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My take on how to fix magic damage.
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I'm crossposting from a forum post i've made to see what the subreddit's community thinks about it. The text is pretty long so i don't blame you for not reading all of it

Original post: https://hypixel.net/threads/how-to-fix-magic-damage.3088078/

Disclaimer: I've done the best i could to make the text as short as possible. Trust me, i could speak for hours about my opinions on everything here, but i'll limit myself to just stating my proposed changes and inform the context behind them as briefly as i can, as well as provide some benefits of those changes. Also, i need to point one thing before anyone mentions it:

WHEN I SAY THAT X ITEM IS BAD OR ANYTHING ALONG THOSE LINES, I MEAN COMPARED TO OTHER MAGE ITEMS. I'M WELL AWARE THAT EVERY MAGIC ITEM IN THIS GAME IS CURRENTLY MORE POWERFUL THAN CURRENT MELEE GEAR.

(Except for golem sword, it sucks lmao. Honorable mentions to Leaping/Silk-Edge who still have garbage ability damage. Pigman and AOTD have been tested a lot on AHN and won't even be mentioned.)

1-Make Magic Damage and Mana two entirely different stats.
The fact that Intelligence gives you magic damage, mana and mana regen means that every point of intelligence makes your abilities deal more damage while allowing you to spam them more. That makes Intelligence the most overloaded stat on the game. Imagine if defense gave you health as well, that's the kind of thing we're dealing with.
1.1-First benefit: Build diversity in magic builds
Players have to choose between bursting or consistent usage of spells instead of just using the Heroic Wise Bizarre combo.
1.2-Second benefit: Mana can be a resource for classes other than mages in a healthy way.
Think about non-mage items with considerable mana costs, such as Reaper Scythe, Mosquito Bow and AOTE (when spammed). This change allows other classes to have bigger mana pools without the risk of letting every class be a potential spell caster.
1.3-Third benefit: More control over magic D.P.S.
That's more of a benefit for the Hypixel staff. Having this stat division makes it easier to measure the impact of newer items/changes they make to the game.

2-Let few sources of Magic Damage on the game, but leave a lot of Mana sources open.
I'll get more on my reasoning during the benefits, so that i don't repeat myself. This section is more about how to implement the separation of mana and magic damage.
2.1-First benefit: It would make it worth it to actually invest on a mage build.
Most intelligence sources on the game give so much intelligence that, by the time you actually need to spend with things specific to a mage build, you already have more than 1000% magic damage and you suffer from diminishing returns. That's why Tuxedos are so popular with the current mage builds, it doesn't make any sense in going further than 1.5k mana when a Tux can simply multiply your final damage by a lot. Just look at some of the different intelligence builds on the game for reference.

Source Magic Damage Boost
11 common talismans (none of those costs more than 10k) 66%
Alchemy 50 68%
Enchanting 50 68%
9 uncommon talismans 72%
Alchemy 50 Enchanting 50 Legendary Sheep Pet with a Textbook 68 68 250 = 386%
Reforging a legendary armor set to wise 500%

As you can see, the bigger magic damage boosts are always the cheapest sources. Having alchemy 50 or buying items that are really specific to mages like a Wise Dragon Armor doesn't make a big difference in your final damage. Because of that, switching from current dps builds to mage builds take literally no effort, and heavily investing on intelligence brings little to no results. If, however, magic damage sources were more scarce, the diminishing return effect would be mitigated and it would require more funding to actually switch to a mage and a player would need at least some commitment to their build. Instead of being the current OP trend, magic damage could find it's own niche with a dedicated player base.
2.2-Second benefit: Healthier fix to the Tuxedo Magic Damage meta.
Instead of being flat out better than any other armor set, some other magic damage setups could compete with the Tuxedos. I know that, being a glass cannon set, tuxedo should have a high damage output, but mages have the safety of having long range attacks, making the health reduction from the tux pretty meaningless.
2.3-Third benefit: Complement to 1.2
If magic damage is separated from mana, the staff has the freedom to make things like items with heavy dps stats and high mana, without the risk of making the items too overpowered. Also, the Smart reforge could, instead of being pretty much a downgrade from Wise, a full mana reforge while Wise is a magic damage reforge.

3-Minor miscellaneous item changes.
With the two previous changes, some items would need changes to accommodate them.
3.1-Frozen Scythe as a consistent low damage dps.
High base damage, low magic damage scaling.Frozen Scythe should be a consistent source of ranged dps, instead of being the long range spammable nuke that's almost impossible to hit. Pushing frozen scythe to be a magic alternative to bows is the way to go.
3.2-Bonzo Staff as a long range dps/semi-burst, depending on your build.
Moderate base damage, moderate damage scaling.
Given it's higher mana cost, those balloons should hit harder. Bonzo Staff could be a healthier alternative to our current frozen scythe, where you can use it for long range grinding, but you're can also just spam it for a semi-burst, as long as you have enough mana.
3.3-Yeti Sword as a actually useful item.
High base damage, high magic damage scaling, lower mana cost, remove the damage loss on enemies far from where the projectile lands.I still don't get why this damage reduction exists. The idea might be that they want to avoid the AOE damage being too op, but the projectile itself is already hard enough to hit as it is. Having to jump right into your enemy's face and use it completely removes the point of the skill being a projectile. As a mage weapon, Yeti Sword is inferior to Frozen Scythe in every category except for hitting the basic attack from the mage skill on catacombs. It deals less damage for the same mana cost, is deals less damage/second, it is harder to hit, and when it hits, the damage is generally reduced even further, it costs more to make, and most importantly, it's texture on most resource packs is inferior (i'm not salty trust me) FLYING ENEMIES ARE THE WORST. I don't think it's gonna have any use on the Professor.
3.4-Ink Wand mana cost nerfs.
Higher mana cost.
The cooldown limits ink wand to a burst item and limits it's overall dps, but there's pretty much no trade-off for using it, you just right click and gg. Considering how strong this burst is, it should have a higher mana cost. Yeti Sword deals less damage and costs 5x more, frozen scythe costs the same and deals WAY less damage, etc.
3.5-Voodoo Doll fix. Please don't hate me, it had to be said.
I don't want to be that one kid that reminds the teacher about homework, but sword swapping with voodoo doll to a Reaper Falchion/Scorpion foil has been a strong thing for ages (that no one even noticed it because Revs are immune to arrows) and it's even stronger now. Against undead monsters this weapon is potentially the biggest source of dps by far. Also, you can attack or run away while voodoo doll does it's thing, no skill required, making it even stronger. If you're a staff member reading this and you have to bring only one thing on this thread to the game, check the 3.3 section and do it instead, be mindful about that potential balancing nightmare.

4-Major miscellaneous item changes (and one addition but let's ignore that).
The numbers used here are rough estimates, if these changes are ever added, the admins would obviously do some fine tweaking. I'm proposing the concept, not the exact raw numbers. Also, those items could be added as new dungeon gear instead, but i'd rather fix currently useless items rather than just making new ones to increase the feature creep.
4.1-Edible Mace for tanks who like their teammates

"Your next attack deals double damage and weakens animals enemies, making them deal -35% damage for 30 seconds -1% damage for every 100 defense the user has. Effect duration: 20 seconds . Mana Cost: 100 95% of max mana"

This would make the edible mace a useful item for tanks. By making it work on every enemy in the game, we would of course need to nerf the damage reduction to balance, and by making it scale with defense it makes the item more specific to tanks. The heavy mana cost makes it so that the skill has a trade-off instead of being a mindless free damage reduction.
4.2-End Stone Sword for berserkers who want some melee bursting

"Consumes all your remaining mana to grant Damage Resistance for 5 seconds and extra damage, depending on how much mana was consumed, on your next hit (within 5 seconds) all of your melee hits for the entire buff duration! You can't use item abilities and you don't regen any mana or health while this buff is active. Cooldown: 45 seconds."

The "extra damage" % would be heavily nerfed, but in exchange you would be able to sword swap. Again, by having the heavy mana cost and the lack of regen during the buff, the skill has a tradeoff, but this skill would bring a new thing to the game: Melee burst. It's kind of the Ink Wand's melee counterpart.4.3-Magical Arrow PoisonToxic Arrow Poison is worse than useless, but the concept of Arrow Poisons has potential. Having one that's based on magic damage would be great.

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