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Fix the bugged DC [ Armor penetration].

esteenaesteena Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1
edited October 2013 in The Temple
The armor penetration on DC have been bugged for a long time now, is there even a fix on the work?

PS: - Before you tell me "focus on healing", Astral seal and forge master's flame gives more heal depending on armor pen.


Also, i think the "righteousness 40% less heal on yourself" is abit harsh...maybe buff it abit? to 25% maybe..

Before you start flaming me, i have 3 characters ( GWF, TR and DC) so DC isn't my first character so i know how weak the DC are currently in PvP.
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  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited September 2013
    I'd also like to see a fix for Arm Pen.

    I don't have a problem with Righteousness, tho, except while leveling. While leveling my DC used more pots than any other toon.
  • misssmooziemisssmoozie Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited September 2013
    esteena wrote: »
    Before you tell me "focus on healing", Astral seal and forge master's flame gives more heal depending on armor pen.
    Don't forget now, with an agument (which I start the question the need of) you can easily pass all recomended levels on Crit and Recovery, while keeping defense up..
    Z99j9e1.png
    These are quite standard stats, worth to note is that my stone is poorly geared, and that I stack HP for defensive power instead of Defense.
    Any other class would've never been able to attain those stats, why? Because they have more than 4 stats that are usable (Deflection is quite useless in PvE, especially since I rarely gets aggro, ArP is broken, Lifesteal is to weak if I run healing powers, for soloing it's awesome tho.)
    Also, yes, I know my recovery is obese and need to go to fatty trainingcamp, but, tbh, where should those stats be put? Screenshot is me using offensive rings and neck, I'd loose power and crit if I switch those out for defensive ones, ArP is broken, Lifesteal is not needed when I'm in a group, Power, one may always stack power, even if it's over 6.5k already.. So guess I'll do that.. Or, if ArP would've been working, get 1.2k ArP, still have good stats for healing, AND ignore most enemies armor..)
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  • sirpickleturdsirpickleturd Member Posts: 35
    edited September 2013
    Wow miss, nice stats. How did you attain those?

    And to the Devs, please, pretty please, fix the armor pen. bug. Its been long enough and it is seriously frustrating as a DC to have such and outstanding broken element to our characters. As you know, the DC is by far the most challenging class to play even if everything is working as intended and it being this broken is downright heartbreaking. Even though I really like the challenge of playing this class, I find I don't want to play it often and instead bring out my wizard more and more often. I have noticed a distinct lack of DC's in game also, and I am sure this is at least part of the reason. Please look into and fix it!
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited September 2013
    Best way to get confirmation you've got someone's attention right now is to post a thread in the preview forums for Panderus to reply to. Just sayin'.
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  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited September 2013
    What's the problem with Arpen?

    Because this:

    "PS: - Before you tell me "focus on healing", Astral seal and forge master's flame gives more heal depending on armor pen."

    I don't check so good...
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited September 2013
    http://nw-forum.perfectworld.com/showthread.php?473031-Chains-can-crit-ArmorPen-and-Repurpose-Soul-broken-Help-me-test

    Basically a whole ton of abilities don't benefit from arpen: they do the same damage regardless of whether you have 2k arpen or zero arpen.

    Also things like repurpose soul: it should give 15% of damage dealt as heals on a crit, but rather than calculate damage after arpen etc it apparently uses the flat base damage. So we get better repurp heals from crits on high def enemies, but on trash mobs with HAMSTER defense we get less benefit. I'm of a mind that this actually works overall in our favour (repurp heals are the same with or without arpen, so just don't bother with arpen) but given that we have a lot of abilities specifically for reducing oppenent defense, it seems odd that one of our more important feats gains no benefit from this.

    Also, a whole load of things don't actually crit, anyway. :p
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited September 2013
    morsitans wrote: »
    http://nw-forum.perfectworld.com/showthread.php?473031-Chains-can-crit-ArmorPen-and-Repurpose-Soul-broken-Help-me-test

    Basically a whole ton of abilities don't benefit from arpen: they do the same damage regardless of whether you have 2k arpen or zero arpen.

    Also things like repurpose soul: it should give 15% of damage dealt as heals on a crit, but rather than calculate damage after arpen etc it apparently uses the flat base damage. So we get better repurp heals from crits on high def enemies, but on trash mobs with HAMSTER defense we get less benefit. I'm of a mind that this actually works overall in our favour (repurp heals are the same with or without arpen, so just don't bother with arpen) but given that we have a lot of abilities specifically for reducing oppenent defense, it seems odd that one of our more important feats gains no benefit from this.

    Also, a whole load of things don't actually crit, anyway. :p

    Reducing damage reduction/defense only add damage from the used skill itself. Only arpen reduce the true damage reduction. And the posted link don't answer my ask. How you know that arpen don't work AND don't do damage? Without pictures it seems that all complains come from unknown how the game mechanic is working.

    For example: Mark(the ultimate tabskill ever) add 8% of the skill damage to its hit. Tide of Iron add 20% in the same way. So if your normal skill damage is 400 than it's 432(400) with mark. But if your opponent has 20% DR and you only have 10% arpen then it show 360(400) vs. 388(400).
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited September 2013
    Whaaaa?

    You can...like, hit monsters and crunch the maths. That's kinda the whole purpose of that thread I linked to.
    [Combat (Self)] Your Searing Light deals 1769 (2111) Radiant to Flamespiker.
    1 - (1769/2111) = 16.2% (this was Divine Searing Light, btw.)

    [Combat (Self)] Your Lance of Faith deals 784 (806) Radiant to Flamespiker.

    1 - (784/806) = 2.73% damage resistance. Big difference! Mousing over my Armor Penetration of 1321, I can it should modify Damage Resistance by -13.4%. So if I figure 16.2% - 13.4% = 2.8%. About the number I get from Lance of Faith, if we account for rounding errors.

    In other words, lance of faith benefits nicely from arpen (as expected), whereas daunting light does not benefit at all.
  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited September 2013
    The bug is well documented and also acknowledged by the devs. As morsitans said, you can check system logs yourself and easily arrive at the same conclusion.
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  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited September 2013
    morsitans wrote: »
    Also things like repurpose soul: it should give 15% of damage dealt as heals on a crit, but rather than calculate damage after arpen etc it apparently uses the flat base damage.

    Actually repurpose soul is also bugged and doesn't proc at all on any skills that lay splats for targeting.
  • whistlingdixiewhistlingdixie Member Posts: 0 Arc User
    edited September 2013
    ranncore wrote: »
    Actually repurpose soul is also bugged and doesn't proc at all on any skills that lay splats for targeting.

    Not quite true, it works for Divine Glow.
  • theosymphanytheosymphany Member Posts: 0 Arc User
    edited October 2013
    Devs break an ability while trying to 'improve' it. Sounds familiar? Well this is in relation to channeling abilities such as Punishing light and Hammer of Fate where all stacks procced by it drop off as soon as you stop channeling (including High Prophets, Plague fire, Terror, Terrifying Insight). I suspect they broke it with the patch that 'improved' Punishing/Soothing Light.

    I haven't tested whether the heal feats procced by Soothing light (eg Linked Spirit, desperate renewal etc) also falls off when you stop using it but maybe someone can verify also.

    I've put a bug report here http://nw-forum.perfectworld.com/showthread.php?494251-Bug-Stacks-procced-by-DC-Hammer-of-Fate-Punishing-Light-drop-off-prematurely

    Hoping this and ArPen gets fixed asap, this is really hurting DCs who wants to help the party in other ways in conjunction with healing.
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  • abell39abell39 Member Posts: 1,175 Arc User
    edited October 2013
    Theo, can you repost that in the preview shard's bug report forum? It gets less thread-creation traffic and more notice than the regular bug forum, so a thread there is less likely to get buried before someone sees it.
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