Combat and Powers Piercing damage will now be able to benefit from damage vulnerability debuffs on the target (such as the Lantern of Revelation debuff).
Some sources of damage are now double dipping on debuffs as a result of this:
Piercing Blades (HR feat)
and on live, these 2 SW powers currently double dip on debuffs:
Non native speaker here so if you or anyone here can tell me what "double dip" means that would be high appreciated. Perhaps it means "double benefitting"? If that's the case, at least for SW, what you reported as a bug should be kept, that class has been overnerfed and even though it does respectable dps it simply is quite behind the rest so from a balance perspective that is not good. If some classes get most of their dps out of massive base damage/self-buffing/lulz multiproccing with certain enchantments then the Scourge Warlock should by all means have its own "thing" as well that boosts its dps in a way that can put closer to other classes so what you pointed out, if it I'm understanding well, sounds like a nice buff, it wouldn't be that bad as it would be necessary to depend on other classes to depend from it.
When you guys fixed TC in mod 10.5 but didn't compensate for it (SW doing top dps depending heavily on TC and with no alternative to match that perfomance) you massively nerfed SW damage, that class needs some tweaks to be more in line with the other dps ones. Imo creeping death takes way way too long to deal all its damage, reworking it would be taking a step on the right direction. Encounter cooldowns and casting times are outrageously high and slow as well + dot powers take way too much time to deal full damage, powers should have less ticks with more damage each.
@jaime4312#3760 what it means is that debuffs are applied to it twice.
For example, say you have a base hit of 100, then a 300% effectiveness debuff:
Looking at Shadow of Demise in the current system:
Final Damage = 100*3+0.5*100*3 = 300+150 = 450.
In the new system:
Final Damage = 100*3+0.5*100*3*3 = 300+450 = 750.
In effect, the Shadow of Demise tick did more damage than the initial hit. This will only happen in some circumstances however, not all. (In the case of SoD when debuff effectiveness>200%)
And yeah, SW doesn't really need this fixed, but for the sake of making the report complete I included it since they are doing the same thing.
Combat and Powers Piercing damage will now be able to benefit from damage vulnerability debuffs on the target (such as the Lantern of Revelation debuff).
Some sources of damage are now double dipping on debuffs as a result of this:
Piercing Blades (HR feat)
and on live, these 2 SW powers currently double dip on debuffs:
Non native speaker here so if you or anyone here can tell me what "double dip" means that would be high appreciated. Perhaps it means "double benefitting"? If that's the case, at least for SW, what you reported as a bug should be kept, that class has been overnerfed and even though it does respectable dps it simply is quite behind the rest so from a balance perspective that is not good. If some classes get most of their dps out of massive base damage/self-buffing/lulz multiproccing with certain enchantments then the Scourge Warlock should by all means have its own "thing" as well that boosts its dps in a way that can put closer to other classes so what you pointed out, if it I'm understanding well, sounds like a nice buff, it wouldn't be that bad as it would be necessary to depend on other classes to depend from it.
When you guys fixed TC in mod 10.5 but didn't compensate for it (SW doing top dps depending heavily on TC and with no alternative to match that perfomance) you massively nerfed SW damage, that class needs some tweaks to be more in line with the other dps ones. Imo creeping death takes way way too long to deal all its damage, reworking it would be taking a step on the right direction. Encounter cooldowns and casting times are outrageously high and slow as well + dot powers take way too much time to deal full damage, powers should have less ticks with more damage each.
@jaime4312#3760 what it means is that debuffs are applied to it twice.
For example, say you have a base hit of 100, then a 300% effectiveness debuff:
Looking at Shadow of Demise in the current system:
Final Damage = 100*3+0.5*100*3 = 300+150 = 450.
In the new system:
Final Damage = 100*3+0.5*100*3*3 = 300+450 = 750.
In effect, the Shadow of Demise tick did more damage than the initial hit. This will only happen in some circumstances however, not all. (In the case of SoD when debuff effectiveness>200%)
If you consider the current state of the game, both executioner TR and fury SW in general have the problem of not benefitting much from their capstones as either mobs die so fast or dps speeds up boss fight phases to the point the can't get much damage done, this holds true especially for SW as it gets dots out of dots o.O and even then, some powers don't even proc creeping dead properly (Brood of Hadar just out of the first hit) or at all (Gates of Hell)
In my opinion what you have reported should be kept the way it is for TR and SW (HR deals massive damage already) at least while they get (tm) a class balance, as it stands they do good dps but they're quite behind the other classes. See my previous post for example, encounter cooldowns and casting speed are a joke for SW. KF gets at max capacity when enemies are almost dead o.O most classes can hit with their most powerful skills at max capacity from the start or shortly afterwards, that's a serious balance issue right there.
basicly TR and HR get old SW MF. So they will be able to 1 hit everything in the game
if u understood it right
Are you sure in this case MF would hit for 200 million again? @thefabricant himself stated SW doesn't need that fixed so I guess it wouldn't buff its dps to MF levels and rather to something closer to other dps classes.
Either way, even though TR and SW can do good damage they need a rework.
It isn't any news that after some fixes and nerfs SW dps is respectable but is quite behind that of other classes. Thanks for your suggestions, I know those things you suggested, I disagree on using dreadteft though, at least for a dps loadout in most (if not all, I never use it) situations.
@thefabricant please can you tell me more or less (assuming the player runs with a group that can have a good uptime with debuffs) how much TR and SW dps would increase if the double dip thing with debuffs is kept? I know is not wai but it could be kept until (if they ever) devs take a look at those 2 clases and do something positive to them.
My first impression was that sod was doublescaling with both buffs and debuffs which whould have lead to hits in the billions prolly. But sharp cleared that up. Its only scaling twice with debuffs. Still OP but not MF lvl.
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
@jaime4312#3760 I can't really answer that question. In any situation where the enemy dies before sod procs, it won't boost the trs dps at all. In any group where there are very few debuffs, it also makes very little difference. This means the change will be limited to stuff like fbi or msp in terms of effectiveness. At the absolute top end on live, you will once in a blue moon see a sod hit for 40M, with effectiveness in excess of 300%, those hits would, post the change, likely be in excess of 90M (if you accounting for the changes to debuffs as well.) However, I think hits of that magnitude don't mean much since in order to hit a sod that high, you need to remove so much boss hp without it that sod ends up removing just the bare fraction of hp the enemy still has remaining. So basically, a sod hit like that is for epeen boasting and not much else.
I am not sure if the change will actually have any significant impact or not, however it is still a bug and imo, when tr does eventually get rebalanced, stuff like this needs to be off the table so it is balanced excluding bugs. A class should not be balanced based on bugs.
No fixes to the treasure maps? They still only give worthless RD items.
Yes, please put useful things in these maps like we got for mod 10. Things I would love to see in maps: RP (like Blood Ruby), Marks (Greater?), Hunt Trophies, Seals (Protector?), or Rank 7+ enchants. If you can look on the auction house and see that the item you are putting in these map chests is worth less than 1-2k AD, nobody will want to run them. SOMI maps were worth 2-30k AD each, and on average could easily net you over 10k. These were worth the time. Mod 11 maps (even including the chance at Arcane Magical Writings) and what is currently in mod 12 maps is not even worth picking up the map.
> @tom#6998 said: > @jaime4312#3760 > > basicly TR and HR get old SW MF. So they will be able to 1 hit everything in the game > > if u understood it right
makes you laugh as if the hr needs anymore buffs, they need to fire the stuff they use to balance this game
are they changing IL at all. Mine dropped about 200 on preview?
No, you just need a guild, for guilds boons.
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE May the Torm of Understanding guide us!
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arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
@terramak trade bar shop alliance blue gear the same price as epic elven gear, something is wrong there, maybe put elemental version of the gear (alliance and elven) for that price,
trade bar shop alliance blue gear the same price as epic elven gear, something is wrong there, maybe put elemental version of the gear (alliance and elven) for that price,
These should not be made available for tradebars; it's absolutely bullhamster because the only reason anyone would want them is for transmutes.
They should update the Maze Engine campaign store with them as unlocks, which is actually an appropriate way to make outdated gear available for appearances and would nominally fulfill a largely unkept promise that new items would occasionally be made available. This shouldn't even be debated.
trade bar shop alliance blue gear the same price as epic elven gear, something is wrong there, maybe put elemental version of the gear (alliance and elven) for that price,
These should not be made available for tradebars; it's absolutely bullhamster because the only reason anyone would want them is for transmutes.
They should update the Maze Engine campaign store with them as unlocks, which is actually an appropriate way to make outdated gear available for appearances and would nominally fulfill a largely unkept promise that new items would occasionally be made available. This shouldn't even be debated.
If they included mod 5 gear and the old pvp armor in that vendor too that would BE SICK.
Find me in game if you want and send me a domination/ gaunt invite. If you are good and im not busy ill play with you. Im not an elitist ill play with almost anyone.
Comments
For example, say you have a base hit of 100, then a 300% effectiveness debuff:
Looking at Shadow of Demise in the current system:
Final Damage = 100*3+0.5*100*3 = 300+150 = 450.
In the new system:
Final Damage = 100*3+0.5*100*3*3 = 300+450 = 750.
In effect, the Shadow of Demise tick did more damage than the initial hit. This will only happen in some circumstances however, not all. (In the case of SoD when debuff effectiveness>200%)
And yeah, SW doesn't really need this fixed, but for the sake of making the report complete I included it since they are doing the same thing.
basicly TR and HR get old SW MF. So they will be able to 1 hit everything in the game
if u understood it right
Thank you very much for the answer.
If you consider the current state of the game, both executioner TR and fury SW in general have the problem of not benefitting much from their capstones as either mobs die so fast or dps speeds up boss fight phases to the point the can't get much damage done, this holds true especially for SW as it gets dots out of dots o.O and even then, some powers don't even proc creeping dead properly (Brood of Hadar just out of the first hit) or at all (Gates of Hell)
In my opinion what you have reported should be kept the way it is for TR and SW (HR deals massive damage already) at least while they get (tm) a class balance, as it stands they do good dps but they're quite behind the other classes. See my previous post for example, encounter cooldowns and casting speed are a joke for SW. KF gets at max capacity when enemies are almost dead o.O most classes can hit with their most powerful skills at max capacity from the start or shortly afterwards, that's a serious balance issue right there.
Either way, even though TR and SW can do good damage they need a rework.
@doublea2015
It isn't any news that after some fixes and nerfs SW dps is respectable but is quite behind that of other classes. Thanks for your suggestions, I know those things you suggested, I disagree on using dreadteft though, at least for a dps loadout in most (if not all, I never use it) situations.
@thefabricant please can you tell me more or less (assuming the player runs with a group that can have a good uptime with debuffs) how much TR and SW dps would increase if the double dip thing with debuffs is kept? I know is not wai but it could be kept until (if they ever) devs take a look at those 2 clases and do something positive to them.
Signature [WIP] - tyvm John
My first impression was that sod was doublescaling with both buffs and debuffs which whould have lead to hits in the billions prolly. But sharp cleared that up. Its only scaling twice with debuffs. Still OP but not MF lvl.
I am not sure if the change will actually have any significant impact or not, however it is still a bug and imo, when tr does eventually get rebalanced, stuff like this needs to be off the table so it is balanced excluding bugs. A class should not be balanced based on bugs.
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
May the Torm of Understanding guide us!
Signature [WIP] - tyvm John
> @terramak @rgutscheradev
>
>
> https://forum.arcgames.com/neverwinter/discussion/1232367/transcendent-feytouch
>
> can we have these bugs affecting transcendent feytouch fixed please?
what bugs are they please?
> @jaime4312#3760
>
> basicly TR and HR get old SW MF. So they will be able to 1 hit everything in the game
>
> if u understood it right
makes you laugh as if the hr needs anymore buffs, they need to fire the stuff they use to balance this game
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
May the Torm of Understanding guide us!
Signature [WIP] - tyvm John
They should update the Maze Engine campaign store with them as unlocks, which is actually an appropriate way to make outdated gear available for appearances and would nominally fulfill a largely unkept promise that new items would occasionally be made available. This shouldn't even be debated.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
May the Torm of Understanding guide us!