statistical basis
Dex/Block rate/Critical rate has not been taken into consideration due to the lack of information of calculations
Keeping in mind relativity, and use common sense
ie - a player w/ lower hp will be easier to beat with a more glass cannon build, where as against a player w/ higher hp a more sturdier build will last longer.
Skill Overview
Incars can be said to have one of the most diverse skill trees or it can be one of the boringest.
Common trees for the average mage:
Tri-Elemental
Pros:
Non-stop aoe cycle
Vast array of skills to utilize
Most common build for higher levels
Able to switch elements vs. opponents with high resistance against one elemental
Able to boast resistance against all elementals
Cons:
Never have enough skill points
Skills will be generally weaker than others due to lack of points to spare
No fishing - loose out on a possibly large source of income
Duo-Elemental
Pros:
Large amount of spare skill points
Stronger spells due to the ability to invest more points into each
Relatively good for soloing
Cons:
Aoe cycles are not continuous
Suffers damage dampening due to the lack of elementals against resistances
Lacks elemental resistance against 1 element
Single-Elemental
Pros:
Very strong spells of one type
Great for soloing sinlge mobs due to high damage
Cons:
Extremely hard to level since no aoe capability
Suffers huge damage penalties against opponent with resistance
Lacks resistance against 2 elements
Energy Mastery
Summary:
1 pt = +3% def
Max level = 10 = +30% defense
Max achievable at level 50
Comments:
Need I say? Defense is a fundamental part of being a mage. This passive skill is a MUST
Energy Jab
Summary:
Basic attack from mid range distance
Does not take points to achieve learn, but will require points to level up
Comments:
Basic attack reliable up to level 7
Energy Bolt
Summary:
Basic attack from long range distance
Comments:
I would not suggest getting this skill simply due to the uselessness of it. Sure it may be a bit harder to grind to level 7 for your 1st attacks however the 1 point saved will benefit in the long run
Seize Numbus
Summary:
Increase defense and elemental resistance
lvl 1 = increase def by +13 and all elemental resistance by +4%
Each level after = increase def by additional +6 and resistance by +2%
Max level = 5 - +36 def, +12%
Max achievable by lvl 38
Comments:
One of the more controversial spells in my opinion. For a tri-elemental mage, every skill point is valuable and I personally do not see the benefit of having slightly increased defense and elemental resistance. Since at a low level benefit of having more elemental resistance is pointless. Also if one’s seeking increased defense, then one should invest the points into energy mastery for a higher boost instead of this spell. I did not start to invest into this spell until my late 50s when I had a few points left to spare.
Energy Hammer
Summary:
Close range, fast casting aoe w/ 3 hits
Attack damage dependent on physical strength instead of magical power
Comments:
One of the more interesting mage skills since it relys on physical attributes. Works well as a 4th aoe, however for the average mage the skill is a waste of a point due to extremely low strength.
Mana Force
Summary:
Increases mana regen rate for a sacrifice of hp
Max level = 5 - sacrifice 250 hp, regen rate = 42.62 per second
Max achievable by level 50
Comments:
The second most fundamental skill of a mage, allows the user to forget about having to carry mana pots like other mages in other RPGs. We shall no longer be a drain of mp and a mule for mana pots with this skill. This skill is useful up to the late 70 low 80s to maintain a constantly full mana reserver. Later on due to high mana cost for higher level skills it will not be as effective
Magic Power
Summary:
Increase magic attack of the Incar
Max level = 5 - increase of approx 200 magic attack
Max achievable by level 70
Comments:
Personally I believe this to be a very useful skill since mage attacks are multiple hits which means the effect of increasing magic power will be amplified. At initial stages this skill is not as useful due to the low increase in damage and short amount of time in which the spell lasts. However to later stages the effect of the spell increases damage and lasts quite a while. Definitely worth the point investment.
http://www.2moonsworld.com/2moons-guides/incar-magician-guides/guide-for-the-magi-order-tsumenohikari
nbgac- Posts : 99
Join date : 2008-04-01
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