Black Desert will begin in a moment.

Install the Black Desert Launcher if the game doesn't start.

Install the Black Desert Launcher to start the game.

The launcher will appear if it's installed.
If it doesn't, try to run your downloaded launcher.

Install Guide

1 Run BlackDesert_Installer_NAEU.exe to install the Black Desert launcher.

2 Start the game once installation is complete.

Forums

UTC 12 : 3 May 17, 2024
CEST 14 : 3 May 17, 2024
PDT 5 : 3 May 17, 2024
EDT 8 : 3 May 17, 2024
#Warrior #Ranger #Sorceress #Berserker #Tamer #Musa #Maehwa #Valkyrie #Kunoichi #Ninja #Wizard #Witch #Dark Knight #Striker #Mystic #Lahn #Archer #Shai #Guardian #Hashashin #Nova #Sage #Corsair
Class modifiers
Nov 24, 2021, 08:41 (UTC)
4941 28
1 2 3 4
Last Edit : Nov 24, 2021, 08:41 (UTC)
# 1

I am not sure if ppl care about this. But i think looking at the pvp modifiers in this game and how unfair those look just by comparison should be addressed. Im personally for removing them entirely but thats just me thinking this adds another unresonable and unabalanced layer onto PvP. i dont think its fair that some es just get only bonuses from this while others sit there and have mostly negatives from this. 

This right here is a sheet that shows the changes they once d a while ago from the above row  to the underlying row wich should be the current modifiers if they havent changed anything. To my knowledge the stats on the newer es like sage and hash for example where never shown since this patch came shortly after guardian release. Column should be lahn in this sheet.

But i just wanted to post this for awareness so ppl know about this.I believe this shouldnt be in here in the first place it makes some es tankier than they should be for literally 0 reason behind it beses those numbers, some just get tankier by default.

Also want to specificly point out that when looking at this ofc shai points out with her around just 50% dmg :/ but thats just how pa wants this to be i guess, a that cannot deal any damage xD.

But looking further also Classes like Witch,Wizard and DK point out pretty heavily in how low their damage numbers against basicly all other es are. You can clearly see that most es deal about 5-8% more on average than they "should" be doing but looking at those 3 you clearly see there is no matchup they even deal normal damage against except the 5% against themselfes XD.

Like for example how can it be that a Zerker for example deals increased damage o Witch,Wiz and dk by 18,51 % just by his own modifers ? that in itself is already kinda stup since the discrepancy is already huge when consering all those 3 es would deal normal damage to a zerker by their own modifiers. But guess what ? Those 3 es also deal about 10% less damage against Zerker BY THEIR OWN modifers ?!?!?! Excuse me pa what the f. How are those es supposed to have any fair fight ? Thats almost a 30% difference in damage dealt against each other ? No wonder my witch cant even kill a zerker in 1 combo while he would grab and 2 skill me ....  

Also look at ninja and kuno where kuno just always deals less damage than ninja by about 3% for no given reason.

And how Warri, Valk, striker and mystic get overall alot less damage compared to others while also still getting increased damage against almost all other es for what reason ? if you want them to be tanky you cant also have them maintain gaining damage against almost all other es. WTF 

Classes already have different base stats by default, we have different pvp modifers on the skills themself and also specific passive stats that play into this do we also need this extra layer that isnt even justified through ingame stats ? for example even tho a mystic has extra magic evasion against magic damage from her passive/base stats magic damage dealing es will never be able to counter that with extra accuracy because of those modifers. For those there will always be this about 19% less damage they will never overcome doesnt matter how much accuracy they build. 

I would also like to see the stats on the newer es but thinking how much pa hates to give out data it propably wont happen xD.
While this isnt really a reboot topic it still takes a big part in balancing across es so i thought it somehow should be looked at when working on reboots and overall balance between es.

Wishing a good day to ppl out there anyway O/
Keep the pointy hats up

Last Edit : Nov 24, 2021, 12:35 (UTC)
# 2

The funniest part is that those modifiers are set totally randomly. Like surely, the balance in this game is so great, that they balanced it to two decimals precision (jk).

 

 

244 4634
Lv 62
Hnnie
Last Edit : Nov 24, 2021, 13:23 (UTC)
# 3

This is another reason why the game balance is so bad. They create a whole entirely different modifiers on top of modifiers on top of modifiers. 

Last Edit : Nov 24, 2021, 15:37 (UTC)
# 4

wizard awakening damage absolutely goes to crap town vs most dr classes, gauntlets... as if it isnt enough that certain stats (and classes) counter it, then they also have another layer or "fu<k you" in class vs class mods vs them on top of that. and then as if that wasnt enough, in nodewars theres that passive with extra magic defense, and then extra insult - most rabams also give +magical dp. 

 

 

hope pet changes at least help a bit vs this issue.

100 1800
Lv 65
Seeryus
Last Edit : Nov 25, 2021, 01:42 (UTC)
# 5

They really need to get rid of these modifiers before reboots are live.

15 264
Last Edit : Nov 25, 2021, 05:02 (UTC)
# 6

So it's been 1.5 years and people still can't wrap their heads around the class modifiers, completely misunderstanding the point of them and why it is a good system.

 

You are reading it wrong, there is no meaning comparing the modifiers of different classes against the same targets to each other, e.g. if Kuno has 105.53% and DK 94.16% against sorc, it does not mean that Kuno does more damage than DK, and it takes five minutes of playing each class to find that out. That is because the class damage passes through several layers, such as skill damage and pvp modifiers (which is a good thing btw, as more independent layers allow to fine-tune the balance better).

 

The only thing that matters here is the differences between the modifiers a particular attacker class gets against different targets. E.g. if DK has 94.16% against Ninja and 86.04% against valk, is means that DK does less base damage against Valk than Ninja, but Mystic having 108.77

% and 100.66% against those same two classes does not mean that Mystic does more damage than DK. It does however mean that Mystic also does less base damage against Valk than Ninja.

 

Why do some classes have to receive less damage than others (such as gauntlets for example)? Could that be because they are melee classes with no means of mitigating damage like real blocks and spammable iframes? They take less damage from every class btw, not just magic ones. Why modifiers instead of giving them some extra dr or evasion? Probably because doing that has the potential of causing scaling issues (extra dr would make them immortal against low AP attackers, and evasion would have similar results + make it scale way better with high evasion gear), while the modifiers are consistent across all gear and builds.

 

In short, if your class has lower numbers in its row doesn't mean that it's getting shafted, only the relationship between them within the same row matters. Having lower numbers in the column though means that your class is generally tankier. Class modifiers allow making certain classes (mostly melee brawler classes, except Guardian) tankier without risk of running into scaling issues. Guess what, that's good for balancing.

Last Edit : Nov 25, 2021, 05:57 (UTC)
# 7
On: Nov 25, 2021, 05:02 (UTC), Written by thdqd

So it's been 1.5 years and people still can't wrap their heads around the class modifiers, completely misunderstanding the point of them and why it is a good system.

 

You are reading it wrong, there is no meaning comparing the modifiers of different classes against the same targets to each other, e.g. if Kuno has 105.53% and DK 94.16% against sorc, it does not mean that Kuno does more damage than DK, and it takes five minutes of playing each class to find that out. That is because the class damage passes through several layers, such as skill damage and pvp modifiers (which is a good thing btw, as more independent layers allow to fine-tune the balance better).

 

The only thing that matters here is the differences between the modifiers a particular attacker class gets against different targets. E.g. if DK has 94.16% against Ninja and 86.04% against valk, is means that DK does less base damage against Valk than Ninja, but Mystic having 108.77

% and 100.66% against those same two classes does not mean that Mystic does more damage than DK. It does however mean that Mystic also does less base damage against Valk than Ninja.

 

Why do some classes have to receive less damage than others (such as gauntlets for example)? Could that be because they are melee classes with no means of mitigating damage like real blocks and spammable iframes? They take less damage from every class btw, not just magic ones. Why modifiers instead of giving them some extra dr or evasion? Probably because doing that has the potential of causing scaling issues (extra dr would make them immortal against low AP attackers, and evasion would have similar results + make it scale way better with high evasion gear), while the modifiers are consistent across all gear and builds.

 

In short, if your class has lower numbers in its row doesn't mean that it's getting shafted, only the relationship between them within the same row matters. Having lower numbers in the column though means that your class is generally tankier. Class modifiers allow making certain classes (mostly melee brawler classes, except Guardian) tankier without risk of running into scaling issues. Guess what, that's good for balancing.

sounds like your class profits from the system and double dips into defensive stats. :p

 

 

100 1800
Lv 65
Seeryus
Last Edit : Nov 25, 2021, 12:28 (UTC)
# 8

If you have played witch, wizard and DK against mystic and striker, you will understand how stup the damage ratio is.not to mention that their magic defence is 50.

The damage ratio was proposed in 2017.It was revised once by 2020. Now that it's closer to 2022, these stup things should be removed.

This was deleted by the writer.
Last Edit : Nov 25, 2021, 13:49 (UTC)
# 10
On: Nov 25, 2021, 13:38 (UTC), Written by Pretzelicious

Excuse my ignorance but I'm trying to understand. 

Can you tell me more in detail how you got these numbers? Where all players at a specific level with the same gear or no gear and no passives or maxed passives? How did you calculate the %? You saw how much hp was taken off with the same skill on every class? or was it a combo? or just LMB attack?

By your wording seems disclosed by PA, source?

 

You can see the patch from June 30, 2020, the kakaogame page has been removed, English speaking players can see the announcement on the SEA server
Here is the link:   https://www.sea.playblackdesert.com/News/Notice/Detail?boardNo=4125&countryType=en-US&boardType=2&searchType=&searchText=& currentPage=7

1 2 3 4
Reply

Class Discussion

Discuss the classes of Black Desert here!

last
Search results will display posts in increments of 10,000.

We use cookies, with your consent, to customize content and advertising.
More information