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St. BLuke's Weekly Balance Changelog (May 15th)


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#151
Drasca

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That's due to passives, ability ring, and crit damage though, right? I'm not saying you can't make it hit hard, but either the damage on the ability itself is significantly less than the advertised 400% or there's some more complicated issue reducing its damage.

edit: So I tested with my long shot ring it looks like it's taking my longshot from ~250% to ~433% (and the tooltip from 100+300 to 166+498). So the base damage is messed up but the ring is about twice as strong as it's supposed to be and makes it a lot of the difference. So I guess use it with the ring or don't use it at all.

 

Correct on both point of equipment and and math (add dexterity amulet / passives too). As you witnessed, the damage is more complicated and more math work, than most people are actually willing to sit down and figure out.

 

@Drasca
I'm not disagreeing with you, you do far better than I do with Warriors. You have better insight into their mechanics and you play them masterfully.

 

 

 

Oh I completely agree with your assessment Warriors need buffing / adjustment / some love.

 

 

You also have a crazy amount of promotions which screw a bit your impressions and conclusions. I'm not saying you're wrong, but I disagree on some points because you forget that your situation is far from being the norm.

 

You can't expect people to come even close of how good you are with them. It might seem natural to you, but it's not the same for 99% of the player base...

 

People like to use this an excuse to say I'm wrong and dismiss my assessment. That's completely untrue and bullshit, especially since I know the actual math & effectiveness behind the promotes and they don't. I don't forget how it is with warriors with low gear / promotes, which is why I often ask people to change their class in a team composition when there are warriors around. In my thread there was mention of Katari and how a player thought it was 'good enough' that there was already Katari in the group and that he could play a weaker class, Hunter. I disagreed.

I don't expect most people to play them masterfully, which makes them squishy and hard to play especially with lag. However, because I do play them masterfully, I do know rather there's a lot of room to grow and improve with them, which puts me at odds with people that don't even realize there's more than one way to swing a sword (seriously, there are 8 different animations for 1H sword basic attack alone, let alone combinations of them).

 

I see the options you don't, because you don't have the experience. It took me dozens of promotes to get to where I am, time-wise, to learn the general skills of playing the game and playing warriors in general. It is natural now, but it didn't start that way.

 

 

It makes no sense...

 

It makes perfect sense why it happens, and why it was unintended.

 

The network issues punish melee most of all, and a lot of balance was designed around SP where the network issues don't occur, and where we have boatloads of armor with guard (amongst other things).

 

 

I'm currently having a blast using Payback Strike, Lunge and Slash, Unbowed and Shield Bash on the Legionnaire. My party always has a Keeper or a Virtuoso so Walking Fortress wasn't really useful.

 

I find that UB isn't really all that useful. WF helps with CD. I swapped out LS for TTD for Dragon hunting, because I incurred stamina issues, even with the Amulet, trying to do all three alongside WF. With WF, two attack skills proc as often as your three, while I gain the invincible option too.

 

No babysitting required due to inclusion of WF. I still get UY for the last resort invincibility. High crit chance is more important than damage bonus for Lego due to FoB CD reduction. Since each attack is a Spin-to-Win AoE circle, you'll hit multiple times, reducing CD greatly with high crit chance. The vastly reduced cd invincibility & knockback AoE + turn the bolt / turn the blade +  help a long way toward letting go of barrier need.



#152
Sir Perkins

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Beserk nerf? Does this mean it's safe to dust off the "Seiges End" I've had sitting around for donkeys?

#153
Cryos_Feron

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.

#154
Texasmotiv

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Not that AR is going to massively increase anytime soon, but you'll still be flanked by archer fire and backstabbed to death. The AR doesn't work the way you think it does with these defenses though. They work before defense does, not after, so the relative damage decreased isn't that much.

 

Simplified Example with S&S warrior with turn the bolt, being attacked from the front.

 

500 damage archer shot vs 0 armor front on S&S with Turn Bolt  -> 100 Damage arrow  0% of damage was reduced by armor before defense

500 damage archer shot vs 50 armor front on S&S with Turn Bolt -> 90 Damage arrow 10% of damage was reduced by armor before defense

500 damage archer shot vs 100 armor front on S&S with Turn Bolt -> 80 Damage arrow 20% of damage was reduced by armor before defense

500 damage archer shot vs 150 armor front on S&S with Turn Bolt -> 70 Damage arrow 30% of damage was reduced by armor before defense

500 damage archer shot vs 200 armor front on S&S with Turn Bolt -> 60 Damage arrow  40% of damage was reduced by armor before defense

500 damage archer shot vs 250 armor front on S&S with Turn Bolt -> 50 Damage arrow  50% of damage was reduced by armor before defense

500 damage archer shot vs 300 armor front on S&S with Turn Bolt -> 40 Damage arrow  60% of damage was reduced by armor before defense

 

An increase of 50 armor resulted in only a decrease of 10 damage with max defenses. We won't actually see huge increases in armor like this in the game. The 'rock armor' increase is pathetic, and so are all the passives. War cry comes out closest, but only lasts for a few seconds before quickly tapering off armor boost effectiveness. Regardless, the armor boosts are not signifigant in Perilous.

 

In Routine and Threatening, the relative value of armor increases because the absolute value of enemy damage is far lower -- armor reducing up to all but one damage of enemy attacks.

Because of the way the formula works out, this is why in SP you get 2 damage reduced per AR on nightmare mode I would gues. Not so in perilous. Armor is highly powerful in SP, but has limited effectiveness in MP.


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#155
Drasca

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Waiting impatiently for that bear riding on a dragon!



#156
Redalertixii

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Does this mean that you can only have one elemental affinity buff active at a time?

How about giving enemy mages dispel (maybe with the upgrade) and making armor more effective (which will in turn make guard stronger but not barrier) as part of it?

I actually think that's a very good idea. I have my keeper use dispel because it's so annoying on enemies.  Enemies should have this same ability, at least on perilious and/or threatening.  This should help close the gap between guard and barrier.



#157
DrakeHasNoFlow

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Or maybe they could decrease the hp amount on barrier...like 1.5-2 hp less....

#158
Drasca

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Changed? Wraiths can be killed with poison now. I think they were immune before. Anyone want to confirm?



#159
Luke Barrett

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Changed? Wraiths can be killed with poison now. I think they were immune before. Anyone want to confirm?


Toxic cloud does nature damage as well as the normal poison dot effect. Undead are the only ones specifically immune to the nature damage aspect of toxic cloud.
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#160
Luke Barrett

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Or maybe they could decrease the hp amount on barrier...like 1.5-2 hp less....

:bandit:
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