Let me put it this way for you. With a 30k LB, Shadow of Demise will do 50% more damage for the TR. My point is, it's the same as taking 30k + 15k damage immediately, hence 45k in one hit, or taking 30k damage immediately, then 15k after 6 seconds. They're both the same thing realistically.
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Yes and I agree to this. Like I said, IF the DEVs were superb at balance AND coding then the mechanic would work just fine. The REAL issue with SoD is they are not good at either.
As you mentioned "must be a bug then" for GF guard, also the multiproc issue clearly not WAI. Those are TWO obvious issues.
Then when you look at the damage LB+SOD does, as you said its the "same" well that means you have a guaranteed 45k+ Crit with LB. Thats more than enough to 1 shot most classes.
Its not uncommon to have LB hit my GWF - who has about 55% DR unbuffed out of unstoppable AND 25% tenacity. The "Base" LB will show a crit for somewhere in the 60k+ range with about 30kish AFTER DR. Its WAY too high.
So MY solution, instead of having to recode all these broken issues, instead of having to find the sweet spot with balance, if ALL they did was change all piercing damage (or attacks that ignore DR) the game would actually BE balanced and you wouldnt have to worry about re-coding anything.
As you simplified this so will I: THIS solution is the SAME as them 'nerfing' the damage of SoD down to ~ 35% instead of 50% AND fixing the coding issues.
My solution tho, takes MUCH less involvement from DEVs (since we ALL know they arent going to fix double procs or coding anytime soon) I mean they took a YEAR to fix ARP not working on CWs.
So rather than asking for a "balance" and them to fix coding issues, I am merely saying the values would work out alright removing it as piercing.
Same goes for SE which can crit for 30k+ on a full HP target. Thats FAR too much. Same goes for Shadowy Opporunity - this HITS targets for 2.5k PLUS your normal hit.
Want to deal 10k? Throw COS daggers. Did that take skill? But people complained about takedown critting for 12k....
If you fixed ALL these issues:
1) LB would still crit for 30k+ But then SoD would try and proc for 15k, but then get mitigated down to like 7k. Thats much more reasonable.
2) Shadowy Opp - hits for 2.5k on its proc. DR that down and it would be like 1700 dmg. Much more reasonable.
3) SE - Normally crits for 30k+ would be netted down to about 15-20k.
4) Combat HRs would then wreck TRs so nerfing their Piercing blade to respect DR would need to be added as well.
This still wont fix the double proc issue on SoD however THIS would bring things MUCH closer to balance - instead of them nerfing base values.
The other issue I would like addressed as well is the fact that TRs can ignore ARP and crit.
So I think the change for Crit should be that Stealth DOUBLES your crit chance. Meaning if you only have 30% crit, stealthing gives you 60%. This means it really benefits TRs that stack crit more.
50% = 100% crit chance (so same as it is today).
I also think something like "Exposed Weakness" would do something like:
- Whenever entering stealth you attack with an additional 50% OF your armor penetration.
So that means if you have 25% ARP, you gain an additional 12.5%. If you have 30% you gain an extra 15%. it would be a small nerf there as well that would help bring damage values back down to proper ragne.
Shadow of demise is back to being bugged it seems. It's double procing. Thought that was exactly what they fixed a long time ago or perhaps it was the fact it was ignoring armor. Looks like from the combat log that is in game it's doing both though.
So just a follow-up here is this is different, but not. Shadow is still double procing it seems, but looking at the combat log it's resistable now whereas the other day when I posted the above it wasn't. I'm trying to wrap my head around this, but not getting it. Any ideas?
Comments
Yes and I agree to this. Like I said, IF the DEVs were superb at balance AND coding then the mechanic would work just fine. The REAL issue with SoD is they are not good at either.
As you mentioned "must be a bug then" for GF guard, also the multiproc issue clearly not WAI. Those are TWO obvious issues.
Then when you look at the damage LB+SOD does, as you said its the "same" well that means you have a guaranteed 45k+ Crit with LB. Thats more than enough to 1 shot most classes.
Its not uncommon to have LB hit my GWF - who has about 55% DR unbuffed out of unstoppable AND 25% tenacity. The "Base" LB will show a crit for somewhere in the 60k+ range with about 30kish AFTER DR. Its WAY too high.
So MY solution, instead of having to recode all these broken issues, instead of having to find the sweet spot with balance, if ALL they did was change all piercing damage (or attacks that ignore DR) the game would actually BE balanced and you wouldnt have to worry about re-coding anything.
As you simplified this so will I: THIS solution is the SAME as them 'nerfing' the damage of SoD down to ~ 35% instead of 50% AND fixing the coding issues.
My solution tho, takes MUCH less involvement from DEVs (since we ALL know they arent going to fix double procs or coding anytime soon) I mean they took a YEAR to fix ARP not working on CWs.
So rather than asking for a "balance" and them to fix coding issues, I am merely saying the values would work out alright removing it as piercing.
Same goes for SE which can crit for 30k+ on a full HP target. Thats FAR too much. Same goes for Shadowy Opporunity - this HITS targets for 2.5k PLUS your normal hit.
Want to deal 10k? Throw COS daggers. Did that take skill? But people complained about takedown critting for 12k....
If you fixed ALL these issues:
1) LB would still crit for 30k+ But then SoD would try and proc for 15k, but then get mitigated down to like 7k. Thats much more reasonable.
2) Shadowy Opp - hits for 2.5k on its proc. DR that down and it would be like 1700 dmg. Much more reasonable.
3) SE - Normally crits for 30k+ would be netted down to about 15-20k.
4) Combat HRs would then wreck TRs so nerfing their Piercing blade to respect DR would need to be added as well.
This still wont fix the double proc issue on SoD however THIS would bring things MUCH closer to balance - instead of them nerfing base values.
The other issue I would like addressed as well is the fact that TRs can ignore ARP and crit.
So I think the change for Crit should be that Stealth DOUBLES your crit chance. Meaning if you only have 30% crit, stealthing gives you 60%. This means it really benefits TRs that stack crit more.
50% = 100% crit chance (so same as it is today).
I also think something like "Exposed Weakness" would do something like:
- Whenever entering stealth you attack with an additional 50% OF your armor penetration.
So that means if you have 25% ARP, you gain an additional 12.5%. If you have 30% you gain an extra 15%. it would be a small nerf there as well that would help bring damage values back down to proper ragne.
So just a follow-up here is this is different, but not. Shadow is still double procing it seems, but looking at the combat log it's resistable now whereas the other day when I posted the above it wasn't. I'm trying to wrap my head around this, but not getting it. Any ideas?
http://s2.postimg.org/7n87azwux/different_but_not.jpg