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Magus fix

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salazarn
Posts: 361

Re: Magus fix

Post#11 » Sat Aug 15, 2026 1:17 pm

Nauht wrote: Sat Aug 15, 2026 6:58 am Sub in engi for magus and you got the right of it.
Obviously the difference is magic dmg.

A st engi runs like 650+ wpnskill. That is like 400-500 stats the magus ignores. It just relies on the 320 or so ele debuff from pet and does true dmg.

It means magus will be 1 shotting u with very high durability and an engi will be glass cannon to achieve similar results.

What the solution is /shrug. Never understood the phys magic system in ror it makes zero sense to me

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buerdig
Posts: 47

Re: Magus fix

Post#12 » Sat Aug 15, 2026 1:28 pm

salazarn wrote: Sat Aug 15, 2026 1:17 pm
Nauht wrote: Sat Aug 15, 2026 6:58 am Sub in engi for magus and you got the right of it.
Obviously the difference is magic dmg.

A st engi runs like 650+ wpnskill. That is like 400-500 stats the magus ignores. It just relies on the 320 or so ele debuff from pet and does true dmg.

It means magus will be 1 shotting u with very high durability and an engi will be glass cannon to achieve similar results.

What the solution is /shrug. Never understood the phys magic system in ror it makes zero sense to me
A bolt of havoc is never gonna one shot anyone. If they get one shotted, that's a skill issue on the dead person.

rychu097
Posts: 16

Re: Magus fix

Post#13 » Sat Aug 15, 2026 6:21 pm

salazarn wrote: Sat Aug 15, 2026 1:17 pm
Nauht wrote: Sat Aug 15, 2026 6:58 am Sub in engi for magus and you got the right of it.
Obviously the difference is magic dmg.

A st engi runs like 650+ wpnskill. That is like 400-500 stats the magus ignores. It just relies on the 320 or so ele debuff from pet and does true dmg.

It means magus will be 1 shotting u with very high durability and an engi will be glass cannon to achieve similar results.

What the solution is /shrug. Never understood the phys magic system in ror it makes zero sense to me
thats obvious thing, and magus can invest this stats elswhere in even more damage or huge survi boost

chook06
Posts: 41

Re: Magus fix

Post#14 » Sat Aug 15, 2026 6:40 pm

Nonsense. Reading this, it’s pretty obvious that you don’t understand at all how magical damage works, especially when it comes to the Magus.

It’s crazy how some people can be so convinced they’re right while being completely off the mark.

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gisborne
Posts: 234

Re: Magus fix

Post#15 » Sat Aug 15, 2026 7:08 pm

Magus and Sorc are still the weakest Destro classes. I play neither of them, but I play mainly Order healers and they are as threatening as a wet noodle.

As for solo...who cares really.
Aefa Aefa, Runepriest
Weniket, Warrior Priest
Ploof, Shaman

borc1
Posts: 42

Re: Magus fix

Post#16 » Sat Aug 15, 2026 7:31 pm

chook06 wrote: Sat Aug 15, 2026 6:40 pm Nonsense. Reading this, it’s pretty obvious that you don’t understand at all how magical damage works, especially when it comes to the Magus.

It’s crazy how some people can be so convinced they’re right while being completely off the mark.
dont expect crazy things from wh player

Farrul
Posts: 915

Re: Magus fix

Post#17 » Sat Aug 15, 2026 10:08 pm

chook06 wrote: Sat Aug 15, 2026 6:40 pm Nonsense. Reading this, it’s pretty obvious that you don’t understand at all how magical damage works, especially when it comes to the Magus.

It’s crazy how some people can be so convinced they’re right while being completely off the mark.
Magic damage is a HUGE itemization advantage in this context. Stop gaslighting people.

The Magus is OP in that context, too much DPS burst from 110ft, survivability and CC control. 10,5-11k wounds with the click of a button, no weapon skill required(def stats investment with still top ST burst). Instant 20% dps now and PET that debuffs resistance by 360 off the global CD.

If the devs are interested in small scale balance as they claimed in those WE nerf notes, then Magi should get a second balance pass check and toned down ( at the same time, could actually be Buffed for AOE / warband/ group gameplay).

Farrul
Posts: 915

Re: Magus fix

Post#18 » Sat Aug 15, 2026 10:29 pm

salazarn wrote: Sat Aug 15, 2026 1:17 pm Never understood the phys magic system in ror it makes zero sense to me
This will likely never see proper balance, the RoR phys vs magic system is archaic.

In small scale the elements are often missing that balances out Magic (disrupt HTL, everyone has resistance buffs etc ).

Ultimately the only thing to do is to balance each class individually, since the general system can only be fixed with a total redesign into a more modern and fair system.

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M0rw47h
Posts: 1188

Re: Magus fix

Post#19 » Sat Aug 15, 2026 10:48 pm

Farrul wrote: Sat Aug 15, 2026 10:08 pm
If the devs are interested in small scale balance as they claimed in those WE nerf notes, then Magi should get a second balance pass check and toned down ( at the same time, could actually be Buffed for AOE / warband/ group gameplay).
Exacly.

Farrul
Posts: 915

Re: Magus fix

Post#20 » Sat Aug 15, 2026 11:09 pm

The thing which made Magus insufferable in solo, was the general resistance balance Patch. That lowered the values of AOE applications but left ST at full power.

For example the Arch Mage and Shaman got the nerf ( good thing) since the debuff was AOE based. 3xx debuffs that went into ---> 2xx. Likewise the resistance buffs that went from 3xx into ----> 2xx. Resistance liniment went from 360 to 180.

Most classes balanced each other out naturally in offense vs defence, such as the Arch Mage 'Storm of Chronos' vs the Chosen Aura, but those buffs with a singletarget application remained at full power OP for ST( since AOE matters little in solo for example, the indirect result was a huge buff for the Magus in this context).

To make matters worse, the Magus recieved an update to its resistance shield around the same time, that went from corporeal ONLY at a lower value ( 2xx ish) into a 300+ all resistance self buff.

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