after this last patch i ran CR and here is what happend:
1. only 2 of us ran it everyone else was first time and had no clue. the OP was our healer.
2. the sisters were hard only that no one had a clue what they were supposed to do. Lots and lots and lots of death. average IL 18k
3. got past the sisters no glitches not overly difficult but the sister of rage is still doing over 100 million damage with one hit about 4 times during the battle.
4. got to the knight and he fought for awhile and then just stood there and did nothing. So we all just pounded on him. I was doing over 250k damage every encounter hit and my daily was doing 600k. it still took us over 15 minutes of contant beating on him to kill him. HE has WAY too much HP. The entire fight shows that the DEVs have absolutely no clue how to scale a dungeon.
5. after that we fought our way to the end boss. it was fun and hard and just a good charge.
6. We made it to Strahd. NO CRASH TO DESKTOP!!! whoohoo!!!! But All the AOE is instant death, (266417) Unavoidable Damage to you. Only the tank had More HP because since we are scaled I only have 169k HP but before i enter the dungeon I have 220k HP. So I HAVE to die in the beginning since the entire room is AOE. This kept going. anyone caught in a red spot was intant death and if the bats got to you you died even if you made it to the candle because the damage was over 250k. After awhile we had to abandon because it was just too much red-room everyone died. resurrect, red-room everyone died, etc. No mechanics no ability do dodge or protect as the OP was guarding us and giving us temp HP etc...we just didn't get enough HP to stop the unavoidble damage
what should change:
1. the sisters should not hit for over 100 million damage. thats just dumb. fix that please
2. the Knight need about half as much HP. 15 minutes of straight beating on a non moving boss should show you that you broke something your formula is horrible at best.
3. its no fun if there are no mechanics to follow nor any way to avoid instant death every 10 seconds or so. lower the AOe damage to half at least give us a chance to heal.
I hope the Devs actually care about this and not just ignore. Strahd has always been the highlight of D&D and the visuals and campaign are awesome. Why trash it because of your stubbornness to prove your scaling works even though actual statistics show your formulas and scaling are wrong?
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So much of the issues I see with the scaling and op and nerfing is like somebody got their feelings hurt the people playing were better than they were.
SMH
Wipe after wipe after wipe cuz the red dot AoEs destroy us before we ha a chance to do anything...
And we had to abandon...
Last night the second sister was ignoring the tank aggro completely, while the tank had no issue with the 1st one. Then second sister decided she wanted me really bad on my soulweaver, so I had to deal with stacks of vitae. I finally ran out of stamina and couldnt shadowslip any longer so i died died.
Needless to say the second sister really wanted me so bad she followed me at the campfire outside... While my team mates were fighting an other Sister inside.
So it seems that the sisters of Strahd are now 4. They had to kill the second one and third one inside while i was dealing with an other sister outside, then me and my new girlfriend finally entered the room so group could kill her.
I went back in with a good team all over 20k IL and with a paladin Sigil and a Fighter Sigil. The DR from Paladin Sigil did nothing nor did the Fighter Sigil against the AOE damage. We just got spammed to death. We had Strahd down to 30% and then the AOE hit with no safe spots in the room. intant death. we would raise and get hit again. That kept happening until we all died for good. AOE is just too much damage or it is too often.
Sword deals insane dmg to a boss that seems to have too little HP to stand it: sword doesnt have time to fill up AP with its attacks...So yeah...And if we stop attacking, we chain Ardor/Thirst/dopples phase and the AP doesnt increase either by hitting the air and not the boss.
Anyone finished it? xD
As a DC, having completed CR multiple times in Mod 15, I used to have a number of mitigating spells: Anointed Army (-25% HP), Divine Armor (50% temp HP), Astral Shield (-30% DR), Hallowed Ground (-30% DR), Divine Glow (-17.5%DR).
Now, I have a grand-total of TWO: Astral Shield (-10% DR) and Hallowed Ground (-10% DR), neither of which stops the one-shots from happening.
It's ridiculous.
Not sure how or where you tested it but there's an issue with DR increase and reducing dmg taken.
Shield of faith from Pally tooltip: Decrease dmg taken by 5%
OP sigil: 20% increased DR.
There's quite a big difference between increasing DR that is capped anyway, and decreasing the dmg taken. One wont work if party is capped with defense/DR and the other will multiply to DR. Much like Deflect does with Defense i believe.
Which is what makes OP sigil only good for heals while Shield of faith good for extra dmg reduction (above the cap).
Same for Hallowed ground: Dmg taken decreased by 10% is going over the cap, which makes it a dmg mitigation tool. Astral Shield is reducing the dmg taken, not adding DR like OP sigil.
You cant add any value to something capped.
Its same as a piece of gear providing you 5% crit chance in a given circumstance, you wont get 5% more if you have already reached 50% crit chance.
For Sigil of the Paladin you can go to the incoming heals section to see at what times it was healing you for, that's when it was activated. Then you go to incoming damage section and look at the effectiveness of the enemies' attacks, what you'll see, at least before last patch, was that it stayed at 50% or 25% if deflected. To calculate DR you have to know you deflect severity (50%) and if an attack was deflected, it's pretty simple and you can pretty much figure it out just looking at it.
For not deflected attacks without any source of Damage Reduction, it's even easier:
E is Effectiveness that shows in ACT which is actual damage / base damage, ACT also shows if the attack was deflected or not.
DI = 1 - E
So if the effectiveness was 50% for the incoming damage, your DI is 50%, which is the cap applied to DI from Defense.
Same thing with Negation and Shadowclad, they don't add any DI.
Barbarians Battlerage reduced incoming damage by 15%, but, it's post mitigated, so it is multiplied to DI like deflect. I tested this, it does work. While in Battlerage you the effectiveness of attacks is 42.5% while not deflect.
(1-0.5) * (1-0.15) = 0.425
or 42.5% effectiveness.
That does work, and so does Paladin's tab effect.
But These 3 items I tested do not add to DI. It should not be a post mitigated buff either, as the dev stated that we can reach an 80% DI with temporary buffs. **Janne's formula page
I hope that made some sense.
Because DR is calculated with defense and arpen from enemies according to Janne website. So lets say you're capped at 50% by your own defense, why would the Sigil OP give an other 20% DR if this value is capped already?
I was assuming "dmg taken reduce" as in Shield of Faith tooltip and Hallowed ground from example are the ways devs are talking about. Or the 3% dmg reduced pants or the 3% dmg reduced boots, those contribute to mitigation since they're not an additional DR but a dmg taken reduced. OP sigil and Negation are Damage Resistance %
No clue.