Im playing a CW with 10-11k power / 2.6-2.8k CRIT / 24% arpen 4k+ recovery etc. Im using HV set, VT weapon set and pvorpal. In the past few days I was testing my dmg with pvorpal in slot and dmg without him. It is absurd that there is no difference at all in dmg. Whith guild run in SHOT whit pvorpal on I made about 3 mil dmg and almost the same dmg with pvorpal off. Also friend has test it and its the same thing for him. We eaven menaged to make more dmg without vorpals
So is there any bug that Im not aware of or am I missing something? Any one else noticed this or had problems like this?:mad:
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Were you in PvP while you did these Tests?
And if so, did you account for the effects of Tenacity?
'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
(I think Vorpal is working fine. Crit/crit severity may or may not be.)
(Also just noticed your Pvorp line.. I got a noticeable but not amazing increase on my GWF when I took off the greater vorp and put on the perfect.)
I think it's working as intended.
They don't add HP to dungeon just because you have Vorp slotted.
Do a cycle of encounters without it and check combat log for crits, then slot it and do another cycle and check log for crits.
THEN if you are doing same damage on each encounter on a crit with it slotted as you are without it, it isn't working.
I just took fast log on dummy right now:
EoTS active so it is 100% crit chance all hits are crits + same rotation two rounds
with pvorpal - 530k dmg
without pvorpal - 450k dmg
We're both very good CW players who try to maximize our play and builds to fit the MOD3/MOD4 changes et cetera. So, this is a major area of our interest and we've been snooping around in order to see the opinions of others.
Given the amount of tests and runs, and knowing each-others play, we've concluded that there's little or no difference at all regardless of the Vorpal enchantment.
Now, I'm sure that a lot of you have already seen the major drop in prices for Vorpal itself. This is a contributing factor, too, and we've even had people stating "You only noticed now? It's broken for some time now". Despite that we've been optimistic to see the changes and fixes, but this doesn't seem to be the case. There's simply no difference damage-wise and we do share a pretty similar build.
EotS is the main focus and the rotation of magic spells is based so to do the most during the 100%, 6sec, EotS activation.
This can have the different case, too, under only one condition which is that EotS itself is the problem and the Vorpal and EotS do not communicate well enough. The damage floaters on any other enchantment are never giving the Critical float (orange) meaning that EotS isn't really there. That's probably working as intended, but maybe it's not? I have no chance of finding it out. Regardless, that's just a thought since I've seen the spell "Sudden Storm" giving EotS to dolls when used on spell mastery, as well as giving "Rapid Magic" to the very dolls as a buff (green value) if I'm wearing the Magelord set.
Please, take this case seriously since we've did our time testing and also avoiding to face the truth that it's simply not working as intended, at least with EotS, which apparently led to this topic and bug report. This needs to be addressed.
We'd appreciate any input or an advice for further testing. The price for buying an item wasn't cheap and it should provide a proper difference.
But just reporting verbally what you saw won't get anyone to notice, I think.
That's reasonable well enough, however there're other factors which would have to be taken into the consideration first and foremost.
As you may have noticed I've asked what would be the best method for testing such manifestation in order to provide the proper analysis? If you're knacky with this, please tell me what would be the best method. I'd appreciate and you, as well as others, would get more data provided.
I can't close the eye to the fact regarding your lack of "data", simply stated "words", and how do you know that Vorpal is working properly? If possible, I'd like to see your data charts and whether you build it based on Critical Chance or not. Regardless of that, EotS gives 100% Critical chance meaning that each hit during that time will be a Critical strike. The problem is that there's no Critical severity presented, despite it going well enough above 100 Critical severity allegedly with a Perfect Vorpal, no. So, that's that.
I am afraid I am not in a position to give good instructions on generating the logs. I can't be bothered to run it- too much management on too many toons.
There is a proggy called Act that they will take as valid input. It shows all sorts of data on a power and proc by power and proc basis.
If you are interested in using it, you might want to post a request that someone PM you a link and instructions, as I think that is the only thing we are not permitted to post on here.. (and I don't have current info on it.)
I was not slamming your lack of info. I personally have no use for it. I was just trying to help you get heard. I use these Enchantments too. I have not seen what you have seen, but if it is broken, I would like it fixed.
Currently it's slotted on my destroyer GWF (4.5k crit) and executioner TR (cca30% crit chance, lvl <30) altrough I'm less than happy with the results - get better dps on TR with a lesser plague and I don't seem to see the big orange numbers I used to pre-mod4 on my GWF.
Will ACT it out these days, obviously.
If you'd advice to still use it, with the thought that it's not really following all the modifications that developers might or might not do, mechanic-wise, I'd use the method myself solely for the purpose of comparing in-game data with ACT data. Given the amount of time at my disposal and the cost of money for removing all boons and similar things (respec in a more general sense) I figure that this shouldn't really be my job to do but I couldn't help it but notice for quite some time now that something's wrong, obviously.
I figure that Perfect Vorpal, or vorpal enchantment in general, shouldn't be a vanity item.
I only was basically relaying something that I have seen both Devs and Mods say in here.. that they can't do anything without logs.
I totally appreciate anyone trying to get anything fixed in here.. so long as it isn't a 'nerf x because x made me sad' request.
So I am going to drop off this thread. I truly do hope you get to the bottom of it and are heard.
EDIT: I was right , act shows effectiveness of healing but not of crits.
In several runs with different people, whom all are SpellStorm CW using EotS as the main source for Critical Strike, their Perfect Vorpal was void and did 0 damage.
Perfect vorpal worked only when using the At-Will attacks with random critical strike, other than EotS.
In other words - Eye of the Storm is not working properly with Vorpal enchantment.
Please, fix this...
Yes, greater plaguefire with a HV set would make you a great contributing factor to the entire party. This is where sentinel builds might shine, as well, by using "Come and get it" ability to pull all mobs on the Icy Terrain which you may place. It's a very good combination, especially when helped by a worthy MoF.
What i do for testing is i run the same dungeon the same way with the same gear and change one thing. In my case i choose epic PK.
I'm MoF on live so i'm not about to respec, but if you need help to Q and run tests, let me know.
Also, while the total damage won't change, the encounter DPS will. Worth investigating.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
I'm willing to condone a multitude of tests on different targets by using specific builds. It might take a while, but it'll make me forget the awful bug with the Smoke bomb.
but only about enchantments : the ONLY enchantments working atm for me is: Feytouch, Vorpal (MAYBE NOT SURE), terror (that one work MORE than expected) and lifedrinker. Im gwf.
And today i found that Tenebrous does 1% my life dmg, not with chance, all time, and steal me 1% too. Doing AOE without lifesteal i can die maybe hahah..