06-12-2020, 08:01 PM
I agree, and personally I feel that the rush skills should NOT deal damage, by any capacity. I just damage tested my runes and at max power which requires 5 turns of set up, 3 of which were setting up all of the runes for the big chonker rune.
After those -five- rounds my elemental rune did 667 damage to prinny, so before MDR.
Most builds can match it if it were just that, and then the status effects are nice and do some work and sometimes too much work, HOWEVER.
Razor rune did 112 damage crawling towards prinny to deal that 667, and rush moves 4 spaces for 1m, and there's 2 rush skills, so you can use razor rune to deal 112*8 damage a turn with no drawback, that's -more- damage than my elemental rune which at that point is now GONE from exploding, and I don't feel like runes should be doing that, I don't feel like you should be abled to deal damage without losing the rune, or at the very least having to spend 3m to tune it for a one time damage, or end turn for another one time damage.
Point is, razor rune is extremely unhealthy, and forces the conceipt of counterplay which rune mages are already prepared for, as a result...People get angry with it, we have people who eagerly abuse razor rune as it stands.
I did another damage test, how much damage can i do in one turn with razor rune, the answer was 37*4 with swiftcraft 5 runes and a rush.
The following turn I added a glowing rune and a warding rune, so it went up 2 levels +1 from chrono leveling up, and was now doing -23 more damage per tick- dealing, now, 60 damage per tick by turn 2 with extremely minimal effort, the damage race razor provides with all rush and solo rush are rediculous and I'd like rune mages to be more trap oriented and not "Haha I throw a saw at you"
After those -five- rounds my elemental rune did 667 damage to prinny, so before MDR.
Most builds can match it if it were just that, and then the status effects are nice and do some work and sometimes too much work, HOWEVER.
Razor rune did 112 damage crawling towards prinny to deal that 667, and rush moves 4 spaces for 1m, and there's 2 rush skills, so you can use razor rune to deal 112*8 damage a turn with no drawback, that's -more- damage than my elemental rune which at that point is now GONE from exploding, and I don't feel like runes should be doing that, I don't feel like you should be abled to deal damage without losing the rune, or at the very least having to spend 3m to tune it for a one time damage, or end turn for another one time damage.
Point is, razor rune is extremely unhealthy, and forces the conceipt of counterplay which rune mages are already prepared for, as a result...People get angry with it, we have people who eagerly abuse razor rune as it stands.
I did another damage test, how much damage can i do in one turn with razor rune, the answer was 37*4 with swiftcraft 5 runes and a rush.
The following turn I added a glowing rune and a warding rune, so it went up 2 levels +1 from chrono leveling up, and was now doing -23 more damage per tick- dealing, now, 60 damage per tick by turn 2 with extremely minimal effort, the damage race razor provides with all rush and solo rush are rediculous and I'd like rune mages to be more trap oriented and not "Haha I throw a saw at you"