Time to answer yesterday’s question. There were four Kiringku’s to compare, Sapphire – Obsidian – Slave – and Fidelity. Based off their visual stats it’s not unreasonable to expect it to go Fidelity -> Slave -> Obsidian -> Sapphire, however the actual answer is Sapphire > Slave > Obsidian > Fidelity. The difference between Sapphire and obsidian is about 3 dmg per swing, Fidelity about 6. Slave beats out Obsidian because it gives more int/sp. Fidelity comes in last due to the low enchant level.
Congrats to RegressPuppy for realizing that Sapphire Kiringkus have some sort of innate bias. Congrats to Puddles for feeling like all Kiringkus are similar. Both of those things are essentially true.
So why is Sapphire the best for seemingly no reason? Well the code for calculating a Kiringku’s damage starts with an If statement that asks “Is this a Sapphire Kiringku?” If it is, set the core damage value to 16, otherwise set it to 14. This means by default, regardless of their small/large values, sapphire kiringkus do 16 base damage and ALL OTHER kiringkus do 14.
The game then adds two 1-6 dice rolls to that number. This is static for all kiringkus.
After that, it adds a weapon’s “+ Magic Damage” which is a field in the database that literally no weapon in the game uses. The actual +Dmg field that is displayed is never utilized, and thus is irrelevant for Kiringkus.
Finally, it does a calculation to determine a player’s (Int + Item SP) – 12, and uses that to calculate a percent damage increase. It’s about 9.2% per point of Int/SP over 12. It multiplies the damage value by this.
Here is where things get a bit crazy. When you hit something with a Kiringku, the game keeps track of the time. Every consecutive hit beyond the first does less damage. The formula is (DMG * .666^N) where the first hit N=0, and each hit after increments N by 1. After the N=8 hit, it resets N back to 1. If you don’t hit the monster for 4 seconds, the system resets.
It does this damage reducing calculation, then adds weapon enchant value to damage, then returns it so it actually gets applied to the target.
Here is an actual example using a +7 Kiringku equipped by an 18 int illusionist with no other items.
14 base value (not sapphire)
Roll 1-6 *2, on average 7
DMG = 21
18INT – 12 = 6 * .092 + 1 = 1.55
DMG = 21*1.55 = 32
Now you attack. Here are the reduction coefficients: .666^0=1 ; .666^1 = .666 ; .666^2= .44 ; .666^3=.295 ; .666^4=.197 ; .666^5=.131 ; .666^6=.087 ; .666^7=.058 ; .666^8=.038
First hit N=0: 32*.666^0 = 32 + 7 (enchant) = 39 DMG
N=1: 32*.666=21 + 7 (enchant) = 28 DMG
N=2: 32*.44=14 + 7 (enchant) = 21 DMG
N=3: 32*.295=9 + 7 (enchant) = 16 DMG
N=4: 32*.197=6 + 7 (enchant) = 13 DMG
N=5: 32*.131=4 + 7 (enchant) = 11 DMG
N=6: 32*.087=3 + 7 (enchant) = 10 DMG
N=7: 32*.058=2 + 7 (enchant) = 9 DMG
N=8: 32*.038=1 + 7 (enchant) = 8 DMG
At this point, it would loop back to N=1 and continue down the list again. N=0 only occurs again if you don’t attack for 4 seconds.
Those damage numbers are then sent to the damage reduction code which applies MR. 100MR = half damage.
Legends and I spent a great deal of time over the last two days discussing this code. The way it currently functions Illusionists will literally never be competitive. Sure it may look like you do good damage against a dwarf, but that’s because they have no MR and don’t trigger the attack counter.
We’ve decided to scrap this code completely. Kiringku’s will function the same way all other weapons do (small/large damage ranges, +dmg, no weird timer calculation to reduce damage) except the following traits. They will gain bonus damage from Int/SP instead of from Strength. They will do magic based damage and be subject to the target’s MR. They will still hit 100% of the time. These changes will make Kiringkus overall significantly better than they are currently, so expect significant balance tweaks during Beta.
On the topic of Illusionists in general, the more we have delved into their abilities (comes up a lot while working on the skill code overhaul), weapons, and various strengths/weaknesses the more it’s become apparent how fundamentally flawed this class was on release. Some skills do nothing for them, others are made useless by their complete lack of scaling. The Cube code is convoluted and buggy. It’s no wonder nobody really played them consistently.
As a result we are making a number of changes to the class. These are going to require significant testing, but ultimately I hope will give the class more versatility and a desired role in a group both in PVP and PVE.
Here is a list of their skills, and an explanation for what we are changing. ? – ? dmg is because we will likely import the existing damage values, then adjust as needed.
MirrorImage - Self Buff 5 Dodge [Unchanged] Confusion - Does ? - ? Damage + Short Silence Debuff [Mostly unchanged, damage will likely scale, probabilities tweaked for balance purposes] Smash - Does ? - ? Damage [Damage is going to be buffed and designed to scale with a stat or weapon, was previously static and awful] Concentration - Buff +5 MPR [Increased from 2MPR] MindBreak - Does ? - ? Damage + ? - ? MP Damage [Original numbers are so low the skill is irrelevant. It will be buffed to do a more significant mana burn] BoneBreak - Does ? - ? Damage + ? Stun [Numbers will be tweaked so this is a high success rate, low duration stun usable at a lowish range] Patience - Debuff -2 dmg [Currently unchanged, may get a name change and may be buffed either in effect or success rate or both] Phantasm - Debuff Sleep [Unchanged] ArmBreaker - Detect [This is actually a translation error, the skill should be called EyeBreaker. It is just a detection skill] Insight - Self Buff+3 Wis [Was previously +1 all stats] Panic - Debuff -3 Wis [previously gave -1 all stats. Changed to be more in line with reducing MR] JoyofPain - Max HP - Current HP / ? Damage Spell [The core concept of this skill will remain unchanged, but the value will be altered until we find a good balance]
Illusion spells have had a fundamental change made to them. You can only have ONE Illusion buff active at a time, as opposed to previously where you could have all 4. As a result, their effects have been improved or altered to make up for the change. Ogre and Lich can be cast on other players, but DiaGolem and Avatar are self only. When cast on another player, it has 1/2 the effect. Can be removed by cancel.
IllusionOgre - Buff 6 hit 6 dmg [Previously +4hit +4dmg, both of which did nothing for Kiringkus. Does 3hit/3dmg when cast on others] IllusionLich - Buff +4 SP [Previously +2SP. Gives +2SP when cast on others] IllusionDiaGolem - Self Buff 10% Dmg Reduction [Previously gave +20AC. This gives Illusionists a way to become more tanky, at the sacrifice of their damaging buffs. Stacks with i2h] IllusionAvatar - Self Buff +10% dmg done, +20% more damage taken [The damage taken aspect of this ability is unchanged, we converted the +10 Magic Damage to +10% damage]
Cubes are a nightmare. Rather than spend a month trying to fix them, we’ve opted to go a different direction. All of them will become auras centered on the Illusionist. Their effective range will vary. Only ONE aura can be active at a time. Can be removed by cancel.
CubeQuake - Aura, Int% chance to do a short freeze (.5 second) every 10 seconds - Lasts 60 seconds [Same function as the original cube. Chance changed from a static number to scale with INT] CubeIgnition - Aura, Fire Dmg = Int per 5 seconds - Lasts 5 minutes [Same function as the original cube, but changed to scale with INT. Originally did 30dmg/5 for reference] CubeShock - Aura, reduces MR by INT/2 - Lasts 5 minutes [Same function as the original cube, but changed to scale with INT. Originally did a static -10MR] CubeBalance - Aura, converts Int/2 HP to Int/2 MP every 5 seconds [Same function as the original cube, but changed to scale with INT. Originally was static and a terrible conversion rate]
In PVE, Illusionists bring a few strong buffs to a group. They bring a useful aura that can fill different needs. Ignition for aoe farming, Shock to lower monster/boss MR, or Balance if you are facing tough late game content and want to restore mana to your party over a long fight. Their ability to always hit will help vs high AC bosses, and DiaGolem can help them survive if they get into trouble.
In PVP, Illusionists bring the only ranged stun in the game, which with it’s high success rate can be used to help set up chain disables or close caps on a fleeing enemy. Quake gives them a strong disruptive presence. Shock helps lower targets MR and set up kills. Confusion, Panic, and MindBreak will give them good tools for fighting mages and elves.
I know this feels like a lot of changes, because it is. Ultimately though, in it’s original form there was no reason to play this class. The gimped weapons and buggy skills, combined with being a squishy caster class, just made them completely nonviable. Hopefully reading all this makes the thought of playing an Illusionist sound better. I am extremely excited to see how they end up getting flushed out during the Beta. It’s going to take a lot of work and data collection, I fully expect many of the skills to require number changes, but in the end I think we will have a more diverse Lineage.