test content
What is the Arc Client?
Install Arc

Is Negation enchant being Nerfed?

kabose101kabose101 Member Posts: 28 Arc User
I've been hearing people saying that the negation enchant is going to be nerfed and I've notice the price dropping. Was saving my GMOPS to buy one but now I'm not so sure. Anyone know if there is any truth to this? Also I just want peoples opinions on weather negation is op enough to warrant a fix? Even though I don't have one I like them because it makes fights last longer making them feel more intense, that's just me though. Any feedback would be greatly appreciated :smile:

Comments

  • This content has been removed.
  • kabose101kabose101 Member Posts: 28 Arc User
    Oh okay, could you please link the patch notes? I'm trying to find it but I'm slightly spastic :neutral: also thanks alot for the feedback
  • vyperdrivevyperdrive Member Posts: 56 Arc User
    I think this is the notes referred to.
  • This content has been removed.
  • kabose101kabose101 Member Posts: 28 Arc User
    Oh kewl, thanks for the Link Vyper.
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    This will be my second time through a new Mod. It seems they can never just add new territory and content without mucking things up a bit. I'm still getting over Mod 6.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    Just to be clear about what is changing (and this will be fully patch noted when M7 goes live): armor penetration now looks at the total damage resistance of the target, instead of looking at their innate resistance, which only included things like equipment and passives.

    This means it affects short term buffs like negation, like lunging strike, etc. If your opponent's armor penetration exceeded the entirety of your innate damage resistance before this change, you will lose a percentage of value from negation equal to the amount of resistance they now penetrate. The higher your base damage resistance, the less likely this change will have any impact.

    Here's a breakdown:
    • No Loss: If your innate damage resistance without negation is 12% and your opponent's armor penetration is 12%, you lose nothing of the up to 30% damage resistance a perfect negation enchantment would give you.
    • Loss: If your innate damage resistance without negation is 12% and your opponent's armor penetration is 18%, you lose 6% of the 30% damage resistance a perfect negation enchantment would give you.

    Hopefully this information can help you evaluate whether or not there is any loss for you as an individual in this change. As a final note, as mentioned in the preview patch notes thread, the issue with transcendent and pure negation enchantments where the additional bonuses of recovery and incoming healing were not having any effect has been fixed for Module 7.
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    asterdahl wrote: »
    Just to be clear about what is changing (and this will be fully patch noted when M7 goes live): armor penetration now looks at the total damage resistance of the target, instead of looking at their innate resistance, which only included things like equipment and passives.

    Thank you for the explanation, that helps a lot.
  • kabose101kabose101 Member Posts: 28 Arc User
    Thanks asterdahl, that makes thing crystal clear. 10/10 mate , cheers
  • ayrouxayroux Member Posts: 4,271 Arc User
    asterdahl wrote: »
    Just to be clear about what is changing (and this will be fully patch noted when M7 goes live): armor penetration now looks at the total damage resistance of the target, instead of looking at their innate resistance, which only included things like equipment and passives.

    This means it affects short term buffs like negation, like lunging strike, etc. If your opponent's armor penetration exceeded the entirety of your innate damage resistance before this change, you will lose a percentage of value from negation equal to the amount of resistance they now penetrate. The higher your base damage resistance, the less likely this change will have any impact.
    Thanks for the explanation! Anychance we can get the formula posted? GMC has posted the formula other places and it would be nice to know what all ARP can net out now. So if a class has 60% Dr + 30% negation for 90% total, (capped at 80% in game) but the player has NET (in pvp) 25% ARP. He would bring his net damage down to 90-25 = 65% DR remaining? Versus PRIOR it was 60%-25% = 35% DR then that number * .7 (due to 30% negation on its own layer) correct?

    What about things like DC Astral Shield?

    It seems this enchant is FAR too good IMO. Id suggest either adding a "downtime" on the enchant, OR potentially reducing the Perfect + DR down to 20%.

    So:

    Lesser Negation: 1% DR for 6 seconds, stacks 10 times (if it only lasts 6 seconds seems like youll never get to 10?). This should be CHANGED to: 1% DR for 10 seconds, stacks 6 times. (Total 6% DR)

    Negation: CHANGED to - 1% DR for 10 seconds, stacks 10 times. (total 10% DR).

    Greater Negation: CHANGED to - 1.5% DR for 10 seconds. Stacks 10 times. (total 15% DR).

    Perfect Negation: CHANGED to - 2% DR for 10 seconds. stacks 10 times. (total 20% DR).

    Pure: Same as is: 2% DR 10 seconds 10 times + Inc healing.

    Trans: Same 2% DR 10 seconds 10 times + Inc healing + Recov.

    asterdahl wrote: »
    Hopefully this information can help you evaluate whether or not there is any loss for you as an individual in this change. As a final note, as mentioned in the preview patch notes thread, the issue with transcendent and pure negation enchantments where the additional bonuses of recovery and incoming healing were not having any effect has been fixed for Module 7.

    THANKS!
  • This content has been removed.
  • niadanniadan Member Posts: 1,635 Arc User
    teribad15 wrote: »
    New ArP still doesnt ignore CW shield dr.

    And thank the Gods for that.

  • eyceaethereyceaether Member Posts: 146 Arc User
    It really doesn't need to ignore CW shield DR. You can hit the CW with a low damage quick firing skill, wait for shield to pop once, then hit them again, and wait for it to pop again. Otherwise CW's just die before they can even react.
  • This content has been removed.
  • This content has been removed.
  • This content has been removed.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,423 Arc User
    mattock13 wrote: »
    On a side note, has anyone put together anything detailing the armor penetration levels of different PvE enemies?

    Yes.

    http://www.arcgames.com/en/forums#/discussion/1194234/regarding-to-the-arpen-needed-in-the-campaign-maps
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    He means how much resistance ignored enemies are using against the players. I'm not aware that anyone has worked on tabulating that information.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • This content has been removed.
  • This content has been removed.
  • jugger71jugger71 Member, NW M9 Playtest Posts: 252 Arc User
    As I have been trying to explain, this will have little to no effect on OPs.
  • This content has been removed.
Sign In or Register to comment.