Would you like to react to this message? Create an account in a few clicks or log in to continue.

Defense Analysis

Go down

Defense Analysis Empty Defense Analysis

Post  nbgac Wed Apr 02, 2008 7:20 am

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
nbgac
nbgac

Posts : 99
Join date : 2008-04-01

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum