There's no sensitive way of stopping Lightning damage due to the addition of Soaked (-15% Lightning Resistance) and the old Mercalan Mist (-25% Lightning Resistance, or even -30% if Spirited). Also, thanks for reminding me, Indignant Idol! -10% to that too.
Both of these together score a whooping total of -50/-55% Lightning Resistance. Basically a Charge Mind that lasts for more than one spell and for 5 rounds. On top of that, most Lightning-based skills and spells can critically hit, which does 100% of your Lightning ATK on top of this +50% damage. This is not fair one bit in terms of player versus player combat, and there's zero counterplay. There's no bigger damage steroid in this world that's equally as more accessible as that.
People can casually dish out over from 550 to 950 damage every round with one or two spells. That, and LUC is the element of Dodge, Crit and Hit all together, which not even Evasion procs can help salvage any fights.
Suggesting these to end this and make all elements fall in line again:
Tis all. I don't think there's a discussion to this. Why should Lightning be the best element in all regards and the most effective on top of it? It's plain unfair and imbalanced.
TL;DR Lightning weakness stacking bad, possible solution this:
- Mercalan Mist
>> Lightning weakness is changed to Light weakness. (This way it plays more in favor with Priest than a lightning Spellthief, and solves 1/3 of the problems listed in the op. And we kind of lack ways to inflict Light weakness anyway.)
- Soaked
>> LV starts at 5 and scales from Water damage taken. (10% of Water damage taken or 5, whichever is higher. Max LV is 15)
>> Fire damage creates a Smokescreen (LV = Soaked's LV * 5) in a diamond shape in 1 range, and removes Soaked.
>> Lightning damage chains one more time if LV is 10 or more.
>> Earth damage makes the enemy slip (knocks down) immediately, if LV is 10 or more.
>> Ice damage inflicts Frozen (LV = Soaked LV * 5) instead of Immobilize, if LV is 15 or more.
- Indignant Idol
>> -15% Light, Slash, Pierce and Blunt resistance on the user.
Both of these together score a whooping total of -50/-55% Lightning Resistance. Basically a Charge Mind that lasts for more than one spell and for 5 rounds. On top of that, most Lightning-based skills and spells can critically hit, which does 100% of your Lightning ATK on top of this +50% damage. This is not fair one bit in terms of player versus player combat, and there's zero counterplay. There's no bigger damage steroid in this world that's equally as more accessible as that.
People can casually dish out over from 550 to 950 damage every round with one or two spells. That, and LUC is the element of Dodge, Crit and Hit all together, which not even Evasion procs can help salvage any fights.
Suggesting these to end this and make all elements fall in line again:
Quote:- Lightning damage, Wind damage and Fire damage all should reduce the duration of Soaked by 1 round. Once Soaked is over (or enhanced by Ice or Earth damage into Muddy or Immobilize), the player gains a 2 round immunity to the status effect.
- Soaked should also not be able to be refreshed.
Alternatively:
- Soaked should be a status that reduces/increases Lightning/Fire resistance by LV%, and Water damage increases the LV equal to 10% of the damage or 2, whichever is higher. (Up to 15%)
- Mercalan Mist's Lightning Weakness should only apply versus Non-Player enemies. It already gives +10 HP regeneration and +50 Evade. It doesn't need any more in PvP combat.
Quote:- Lightning impact critical hits should only use 50-75% of your maximum Critical. They happen too consistently to be 'just an add-on that is on pair with the other elemental impacts'.
Tis all. I don't think there's a discussion to this. Why should Lightning be the best element in all regards and the most effective on top of it? It's plain unfair and imbalanced.
TL;DR Lightning weakness stacking bad, possible solution this:
- Mercalan Mist
>> Lightning weakness is changed to Light weakness. (This way it plays more in favor with Priest than a lightning Spellthief, and solves 1/3 of the problems listed in the op. And we kind of lack ways to inflict Light weakness anyway.)
- Soaked
>> LV starts at 5 and scales from Water damage taken. (10% of Water damage taken or 5, whichever is higher. Max LV is 15)
>> Fire damage creates a Smokescreen (LV = Soaked's LV * 5) in a diamond shape in 1 range, and removes Soaked.
>> Lightning damage chains one more time if LV is 10 or more.
>> Earth damage makes the enemy slip (knocks down) immediately, if LV is 10 or more.
>> Ice damage inflicts Frozen (LV = Soaked LV * 5) instead of Immobilize, if LV is 15 or more.
- Indignant Idol
>> -15% Light, Slash, Pierce and Blunt resistance on the user.