icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
I find that half the time I queue with Premades I face up with Premades, its especially noticible when you queue with 3+ players, however if you do solo queues, it seems the chance of facing other high end solo queue players' higher, at least the chance to face full premades is lesser
I've used and experimented with FT since mod4, and in those days I didn't recall seeing such drastic damage siphon effect as you guys claim (meaning: frankly I don't see that in mod6 either...), but if you guys can prove that it's that bad and back it up with objective evidence then yes, it should be fixed.
For starters, I'm currently aware that the damage debuffs work the same way as resists, and therefore a "20% damage debuff", for example, does not mean it reduces a 10,000 attack to 8,000, but would rather be calculated in the same way CC resist is, 1/1.2 x 10,000 = 8,300. This is the way how I understand it, so the net effect of damage debuffs are a lot less than it may seem up front... but I'm not sure if this is right.
Anyone know how damage debuffs work exactly?
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
I've used and experimented with FT since mod4, and in those days I didn't recall seeing such drastic damage siphon effect as you guys claim (meaning: frankly I don't see that in mod6 either...), but if you guys can prove that it's that bad and back it up with objective evidence then yes, it should be fixed.
For starters, I'm currently aware that the damage debuffs work the same way as resists, and therefore a "20% damage debuff", for example, does not mean it reduces a 10,000 attack to 8,000, but would rather be calculated in the same way CC resist is, 1/1.2 x 10,000 = 8,300. This is the way how I understand it, so the net effect of damage debuffs are a lot less than it may seem up front... but I'm not sure if this is right.
Anyone know how damage debuffs work exactly?
If the enchant is so innocent why not players dont chose the trans terror which reduce power and defence by 40% and maybe apply and a root? OR vorpal for high critical builds? ON a target with 18000 power the target loses 18% damage + some damage resist with terror.
If the enchant is so innocent why not players dont chose the trans terror which reduce power and defence by 40% and maybe apply and a root? OR vorpal for high critical builds? ON a target with 18000 power the target loses 18% damage + some damage resist with terror.
Mostly because both Transcendent Terror and Transcendent Vorpal are bugged, and some of the bonuses they provide actually turn into penalties, going by testing. Also, many people do use Terror, because it's bugged and the root procs more than it should, which makes it pretty broken in the hands of a GWF or TR.
I've only seen Feytouched bug out once, and that was against another Feytouched user where we both somehow ended up doing 0 damage against each other, and I suspect that had more to do with how some dots work than with the enchantment.
With a high crit build, I'd obviously prefer to use a trans Vorpal over a trans Feytouched, except that the Vorpal is bugged, so the net benefit of using one is actually close to nil. Make no mistake, Feytouched is a very strong enchantment, but it also benefits from not being bugged by comparison to the alternatives, and most of the remaining weapon enchantments simply being lame for the most part.
perfect vorpal or trans vorpal the severity is always same 50%
Feytouched is a multiplicative buff/debuff. i.e. a GF has a total of base 100% damage bonus (default for every class, per se) + up to something like 140% damage bonuses from things like ITF and VM, so a total of 240% damage bonus. Feytouched will give 240 * 0.18 = 43.2% damage boost when taking those things into consideration. Vice versa, feytouched vs GWF is a 43.2% damage debuff.
A bit of a weird way of looking at it, if you will (overall it's still an 18% damage bonus), but that 43.2% is a boost off the base damage.
Feytouched is WAI, but the effect with the 100% uptime is plain broken. It should be reduced back to 50% uptime like Bronzewood.
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icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
Feytouched must be bugged or you would not see everyone and their mom using it on maxed out toons, or it is way too OP and needs a nerf.lol
Feytouch is not bugged, its just good for certain build usually the healer class or toons with high life steal. cus debuffing your opponents dmg means u can survive for longer and heals or life steal means u can slowly drain ur opponent away, however if u r all out offensive high burst builds then vorpal is still king.
Feytouched must be bugged or you would not see everyone and their mom using it on maxed out toons, or it is way too OP and needs a nerf.lol
I'm not exactly saying it is not. I'm just wondering, "HOW SO?"
Yes, I'm aware of those cases in early mod6 when TFey somehow bugged out when applied at the same time with LostM set bonus, resulting in 6-digit damages happening, but I was under the impression that was fixed. Therefore, if people metion it is too powerful then it must be with how the "siphon" turns a 1:1 ratio power(damage) balance between two people into 0.82 : 1.18 ratio, resulting in a relative 36% difference in damage...
...but then what makes it confusing is that I also know for a fact that there's a bug with TFey that fails to reapply the siphon effect properly, so it debuffs the damage on the target, but the damage buff on you only applies initially in the first 20 seconds, and then after fails to reapply. So any fight that lasts over 20 seconds, the initial, 36% relative is turned into 18%.
Yes, 18% debuff on your damage is quite noticeable, but it's not exactly a figure that's decisive in any way IMO, hence I run with the game's most powerful damage-debuff build with the WK TR that stacks an additional 12% and 20% damage debuff respectively, on top of the effects of TFey, to help me survive the onslaught of near-BiS ~ Bis players with a TR that doesn't use LostM, doesn't use WoE, doesn't use SO, doesn't use SE, doesn't use Sabo.
So, I'd really like to know just how serious this is, or if this is just another boatload of 'impressions' without real basis. Yeah TFey is a powerful enchantment, I know. But is it really on the significant "broken" level of overpowered as -- for example -- Transcendent Elven Battle? To my own experience I don't think so, hence I'm asking for contrary observations or evidence to suggest if I'm wrong in this.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
Players use fey cause it synergize well with negation. The damage debuff at trascend is a 3 target AoE. Quite the debuff in a group fight.
Also, they use the trascend. No less. T.fey is the AIM.
And the reason is, as stated above, the 100% uptime effect.
As macjae said, terror is bugged. Got root in a 1v1 vs a GF, 3 times in 10s. It procs way more than every 30s.
It's strong, if i may add, on GF too.
GWFs use T.Fey more than terror, while imho terror is better on GF. Reason is, GF has block, which is enough to defend. GWF needs the aoe damage debuff on enemies way more in group fights.
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vinceent1Member, NW M9 PlaytestPosts: 1,264Arc User
GF block working terrible. its far from if you are not under CC, you press block and have block. on the other manys are so stupidly tanky thanks to many broken stuff. and then try to imagine HRs, which has too small damage at base killing negation, fey users. pure madness
In weapon slot Fey offers best survivality to dmg ratio, so it will obviously be desired by those who are not BIS and or dont have high base survivality on their own. On top of that, many other trans enchants is bugged, Terror and Vorpal incrase enemy defense (or dr in vorpal case). Trans Holy Avenger doesnt apply the DR (iirc)
Rest of the enchants is just outdated with very small effects that is very situational. For example, Trans Bilethorn is pretty broken on CW when used against OP tank together with Repel spam.
There's just not much to choose from when it comes to usefulness in pvp.
Assume u and your opponent do the same damage (100), feytouched will just make the biggest damage difference in all weapon enchants. That is to say 118 vs 82 more or less, so now u do 44% more damage than your opponent without calculating weapon damage increase.
Trans Terror is still the best for killing classes with high defense (too bad it's not working) the 40% Power debuff is also pretty strong against BIS geared toons, especially TR's, cause they're usually the ones who stack it.
Feytouch is not bugged, its just good for certain build usually the healer class or toons with high life steal. cus debuffing your opponents dmg means u can survive for longer and heals or life steal means u can slowly drain ur opponent away, however if u r all out offensive high burst builds then vorpal is still king.
Truth
"Transcendent Feytouched is bugged when it goes with interaction with lostmauth's vengeance on GWFs with stacks of destroyer."
"Feytouch is not bugged, its just good for certain build usually the healer class or toons with high life steal. cus debuffing your opponents dmg means u can survive for longer and heals or life steal means u can slowly drain ur opponent away, however if u r all out offensive high burst builds then vorpal is still king."
that´s contradictious, can´t be true in both cases so who is right? what does lolsetbonus show up when you lokk in your log?
Feytouch is NOT 100% uptime. IF you hit someone and taking even you hit with it's AoE power which is pure imbalance say, 3 people, and thereafter someone else arrives, HE won't get affected until the cooldown goes down. Problem with cooldown is that instantly ONCE someone is affected it GOES on cooldown, NOT after the effect expires, but this is actually WAI according to many Feylovers.
I've been in Dom map with a very good GWF player in Enemy Team but according to name and blame and shame policy I can't mention his name, and afterwards I checked ACT, his strongest Lostmauth's Vengeance hit was for 154k damage, was this supposed to be on critical .. the "hit for weapon damage" no, I second that.
This is occuring only because GWF gets buffed by Feytouched at least twice and as the fight goes on he builds stacks of destroyer and all in all these buffs at the end are generating this many damage, plus there is an error somewhere in equation that even then makes this hits utterly radiculous, man, we HAD tenacity in that fight, DR, Negations etc... Because how many buffs you would have to stack to change 2000 base weapon damage as an example into 154 thousands under these circumstances, it's not only this particularly clever GWF, there are more of them.
I would need to see this to believe it. Maybe pre-DR 154k but not NET numbers unless that player had no tenacity, and he had a GF nearby giving things like ITF and some other crazy buffs/debuff or maybe even a flat out bug...
Ive done countless tests and dom matches with my MAXED out GWF and while LOL is OP and I would be in favor of a nerf, I cant say I see procs over 20k in PVP... I do have hits with things like sure strike that crits and the crit + LOL have been close to 30k against an equal geared opponent. So do that 2x and your looking at 60k damage in at wills with full damage buffs up,.
PVE is a different story and you can get LOL procs that high. This is NOT normal by any means.
Currently LOL set is buffed and not just "weapon damage" and it should probably be changed so that its just pure weapon damage - or even just changing it so the proc itself doesnt crit (which right now it does) and this alone would be a nerf for PVE (a big one).
Id even be in favor of an ICD as well, but thats a different discussion.
Comments
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
I've used and experimented with FT since mod4, and in those days I didn't recall seeing such drastic damage siphon effect as you guys claim (meaning: frankly I don't see that in mod6 either...), but if you guys can prove that it's that bad and back it up with objective evidence then yes, it should be fixed.
For starters, I'm currently aware that the damage debuffs work the same way as resists, and therefore a "20% damage debuff", for example, does not mean it reduces a 10,000 attack to 8,000, but would rather be calculated in the same way CC resist is, 1/1.2 x 10,000 = 8,300. This is the way how I understand it, so the net effect of damage debuffs are a lot less than it may seem up front... but I'm not sure if this is right.
Anyone know how damage debuffs work exactly?
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
perfect vorpal or trans vorpal the severity is always same 50%
A bit of a weird way of looking at it, if you will (overall it's still an 18% damage bonus), but that 43.2% is a boost off the base damage.
Feytouched is WAI, but the effect with the 100% uptime is plain broken. It should be reduced back to 50% uptime like Bronzewood.
Feytouch is not bugged, its just good for certain build usually the healer class or toons with high life steal. cus debuffing your opponents dmg means u can survive for longer and heals or life steal means u can slowly drain ur opponent away, however if u r all out offensive high burst builds then vorpal is still king.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
I'm not exactly saying it is not. I'm just wondering, "HOW SO?"
Yes, I'm aware of those cases in early mod6 when TFey somehow bugged out when applied at the same time with LostM set bonus, resulting in 6-digit damages happening, but I was under the impression that was fixed. Therefore, if people metion it is too powerful then it must be with how the "siphon" turns a 1:1 ratio power(damage) balance between two people into 0.82 : 1.18 ratio, resulting in a relative 36% difference in damage...
...but then what makes it confusing is that I also know for a fact that there's a bug with TFey that fails to reapply the siphon effect properly, so it debuffs the damage on the target, but the damage buff on you only applies initially in the first 20 seconds, and then after fails to reapply. So any fight that lasts over 20 seconds, the initial, 36% relative is turned into 18%.
Yes, 18% debuff on your damage is quite noticeable, but it's not exactly a figure that's decisive in any way IMO, hence I run with the game's most powerful damage-debuff build with the WK TR that stacks an additional 12% and 20% damage debuff respectively, on top of the effects of TFey, to help me survive the onslaught of near-BiS ~ Bis players with a TR that doesn't use LostM, doesn't use WoE, doesn't use SO, doesn't use SE, doesn't use Sabo.
So, I'd really like to know just how serious this is, or if this is just another boatload of 'impressions' without real basis. Yeah TFey is a powerful enchantment, I know. But is it really on the significant "broken" level of overpowered as -- for example -- Transcendent Elven Battle? To my own experience I don't think so, hence I'm asking for contrary observations or evidence to suggest if I'm wrong in this.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Also, they use the trascend. No less. T.fey is the AIM.
And the reason is, as stated above, the 100% uptime effect.
As macjae said, terror is bugged. Got root in a 1v1 vs a GF, 3 times in 10s. It procs way more than every 30s.
It's strong, if i may add, on GF too.
GWFs use T.Fey more than terror, while imho terror is better on GF. Reason is, GF has block, which is enough to defend. GWF needs the aoe damage debuff on enemies way more in group fights.
Rest of the enchants is just outdated with very small effects that is very situational. For example, Trans Bilethorn is pretty broken on CW when used against OP tank together with Repel spam.
There's just not much to choose from when it comes to usefulness in pvp.
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"Feytouch is not bugged, its just good for certain build usually the healer class or toons with high life steal. cus debuffing your opponents dmg means u can survive for longer and heals or life steal means u can slowly drain ur opponent away, however if u r all out offensive high burst builds then vorpal is still king."
that´s contradictious, can´t be true in both cases
so who is right?
what does lolsetbonus show up when you lokk in your log?
Bronzewood should be 100% uptime as well.
Holy Avenger: the DR buff should have a MUCH higher uptime as well.
Frost: 100% uptime. Would make this pretty good actually.
Ive done countless tests and dom matches with my MAXED out GWF and while LOL is OP and I would be in favor of a nerf, I cant say I see procs over 20k in PVP... I do have hits with things like sure strike that crits and the crit + LOL have been close to 30k against an equal geared opponent. So do that 2x and your looking at 60k damage in at wills with full damage buffs up,.
PVE is a different story and you can get LOL procs that high. This is NOT normal by any means.
Currently LOL set is buffed and not just "weapon damage" and it should probably be changed so that its just pure weapon damage - or even just changing it so the proc itself doesnt crit (which right now it does) and this alone would be a nerf for PVE (a big one).
Id even be in favor of an ICD as well, but thats a different discussion.