Is the Banshee Bow over powered? (or Bull Helm)
Posted: 03 Sep 2013, 12:18
by wushin
First. Yes, someone has looked at how the powerful of the banshee bow is in game.
These mobs are what it takes to make a level 99 warrior/archer stacked either rager or banshee bow, miss occasionally and not almost always crit . (I'm still tinkering with mobs)
//ID, Name, Jname, LV, HP, SP, EXP, JEXP, Range1, ATK1, ATK2, DEF, MDEF, STR, AGI, VIT, INT, DEX, LUK, Range2, Range3, Scale, Race, Element,Mode, Speed, Adelay, Amotion,Dmotion,Drop1id,Drop1per, Drop2id,Drop2%, Drop3id,Drop3%, Drop4id,Drop4%, Drop5id,Drop5%, Drop6id,Drop6%, Drop7id,Drop7%, Drop8id,Drop8%, Item1, Item2, MEXP, ExpPer, MVP1id, MVP1per,MVP2id, MVP2per,MVP3id, MVP3per,mutationcount,mutationstrength
1113, Thug, Thug, 180, 5000, 0, 8000, 999, 1, 125, 250, 40, 6, 0, 10, 50, 0, 40, 80, 1, 10, 1, 0, 2, 175, 500, 1200, 672, 480, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 40
1114, Swashbuckler, Swashbuckler, 180, 5000, 0, 7000, 999, 1, 75, 250, 18, 22, 10, 20, 30, 20, 80, 80, 1, 10, 1, 0, 2, 175, 400, 800, 672, 480, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 40
1115, Grenadier, Grenadier, 180, 5000, 0, 9000, 999, 8, 100, 200, 8, 60, 2, 10, 40, 50, 80, 80, 1, 10, 1, 0, 5, 175, 500, 2000, 672, 480, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 40
Notice:
Level 180, Luvia is level 120.
The amount of luk needed to overcome the Banshee bow crit.
The amount of agi/dex needed to dodge more often.
The skill mallard's eye helps more than speed on these mobs.
Magic becomes a more reliable method of DPS then warrior or archer
Vit becomes a necessity.
Ragers are favored over archers for DPS.
This high mob agi/dex/luk combo on mobs changes tanking as the DPS output could get insane with a low defenses.
Range 8 eliminates a lot of the ranged advantage and validates the tank.
Outside environmental effects that vary stats/quantity of mob needed to take out a Illia equipped player:
Mob spawn type grouping A.K.A. Organized patrols.
Teaming mobs together based on stats make them harder to defeat than one on one.
Ranged & Tanked mob. Mobs the operate at different speeds, hit and life.
Floorspikes. Penalizes movement. Indestructible.
004-5.gat,56,57,0|script|#spikedfloor2|393,0,0,
{
end;
OnTouch:
specialeffect 303;
misceffect 26, strcharinfo(0);
percentheal -10, 0;
end;
}
Ideas to balance the Bow/Bull out:
Improve mallard's eye to give a higher hit rating.
Add a new skill that lowers DPS but increases defense and hit.
Add new gear with better def ratings. (Vit, DeF, Evade & Dodge.) Make the good ones shields with a high magic penalty. Improve Warlords set this way.
Add new gear with bonuses to Accuracy. Either (+bHit) or (+agi/dex -luk)
Add more support spells that increase Evade/Dodge rate on another player.
I'm open to all ideas.