Do mark of the "Class" ward/slayer stacks? It I put for example 2 TR slayer marks do I get 10% dmg against TRs ? Or shall I put two types of slayers instead (one against TRs and one against HRs)
I'd been wanting to know that too. Awesome that they don't stack! Which would have been positively disastrous.
While in the spirit of hijacking your thread, a follow up question about AP and Stamina drain mark tooltips which read: the effect of X Mark is X% effective. Consider a Stamina Mark Rank 1 that drains 10% stamina against a Stamina Ward Rank 1 that makes the effects of the mark 10% less.
I'd been wanting to know that too. Awesome that they don't stack! Which would have been positively disastrous.
While in the spirit of hijacking your thread, a follow up question about AP and Stamina drain mark tooltips which read: the effect of X Mark is X% effective. Consider a Stamina Mark Rank 1 that drains 10% stamina against a Stamina Ward Rank 1 that makes the effects of the mark 10% less.
Is this additive or multiplicative?
My guess, additive. [10% drain mark] vs. [-10% ward] = 0
It only makes sense this way, because reducing the 10% stamina drain per attack to 9% (multiplicative) isn't going to do jackchit. I mean, practically speaking, if this stamina drain isn't totally negated by the ward, then I can practically perma-DF any target with my TR build. The guy is dazed, slowed, hit with DF flurries down to 0% stamina, can't teleport, dodge, shift, sprint, slip away, raise shield, no nothin', and just get beat up on and on and on and on with endless shots of my DF.
The irony is disastrous. Countless times I've been asking for more types of special buffs/debuffs be added in the game... but my suggestion was to add it in careful increments so that it gives special utility to those builds/classes considered weak in the world of PvP -- NOT BLOODY PROLIFERATE IT FREELY TO EVERYONE IN THE GAME TO ABUSE in the manner implied in SH.
It HAS to be additive. Otherwise... lol... a single casting of DoT powers drain everyone around, the SWs will neuter defensive capabilities of EVERYTHING in its line of sight with a swirl of Dreadtheft... GWF with Spinning Strikes depowering everything in its path... it's going to be crazy.
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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icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
edited September 2015
i am 90% sure everyone is gonna slot a stamina drain and another as stamina ward... cus most classes without stamina is pretty much just a punchbag...
this enchantment is too overpoweres imo, i think 1.5% for rank 1 and 3% for rank 2 stamina drain is more like it...
i am 90% sure everyone is gonna slot a stamina drain and another as stamina ward... cus most classes without stamina is pretty much just a punchbag...
this enchantment is too overpoweres imo, i think 1.5% for rank 1 and 3% for rank 2 stamina drain is more like it...
I think I'd rather slot AP-W and Stam-W, and be just free of worrying about my AP and stamina being damaged. IMO everyone's gonna be slotting Stam-W anyway if Stam-drain is really that powerful, so basically, in the long run Stam-W will become a "mandatory insurance" that will be so widely spread, that using stam-drain in the first place would be pointless since everybody mandatorily needs protection against it.
In that case, no point in using Stam-drain when everyone is already immune against it. I'd rather use two "insurances" for AP and Stam, then.
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.'
0
icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
valid point and this is just gonna make bigger guilds stronger as they would probably gain access to rank 2 stamina and action point enchantments sooner. Assuming each hit actually takes 10-20% stamima away, smaller guilds without the wards would only suffer even more from the enchantment, I wish they would revise the impact it would cause and make adjustments to it carefully...
valid point and this is just gonna make bigger guilds stronger as they would probably gain access to rank 2 stamina and action point enchantments sooner. Assuming each hit actually takes 10-20% stamima away, smaller guilds without the wards would only suffer even more from the enchantment, I wish they would revise the impact it would cause and make adjustments to it carefully...
Kudos to you for highlighting the plight of smaller guilds.
The siege PVP will be testament to the gap between bigger and more established guilds (those who are or close to GH6 by now) vs the smaller guilds as the difference in availability to gears, overload marks, boons become evident.
Interesting to see how this turns out but I'm bracing myself for more QQ in the forum once that happens.
Perhaps some bigger guilds are kind enough to have "Open House" Day to allow other players access to their shops and bath in their beautifully decorated SH for a day... Who knows...
Comments
While in the spirit of hijacking your thread, a follow up question about AP and Stamina drain mark tooltips which read: the effect of X Mark is X% effective. Consider a Stamina Mark Rank 1 that drains 10% stamina against a Stamina Ward Rank 1 that makes the effects of the mark 10% less.
Is this additive or multiplicative?
It only makes sense this way, because reducing the 10% stamina drain per attack to 9% (multiplicative) isn't going to do jackchit. I mean, practically speaking, if this stamina drain isn't totally negated by the ward, then I can practically perma-DF any target with my TR build. The guy is dazed, slowed, hit with DF flurries down to 0% stamina, can't teleport, dodge, shift, sprint, slip away, raise shield, no nothin', and just get beat up on and on and on and on with endless shots of my DF.
The irony is disastrous. Countless times I've been asking for more types of special buffs/debuffs be added in the game... but my suggestion was to add it in careful increments so that it gives special utility to those builds/classes considered weak in the world of PvP -- NOT BLOODY PROLIFERATE IT FREELY TO EVERYONE IN THE GAME TO ABUSE in the manner implied in SH.
It HAS to be additive. Otherwise... lol... a single casting of DoT powers drain everyone around, the SWs will neuter defensive capabilities of EVERYTHING in its line of sight with a swirl of Dreadtheft... GWF with Spinning Strikes depowering everything in its path... it's going to be crazy.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
this enchantment is too overpoweres imo, i think 1.5% for rank 1 and 3% for rank 2 stamina drain is more like it...
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
In that case, no point in using Stam-drain when everyone is already immune against it. I'd rather use two "insurances" for AP and Stam, then.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
The siege PVP will be testament to the gap between bigger and more established guilds (those who are or close to GH6 by now) vs the smaller guilds as the difference in availability to gears, overload marks, boons become evident.
Interesting to see how this turns out but I'm bracing myself for more QQ in the forum once that happens.
Perhaps some bigger guilds are kind enough to have "Open House" Day to allow other players access to their shops and bath in their beautifully decorated SH for a day... Who knows...