Vorpal was ,and is,a reason the game saw a powercreep and a rolfstomping fest in pve.
Vorpal and the absurd high critical chance most of the classes got during mod3/-5.
It is already op and i think it needs a further adjustment dawn ,AS,terror too.
Vorpal was out of line forever.I mean 50% more damage?Make a comparison with the rest of the enchantments pre mod6.
Feytouched,bronzewood ,lightning?Call it.
terror is op and needs an adjustment dawn too.I mean the mod6 terror.
Low risk chance in mod6 is a misconception.I saw a CW level normally to 70 with 41% crit chance.With EOTS he will have 100%.
Trs continue to have 100% from stealth.These two classes if they jamp on you first you are toast.And what a coincidense both have 95% of the time equipped Vorpal.(except some dusted mod3 bilethorn TRs)
You are asking indirectly a buff to TR and to a CW.I think we have -and the game-already enough problems with these two.
I disagree with your proposition.
Both terror and vorpal need a severe adjustment dawn not a buff.
It is sad that so few people understand how vorpal actually works. It is not 50% more damage, it is 50% more crit severity. Even assuming you had 100% crit chance, that would not translate to 50% increased damage unless you had 0 crit severity to start off with. Assuming you had the base crit severity of 75% and a 41% crit chance, perfect vorpal would boost your damage by 15.6% or close to 16%.
The formula for calculating how much damage is dealt by vorpal is:
[(1.75+cmod)*cchance*bdam+(1-cchance)*bdam]
cmod is all crit modifiers, cchance is crit chance, bdam is base damage.
To calculate how much it increased your damage by, the formula is Ef/Ei-1 where Ef stands for damage after vorpal and Ei stands for damage before vorpal. Personally, I consider the debuff enchants worth more then a 16% damage increase. Even with a 100% crit chance, vorpal damage does not translate to even half of a 50% damage increase.
matiagronxMember, NW M9 PlaytestPosts: 251Arc User
edited April 2015
Its even MORE sad that people refer to the game as it is only PVP and DEMAND everything revolve around PVP. Who cares if a TR jumps on them from stealth since 90% of the population DONT PLAY PVP? Every time we have the PVP maniacs trying to fine tune PVP by demanding changes in PVE...how absurd is that. Why dont you just DEMAND from developers to tune up or down certain powers when you are PVP flagged and just leave for the sake of reason PVE alone? Its been 2 years and EVERY change made to almost EVERY class was based on PVP whining, leading to the ultimate decadence of PVE.
It is sad that so few people understand how vorpal actually works. It is not 50% more damage, it is 50% more crit severity. Even assuming you had 100% crit chance, that would not translate to 50% increased damage unless you had 0 crit severity to start off with. Assuming you had the base crit severity of 75% and a 41% crit chance, perfect vorpal would boost your damage by 15.6% or close to 16%.
The formula for calculating how much damage is dealt by vorpal is:
[(1.75+cmod)*cchance*bdam+(1-cchance)*bdam]
cmod is all crit modifiers, cchance is crit chance, bdam is base damage.
To calculate how much it increased your damage by, the formula is 1-Ef/Ei where Ef stands for damage after vorpal and Ei stands for damage before vorpal. Personally, I consider the debuff enchants worth more then a 16% damage increase. Even with a 100% crit chance, vorpal damage does not translate to even half of a 50% damage increase.
^^^
i know how vorpal works.
I know about severity.
But i stand on my words.With 100% crit chance basically you have a 50% damge increase clear and simple....
Instead of doing 175% damge you do 225%.That's why i said that vorpal benefits the most the high/permanent crit classes.
These classes are TRs and CWs.The most noumerous in the server.That is why vorpal it will be never adjusted.
Formulas can be deveiving.
lashing blade from stealth and crit and att will CoS is the same thing for you?yet the formula treats them the same.So....
Its even MORE sad that people refer to the game as it is only PVP and DEMAND everything revolve around PVP. Who cares if a TR jumps on them from stealth since 90% of the population DONT PLAY PVP? Every time we have the PVP maniacs trying to fine tune PVP by demanding changes in PVE...how absurd is that. Why dont you just DEMAND from developers to tune up or down certain powers when you are PVP flagged and just leave for the sake of reason PVE alone? Its been 2 years and EVERY change made to almost EVERY class was based on PVP whining, leading to the ultimate decadence of PVE.
How many map we got in pvp since mod 1 until now?
How many pvp set we got since mod 1 until now?
how many rework broken class has been make since mod 1 until now?
What mod we got pvp become balance ?
all entire mod development being focus on PVE that some rework make pvp unbalance
let's say pvp player only 10% on the population servers but i can say that pvp player spend money equal in contribute
think before you give argument buddy
0
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
^^^
i know how vorpal works.
I know about severity.
But i stand on my words.With 100% crit chance basically you have a 50% damge increase clear and simple....
Instead of doing 175% damge you do 225%.That's why i said that vorpal benefits the most the high/permanent crit classes.
These classes are TRs and CWs.The most noumerous in the server.That is why vorpal it will be never adjusted.
Formulas can be deveiving.
lashing blade from stealth and crit and att will CoS is the same thing for you?yet the formula treats them the same.So....
No, with 100% crit chance, assuming that you going from 175% crit severity to 225% crit severity with no additional modifiers, you would increase your damage by 28.7%....NOT 50%, it is fairly simple 2.25/1.75-1=0.287......So quite clearly, you are not understanding the maths.
How many map we got in pvp since mod 1 until now?
How many pvp set we got since mod 1 until now?
how many rework broken class has been make since mod 1 until now?
What mod we got pvp become balance ?
all entire mod development being focus on PVE that some rework make pvp unbalance
let's say pvp player only 10% on the population servers but i can say that pvp player spend money equal in contribute
think before you give argument buddy
I dont see a valid reason why the constant forum whining from 10% of the population should be able to destroy this game's pve content, classes, encounters, feats, overall pve balance. Also the number of maps or pvp sets is based to the pvp population which is around 10%. It is also a way to avoid converting this game to another pvp griefer.
You should all get that in your minds, PVP is JUST a minigame just like Gateway Coast Adventures, it happens to have its fanbase BUT it SHOULDNT get ANY priority over PVE, in terms of class changes, feats, encounters and general combat mechanics. But $omehow it got TOTAL PRIORITY over PVE after a few months from launch and it basically DESTROYED this game's PVE balance, class mechanics, PVE content progression, DUNGEONS and is basically the main reason for the huge reduction of server population since launch. Tbh I think that forum whining didnt force any changes, but rather pvp cash flow got the attention of the devs/managers and probably one of the suits gave the order to developers to give priority to pvp community. So i guess pvp players are not to blame in the end, but you have to realize that asking for class changes affects THE WHOLE GAME. If you wanna ask or demand something because you spend huge amounts of cash for being a pvp hero, just ask that PVP gets its OWN changes which should be totally discrete from PVE. Your pvp money has enough power to do that, just dont mess with PVE cause game balance is already destroyed for this reason.
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
No, with 100% crit chance, assuming that you going from 175% crit severity to 225% crit severity with no additional modifiers, you would increase your damage by 28.7%....NOT 50%, it is fairly simple 2.25/1.75-1=0.287......So quite clearly, you are not understanding the maths.
Exactly. To get even simpler...imagine if your base damage was 100. A critical hit gives you 75% bonus damage. Or an extra 75 damage.
100 base + 75 bonus = 175 damage.
Perfect Vorpal gives you an additional 50% bonus damage. Or 100 x 50%= 50.
So with a Perfect Vorpal, your damage on a critical hit is 100 base + 75 bonus + 50 vorpal = 225 damage. Or a 28% increase in your damage...NOT 50%.
"Meanwhile in the moderator's lounge..."
0
icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
edited April 2015
I think a enchantment that boosts 28% damage for ONE SPECIFIC class, while no other class gain as much benefit using any of the enchantment.... doesn't sound too fair....?
I dont see a valid reason why the constant forum whining from 10% of the population should be able to destroy this game's pve content, classes, encounters, feats, overall pve balance. Also the number of maps or pvp sets is based to the pvp population which is around 10%. It is also a way to avoid converting this game to another pvp griefer.
You should all get that in your minds, PVP is JUST a minigame just like Gateway Coast Adventures, it happens to have its fanbase BUT it SHOULDNT get ANY priority over PVE, in terms of class changes, feats, encounters and general combat mechanics. But $omehow it got TOTAL PRIORITY over PVE after a few months from launch and it basically DESTROYED this game's PVE balance, class mechanics, PVE content progression, DUNGEONS and is basically the main reason for the huge reduction of server population since launch. Tbh I think that forum whining didnt force any changes, but rather pvp cash flow got the attention of the devs/managers and probably one of the suits gave the order to developers to give priority to pvp community. So i guess pvp players are not to blame in the end, but you have to realize that asking for class changes affects THE WHOLE GAME. If you wanna ask or demand something because you spend huge amounts of cash for being a pvp hero, just ask that PVP gets its OWN changes which should be totally discrete from PVE. Your pvp money has enough power to do that, just dont mess with PVE cause game balance is already destroyed for this reason.
You don't get my point
Why you blame the way balancing pvp?
pve balance? Seriusly? Nobody care if your class hit mobs harder than other class nobody care if you can tank the whole dungeon alone.. because mobs not gonna complain when your toon OP againt mobs LOL
pve content is about lore, mobs capability, tactic to defeat boss and progressing character
you only think about paingiver when every class have their own role not just paingiver..
if talk about population i can say the dominant population is player who do both pve and pvp content and i can tell you population of player who only do pvp is higher than population of player who only do pve
the reason of population drop is not because pvp balancing.. but because broken mekanic like TR and boring daily content
Comments
It is sad that so few people understand how vorpal actually works. It is not 50% more damage, it is 50% more crit severity. Even assuming you had 100% crit chance, that would not translate to 50% increased damage unless you had 0 crit severity to start off with. Assuming you had the base crit severity of 75% and a 41% crit chance, perfect vorpal would boost your damage by 15.6% or close to 16%.
The formula for calculating how much damage is dealt by vorpal is:
[(1.75+cmod)*cchance*bdam+(1-cchance)*bdam]
cmod is all crit modifiers, cchance is crit chance, bdam is base damage.
To calculate how much it increased your damage by, the formula is Ef/Ei-1 where Ef stands for damage after vorpal and Ei stands for damage before vorpal. Personally, I consider the debuff enchants worth more then a 16% damage increase. Even with a 100% crit chance, vorpal damage does not translate to even half of a 50% damage increase.
^^^
i know how vorpal works.
I know about severity.
But i stand on my words.With 100% crit chance basically you have a 50% damge increase clear and simple....
Instead of doing 175% damge you do 225%.That's why i said that vorpal benefits the most the high/permanent crit classes.
These classes are TRs and CWs.The most noumerous in the server.That is why vorpal it will be never adjusted.
Formulas can be deveiving.
lashing blade from stealth and crit and att will CoS is the same thing for you?yet the formula treats them the same.So....
How many map we got in pvp since mod 1 until now?
How many pvp set we got since mod 1 until now?
how many rework broken class has been make since mod 1 until now?
What mod we got pvp become balance ?
all entire mod development being focus on PVE that some rework make pvp unbalance
let's say pvp player only 10% on the population servers but i can say that pvp player spend money equal in contribute
think before you give argument buddy
No, with 100% crit chance, assuming that you going from 175% crit severity to 225% crit severity with no additional modifiers, you would increase your damage by 28.7%....NOT 50%, it is fairly simple 2.25/1.75-1=0.287......So quite clearly, you are not understanding the maths.
I dont see a valid reason why the constant forum whining from 10% of the population should be able to destroy this game's pve content, classes, encounters, feats, overall pve balance. Also the number of maps or pvp sets is based to the pvp population which is around 10%. It is also a way to avoid converting this game to another pvp griefer.
You should all get that in your minds, PVP is JUST a minigame just like Gateway Coast Adventures, it happens to have its fanbase BUT it SHOULDNT get ANY priority over PVE, in terms of class changes, feats, encounters and general combat mechanics. But $omehow it got TOTAL PRIORITY over PVE after a few months from launch and it basically DESTROYED this game's PVE balance, class mechanics, PVE content progression, DUNGEONS and is basically the main reason for the huge reduction of server population since launch. Tbh I think that forum whining didnt force any changes, but rather pvp cash flow got the attention of the devs/managers and probably one of the suits gave the order to developers to give priority to pvp community. So i guess pvp players are not to blame in the end, but you have to realize that asking for class changes affects THE WHOLE GAME. If you wanna ask or demand something because you spend huge amounts of cash for being a pvp hero, just ask that PVP gets its OWN changes which should be totally discrete from PVE. Your pvp money has enough power to do that, just dont mess with PVE cause game balance is already destroyed for this reason.
Exactly. To get even simpler...imagine if your base damage was 100. A critical hit gives you 75% bonus damage. Or an extra 75 damage.
100 base + 75 bonus = 175 damage.
Perfect Vorpal gives you an additional 50% bonus damage. Or 100 x 50%= 50.
So with a Perfect Vorpal, your damage on a critical hit is 100 base + 75 bonus + 50 vorpal = 225 damage. Or a 28% increase in your damage...NOT 50%.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
You don't get my point
Why you blame the way balancing pvp?
pve balance? Seriusly? Nobody care if your class hit mobs harder than other class nobody care if you can tank the whole dungeon alone.. because mobs not gonna complain when your toon OP againt mobs LOL
pve content is about lore, mobs capability, tactic to defeat boss and progressing character
you only think about paingiver when every class have their own role not just paingiver..
if talk about population i can say the dominant population is player who do both pve and pvp content and i can tell you population of player who only do pvp is higher than population of player who only do pve
the reason of population drop is not because pvp balancing.. but because broken mekanic like TR and boring daily content
Feytouch is not like what you think..
Don't wanna spoiler the surprise