So this happened today, 404k pre-mitigated damage down to 259k damage:
Usually it's just smoke bomb, blood bath (while invisible) then automatic shadow of demise proc.
I only recorded the last few seconds of the fight, but these back to back SoD procs for 148-214k damage.
The counters, such as stack enough HP, lose line of sight, run away fast enough, go invisible are possible, but can only be done so much, especially more so difficult when Blood Bath is back to back, while you are standing in the node skirting the red from the smoke bomb. If there is another opponent, or another TR, you will most likely be dead. You will most likely be dead anyway after a few SoD procs.
I don't exactly know what is happening, the
neverwinter gamepedia tooltip states:
"While in Stealth, your Encounter powers now also add the Shadow of Demise effect to the target for 6 seconds. This effect is powered up by further damage you deal. Additionally, you generate Stealth 20% faster and no longer have your regeneration interrupted when taking damage.
Shadow of Demise: When this effect ends, its target takes Piercing Damage equal to 50% of the damage dealt to its target by the Rogue. Piercing Damage cannot be deflected and ignores armor."Then the
patchnotes on 26 Feb 2018:
"Shadow of Demise: This effect now only takes into account the damage dealt by the Trickster Rogue who applied it, even when several are applied at once."I am confused as I do not take that much damage before hand which cause SoD to proc so much. For example, if it does 50% of the damage dealt done by the rogue by encounter powers while in stealth, then the 404k SoD proc above means that I should have been hit for 808k pre-mitigated damage over the 6 second period prior to the proc?
A polite few questions to the developers: What is happening here? Is this working as you intended in PvP?
Vordon CW ‡ Vordayn DC ‡ Axel Wolfric GWF ‡ Logain SW ‡ Gawyn GF ‡ Galad OP ‡ Aspen Darkfire HR ‡ Min TR
Comments
For example, even if I dodge, I will receive minimal damage from the encounters (which is what I was doing in the example above), but when the SoD procs, it seems to take into account the damage that would have been done.
If so, this will bypass all damage resistances and mitigation.
There was a patch note in Aug 2017 (timeline was prior to Feb 28 2018 patch notes):
"Shadow of Demise now calculates its damage based on the damage dealt before the enemy's damage resistance is taken into account, and no longer benefits twice from buffs or debuffs on an enemy."
I am not sure why it didn't seem to be as much of a problem prior to Mod 13. Is there another patch note or fix I am missing?
It's something, but it won't allow you to stay in caps. It would be running away from them now
@rgutscheradev mentioned it was a problem in August, and said it was a response to SoD previously double dipping debuffs, so they changed that. Seems like a lot of problems and headaches occur with legacy coding.
The TR fixes in Feb this year also perhaps somehow increased its potency, with certain powers scaling with stats, or damage calculation changes.
I wish there were a simple fix to this. But it seems like it is layered in inherited coding, and changing it for PvP will affect the PvE component. Unless they had two codes, one applying specifically for PvP.
OK. 330k HP SoD proc today. This is getting ridiculous. This was on multiple deaths due to SoD, hitting over 200k each one.
We still won the match, but that TR killed 24-0.
@rgutscheradev, this is beyond ridiculous now. If you want SoD to stop double dipping debuffs, then reduce its effect in PvP.
@nitocris83, what was the ETA on getting SoD looked in to as per your PvP with the community event?
They did have a go when they fixed a couple of things and cut piercing damage so it respected tenacity which in reality killed Hr in pvp and made Tr to the gods they are today.
Nothing in the history of pvp comes even close the the godness of todays Tr in fact almost all of the good ones simple quit because it was no fun going in getting 30+kills 0 death over and over and over again.
This has been the case for over a year and with powercreep getting 25+recovery making back to back itc 4 dailies easy per 1 min and spamming encounters endlessly there is no need for anything but power/recovery for pvp Trs. When you see any of the really good ones enter on occation they have very little deflect even as they no longer need it as they can spam smoke itc at lesure.
Nothing but another Tr can challange a pvp built Tr these days and if devs do not know they can not read or are plainly blind which hardly is the case in other word they do not care about pvp and we just have to live with that fact sad as it may be...
Sad days indeed. In this game PvP had so much potential ...