The server has been updated with one change: There's now an item in the Wondrous Bazaar, in the Preview Only tab, that instantly unlocks the Tomb of the Nine Gods dungeon for players who have the required Total Item Level to enter.
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).
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.
It seens a fair bug Buff, since a full buffed gf or GWF can hit for 30M + in a few seconds..., why other classes cant scale like this as well?...
I've tested on live and preview on with the same circumstances on both servers:
With 140% efectiveness( 5% from Vicious Pursuit, 24% Wicked Reminder, 10% Sly flourish and 6% T. Terror Enchantment) SoD was doing an average of 2.4 - 2.6M on Live server and 3.5 - 3.8 dmg on Preview server, its a 32% dmg increase, it was on a test dummy and it was low health most of the time procing all dmg bonus from feats and orcus artifact set.., not an usual circumstance.
I called a friend DODC to buff/debuff (TI , PoD, BtS, HG, Righteus Feats and Sellsword), so we managed to achieve 200% effectiveness + insane buffs , then BOOM! 12M on SoD! (again.. it was at 1% health so i benefit from all the stuff that increases my dmg based on how low is the target health.. not an usuall circumstance). idk why i didnt tested it on live server for comparative numbers, but its probably 40~~50 % more dmg compared to live server.
SoD actually represents 20~40% of TRs dmg (on single target, its to hard to proc on mob phases but its not an inssue..) so buffing 20~40% of our dmg for 50% doesnt mean a full 50% dmg increase... its arround 10~~ 20% more total dmg on single target (idk if its right, so tell me if its not :P ).
IMO its pretty fair and gives some room for TRs scales like the Big Fighters, and shouldnt be reverted till the devs find another way to balance the DPS classes in PVE.
P.S.: Im not a native speaker.. sorry for bad engish
Mara Canà - Trickster Rogue 15k - Strawberry Yakuza
The server has been updated with one change: There's now an item in the Wondrous Bazaar, in the Preview Only tab, that instantly unlocks the Tomb of the Nine Gods dungeon for players who have the required Total Item Level to enter.
I've gotten the new token, but I can't seem to figure out how to make it work.
EDIT: never mind. It only unlocks the dungeon, contrary to what the tooltip says. I'm queued if anyone wants to give it a look.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
yea naw this having to have 3-5 legendary companions to be BIS is a load of BIS, don't make it like that, you will wind up giving to many buffs/stats maybe you guys don't play the game enough to look at what people do to get plenty of stats in this game lol so there is defintly no need to give additional bonuses from more then 1 companion, which should remain as the summoned companion nothing more, keep the others as active bonus, its working fine it doesn't need to be tampered with or updated to suit the needs of P2W or cry babies who think they aren't getting plenty enough damage as is, lol I don't know what yall thinking but there is such a thing as to much and to much can ruin this game, so just stop messing with companions and trying to make it that way, sure make the armor pen work on companions and then leave it at that don't do anything else to companions after you get armor pen working we don't need more problems and more glitches and more over powered people when they are plenty well overpowered enough as is lol so making that change wouldn't make much sense at all
the first will give 16, 2nd, 8, 3rd, 4, 4th 2, 5th 1% just no ugh stick with mount bonuses, don't need more bonuses from companions lol makes no sense and would be way to over powered, and just make it that much more of a AD sink and you probly wind up making a lot of players mad and they will leave because your litterlly moving BiS way to far out for even most players unless they already have 5 legendary companions lol so please stop catering to those guys and cater to your customer who have been here long enough to know better lol
all your trying to do is create a massive AD sink especially if the stats from the other 4 companions aren't boosting the stats of the primary summoned companion all its doing is just boosting the summoned companion in general which is in simple terms a AD sink, so kind of lame to waste time in that manner if your not going to make it work 100%, meaning stats from all 4 non summoned companions boosting the stats of the summoned companion, total waste of your time and mine if your trying to make companions some sort of new BiS system when it should be called new AD sink system..
Like I can boost a companions dmg by 90% as is with what you guys got in the game lol and get plenty of stats from Bondings, so there is no absolute need to change how companions work besides fixing their armor pen........
currently 1 legendary companion with 3 r12 bondings = 300% so if you think BiS needs more then 300% you need to accutally come play the game more, say like play the game 8-10 hours a day and get more knowledge about whats acccutally going on in your game or pay some people to accutally sit there and play all day and give real information not biased information about how well people already perform at BiS in the current state of the game before making such a change, yea more then 300% from active summoned lol come on get real no one needs more then that.....
And before even attempting to make this type of change you need to seriously go back and fix every bug in the game, make sure you don't have anything overpowered already as is, fix any glitches/bugs make sure they are fixed, then come next mod maybe try to attempt this again, but until then no one has any excuse for not going back fixing all broken/bugged/glitches/ overpowered mess, but instead you would rather make them more overpowered lol makes no sense what so ever to do such a thing when we have suffered for many years with bugs that are still present even from the beginning of the game so you got 4 year old bugs out here that still haven't been corrected lol what gives............ so yea no one needs more dmg or power then what they have, if you think they do lmao you thought seriously wrong.....
needs to fix the resistance ignore of companions, companions immune to pulls and spreads, seeing flying pets fall of the tomb of the nine gods last boss platform, when they have wings is stupid, if they cant give us flying mounts at least give pets flying ground
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
edited July 2017
@terramak i know it's the "silence" time before a module but can't you open a little exception and explain what this quote was about?:
@defiantone99 striker's base arm pen does increase their RI, the 455 will result in around 3% RI.
That is not what my tests have shown. On Live and Preview, blue Yeti, legendary Fire Archon, and epic Shadow Demon vs. SOMI Skeletal Giant ALL show a 55% mitigation reading with and without Loyal Gear. Calculators do not lie. So....
Correct, not even the base is working, just checked.
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EDIT: never mind. It only unlocks the dungeon, contrary to what the tooltip says. I'm queued if anyone wants to give it a look.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Character: Vendetta
From what i can tell, the little arm pen contributed to companion RI was removed, only the base counts now.