10 years ago
Jedi Consular vs Luminara Unduli (a comparison and my suggestion)
Regarding Basic Damage and Special Damage, I would say he is rather a much inferior version of Luminara; however, for a strategic game, I think no one should be anyone's almost exact copy especially inferior version of the almost exact copy, but instead, everyone should be unique and strategically practical in their own way.
I would say Consular is rather a much inferior version of Luminara because of what I find below.
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Similarity:
almost exactly same Health (Consular has 14559 health while Luminara has14509 health.);
almost exactly same Speed (Consular has 119 speed while Luminara had 118 speed.);
almost exactly same Abilities (Basic Attack, Heal, Force Blast)
Difference:
1. Luminara deals 174.75% (116.5%*150%) Basic Damage of that of Consular when they both heal equally: Luminara has about 16.5% more Basic Damage than Consular does (10% more Basic Damage, 13% more Critical Chance); moreover, every 4 turns (Cooldown of Luminara's healing ability), Consular needs to spend 2 turns to heal in order to heal the same amount of that Luminara does using 1 turn, thus his remaining 50% of turns are used for dealing damage while the other 75% of Luminara's turns are used for dealing damage, as a result, Luminara deals up to a further 50% (75%/50%) more damage than Consular does in every 4 turns (Conversely, if Consular uses more of his turns to deal damage, he will deal more damage than he otherwise does when using more of his turns to heal, up to still 16.5% less damage than Luminara does while healing only half the amount of that Luminara does).
2. Luminara has Evasion Up thus considerably more survivability than Consular does.
3. Luminara's Special Ability deals significant 247% damage of that of Consular and has Ability Block (6316 damage and critical hit up to 9472 damage while Consular's Special Ability deals 3821 damage with barely any critical hit or useful effect)
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My Suggestion:
In total, Luminara deals significantly more – more than double – 223.75% (147%/3+174.75%) damage of that of Consular; conversely, Consular doesn't have a single thing better than that of Luminara.
For that reason, I think Consular needs to have at least something better than Luminara in order to be unique and strategically practical. After my consideration, since Consular is categorized as healer while Luminara is categorized as attacker, should there be any balancing of characters, it may be suitable for Consular to be better in healing than Luminara is. So here is my suggestion for character balancing:
Consular:
Saber Strike (level 7) – Deal Physical damage to target enemy with a 60% (instead of 25%) chance to reduce all cooldowns by 1 on use.
Jedi Healing (level 7) – Each ally recovers Health equal to 40% of Jedi Consular’s Max health with a 25% chance to recover an additional 20% of their Max health and gain 25% Turn Meter on use. Jedi Consular gains 10% turn meter for each ally healed.
On the other hand, it puzzles me every time I consider Jedi Consular's Special Ability in terms of its usefulness (Attack as Defense – Deal Special damage to target enemy and recover Health equal to 30% of the damage dealt. This attack has a 25% chance to ignore the target's armor.): What is strategically practical about this ability?
a), It deals even less damage than Consular's Basic Attack does (3821 from Special Attack without critical hit chance versus 3802 from Basic Attack with critical hit chance, thus it deals even considerably less damage than that of Basic Attack).
b), Recover of 30% health of the damage dealt (recover 700 health at level 70) is paltry.
c), 25% chance to ignore armor (25% chance to deal extra 100-300 damage, thus in total 25 - 75 increased damage) is beyond paltry.
d), When using Special Ability, Jedi Consular also loses his most important bonus effect (chance to reduce all cooldowns by 1 on use) from otherwise using his Basic Attack.
For those reasons, I didn't see any practicality of Consular's current Special Ability.
However, I think in order for Consular's Special Ability to make sense, it has to be reworked and here is my suggestion for Consular's Special Ability:
Consular:
Attack as Defense (level 7) – Deal Special damage to target enemy and each ally (instead of just himself) recover Health equal to 60% (instead of 30%) of the damage dealt. This attack has a 25% chance to ignore the target's armor and 40% chance to critical hit. (*note: a measure of 2k - 3k healing of whole team on use)
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TL;DR: In conclusion, this is a Consular that makes more sense to me than current Consular does:
Consular:
Saber Strike (level 7) – Deal Physical damage to target enemy with a 60% (instead of 25%) chance to reduce all cooldowns by 1 on use.
Jedi Healing (level 7) – Each ally recovers Health equal to 40% of Jedi Consular’s Max health with a 25% chance to recover an additional 20% of their Max health and gain 25% Turn Meter on use. Jedi Consular gains 10% turn meter for each ally healed.
Attack as Defense (level 7) – Deal Special damage to target enemy and each ally (instead of just himself) recover Health equal to 60% (instead of 30%) of the damage dealt. This attack has a 25% chance to ignore the target's armor and 40% chance to critical hit. (*note: a measure of 2k - 3k healing of whole team on use)
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Do you think his abilities need rework?
I would say Consular is rather a much inferior version of Luminara because of what I find below.
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Similarity:
almost exactly same Health (Consular has 14559 health while Luminara has14509 health.);
almost exactly same Speed (Consular has 119 speed while Luminara had 118 speed.);
almost exactly same Abilities (Basic Attack, Heal, Force Blast)
Difference:
1. Luminara deals 174.75% (116.5%*150%) Basic Damage of that of Consular when they both heal equally: Luminara has about 16.5% more Basic Damage than Consular does (10% more Basic Damage, 13% more Critical Chance); moreover, every 4 turns (Cooldown of Luminara's healing ability), Consular needs to spend 2 turns to heal in order to heal the same amount of that Luminara does using 1 turn, thus his remaining 50% of turns are used for dealing damage while the other 75% of Luminara's turns are used for dealing damage, as a result, Luminara deals up to a further 50% (75%/50%) more damage than Consular does in every 4 turns (Conversely, if Consular uses more of his turns to deal damage, he will deal more damage than he otherwise does when using more of his turns to heal, up to still 16.5% less damage than Luminara does while healing only half the amount of that Luminara does).
2. Luminara has Evasion Up thus considerably more survivability than Consular does.
3. Luminara's Special Ability deals significant 247% damage of that of Consular and has Ability Block (6316 damage and critical hit up to 9472 damage while Consular's Special Ability deals 3821 damage with barely any critical hit or useful effect)
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My Suggestion:
In total, Luminara deals significantly more – more than double – 223.75% (147%/3+174.75%) damage of that of Consular; conversely, Consular doesn't have a single thing better than that of Luminara.
For that reason, I think Consular needs to have at least something better than Luminara in order to be unique and strategically practical. After my consideration, since Consular is categorized as healer while Luminara is categorized as attacker, should there be any balancing of characters, it may be suitable for Consular to be better in healing than Luminara is. So here is my suggestion for character balancing:
Consular:
Saber Strike (level 7) – Deal Physical damage to target enemy with a 60% (instead of 25%) chance to reduce all cooldowns by 1 on use.
Jedi Healing (level 7) – Each ally recovers Health equal to 40% of Jedi Consular’s Max health with a 25% chance to recover an additional 20% of their Max health and gain 25% Turn Meter on use. Jedi Consular gains 10% turn meter for each ally healed.
On the other hand, it puzzles me every time I consider Jedi Consular's Special Ability in terms of its usefulness (Attack as Defense – Deal Special damage to target enemy and recover Health equal to 30% of the damage dealt. This attack has a 25% chance to ignore the target's armor.): What is strategically practical about this ability?
a), It deals even less damage than Consular's Basic Attack does (3821 from Special Attack without critical hit chance versus 3802 from Basic Attack with critical hit chance, thus it deals even considerably less damage than that of Basic Attack).
b), Recover of 30% health of the damage dealt (recover 700 health at level 70) is paltry.
c), 25% chance to ignore armor (25% chance to deal extra 100-300 damage, thus in total 25 - 75 increased damage) is beyond paltry.
d), When using Special Ability, Jedi Consular also loses his most important bonus effect (chance to reduce all cooldowns by 1 on use) from otherwise using his Basic Attack.
For those reasons, I didn't see any practicality of Consular's current Special Ability.
However, I think in order for Consular's Special Ability to make sense, it has to be reworked and here is my suggestion for Consular's Special Ability:
Consular:
Attack as Defense (level 7) – Deal Special damage to target enemy and each ally (instead of just himself) recover Health equal to 60% (instead of 30%) of the damage dealt. This attack has a 25% chance to ignore the target's armor and 40% chance to critical hit. (*note: a measure of 2k - 3k healing of whole team on use)
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TL;DR: In conclusion, this is a Consular that makes more sense to me than current Consular does:
Consular:
Saber Strike (level 7) – Deal Physical damage to target enemy with a 60% (instead of 25%) chance to reduce all cooldowns by 1 on use.
Jedi Healing (level 7) – Each ally recovers Health equal to 40% of Jedi Consular’s Max health with a 25% chance to recover an additional 20% of their Max health and gain 25% Turn Meter on use. Jedi Consular gains 10% turn meter for each ally healed.
Attack as Defense (level 7) – Deal Special damage to target enemy and each ally (instead of just himself) recover Health equal to 60% (instead of 30%) of the damage dealt. This attack has a 25% chance to ignore the target's armor and 40% chance to critical hit. (*note: a measure of 2k - 3k healing of whole team on use)
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Do you think his abilities need rework?