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50% more HP on enemies is the equivalent of an all classes, all builds 33% damage nerf

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  • skitzopyroskitzopyro Member Posts: 125 Arc User
    o We are adjusting difficulty for all critters that are 6-~70 using some general guidelines:
    The patch notes says 6-~70 we all know that 0 and - are right next to each other and that ~ is used for ranges. So its best to assume that its 60~70 levels only.
  • UndefinedUndefined Member Posts: 54 Arc User
    edited June 2015
    If you are right, then they are just Cruel.
    What's with people who put their Ilvl in their Signatures? They probably have a big gold chain and saggy pants too.
  • skitzopyroskitzopyro Member Posts: 125 Arc User
    Honestly I can't see them putting in that much effort to change every enemy in the game pre 70. Not putting them down but that's a lot of code to change...
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    skitzopyro wrote: »
    Honestly I can't see them putting in that much effort to change every enemy in the game pre 70. Not putting them down but that's a lot of code to change...

    It's probably all stored in database tables. An SQL statement or two could do it.
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  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    edited June 2015
    Undefined wrote: »
    Current (Pre patch):

    Monster has 30000 HP
    You hit for 3000 HP
    You require 10 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 30000 HP healing potion.
    Enemy hits you for 200000 points of damage.
    You're dead.



    After patch:

    Monster has 45000 HP
    you hit for 3000 HP
    You require 15 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 45000 HP healing potion.
    Enemy hits you for 25% of 200000 points of damage.
    You're dead.

    Fixed your math for ya.
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • UndefinedUndefined Member Posts: 54 Arc User
    edited June 2015
    Undefined wrote: »
    Current (Pre patch):

    Monster has 30000 HP
    You hit for 3000 HP
    You require 10 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 30000 HP healing potion.
    Enemy hits you for 200000 points of damage.
    You're dead.



    After patch:

    Monster has 45000 HP
    you hit for 3000 HP
    You require 15 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 45000 HP healing potion.
    Enemy hits you for 25% of 200000 points of damage.
    You're dead.

    Fixed your math for ya.

    And I corrected yours:

    After patch:

    Monster has 45000 HP
    you hit for 3000 HP
    You require 15 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 30000 HP healing potion.
    Enemy hits you for 75% of 200000 points of damage.
    You're dead.

    LOL. Your way seems simpler. :)
    What's with people who put their Ilvl in their Signatures? They probably have a big gold chain and saggy pants too.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    Undefined wrote: »
    Undefined wrote: »
    Current (Pre patch):

    Monster has 30000 HP
    You hit for 3000 HP
    You require 10 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 30000 HP healing potion.
    Enemy hits you for 200000 points of damage.
    You're dead.



    After patch:

    Monster has 45000 HP
    you hit for 3000 HP
    You require 15 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 45000 HP healing potion.
    Enemy hits you for 25% of 200000 points of damage.
    You're dead.

    Fixed your math for ya.

    And I corrected yours:

    After patch:

    Monster has 45000 HP
    you hit for 3000 HP
    You require 15 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 30000 HP healing potion.
    Enemy hits you for 75% of 200000 points of damage.
    You're dead.

    LOL. Your way seems simpler. :)

    LOL. It reminded me of this:
    Oh no! A lurking grue slithered into the room and devoured you!
    **** You have died ****
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  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Undefined wrote: »
    And I corrected yours:

    After patch:

    Monster has 45000 HP
    you hit for 3000 HP
    You require 15 hits to kill enemy
    You hit the enemy 4 times. Enemy drinks a 30000 HP healing potion.
    Enemy hits you for 75% of 200000 points of damage.
    You're dead.

    LOL. Your way seems simpler. :)

    Ah yes! That's why it's good to proofread or have someone check your match for you. Many thanks!
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • aquarius79aquarius79 Member, NW M9 Playtest Posts: 6 Arc User
    I can confirm, all mobs from 70-73lev have 50% more hp and do really very little less damage, so now fights takes a lot more time and are harder than before for my 2.3k til tr, I cant imagine how looks fights now for support classes like dc or other less dps. Craptic really know how mess up game more every time.
  • scammerzascammerza Member Posts: 76 Arc User
    edited June 2015
    How do I get hit for 200% and in other cases I took damage with out any resistance.
    ATTACKER         VICTIM       DAMAGE     CRITICAL  SPECIAL                  FLANK  BASEDAMAGE  EFFECTIVENESS  
    Archer [4132]    Amethyst_GF  61021,6    False     None                     False  30510,8     200,0%         
    Huntsman [3784]  Amethyst_GF  66328,4    False     None                     False  33164,2     200,0%         
    Archer [4132]    Amethyst_GF  41215,3    True      Dodge | Shield(20607,7)  False  41215,3     100,0%         
    Huntsman [3784]  Amethyst_GF  30305,8    False     Shield(2000,0)           False  32165,5     94,2%          
    Huntsman [3784]  Amethyst_GF  31881,8    False     Shield(2000,0)           False  34807,5     91,6%          
    Sniper [4682]    Amethyst_GF  25436,3    False     Dodge                    False  34703,0     73,3%          
    Huntsman [3784]  Amethyst_GF  13780,3    False     Shield(13780,3)          False  30338,2     45,4%          
    Huntsman [3786]  Amethyst_GF  14757,4    False     Dodge | Shield(2000,0)   True   32489,4     45,4%          
    Huntsman [3784]  Amethyst_GF  15598,3    False     Shield(15598,3)          False  34340,8     45,4%          
    Huntsman [3786]  Amethyst_GF  13874,9    False     Shield(2000,0)           False  32748,1     42,4%          
    Archer [4168]    Amethyst_GF  10497,4    False     Shield(41989,6)          False  26243,5     40,0%          
    Archer [4168]    Amethyst_GF  11367,1    False     Shield(2868,0)           False  29851,7     38,1%          
    Archer [4168]    Amethyst_GF  10340,7    False     Shield(2000,0)           False  27890,0     37,1%          
    Sniper [3739]    Amethyst_GF  12388,8    False     Shield(49555,0)          False  33935,0     36,5%          
    Sniper [4682]    Amethyst_GF  10179,8    False     Shield(10679,8)          False  29446,6     34,6%          
    Huntsman [3740]  Amethyst_GF  12808,6    True      Shield(2000,0)           False  38487,8     33,3%          
    Huntsman [4596]  Amethyst_GF  10140,3    False     Dodge | Shield(10640,3)  False  31158,6     32,5%          
    Huntsman [3740]  Amethyst_GF  9547,6     False     Shield(2684,9)           False  30096,6     31,7%          
    Huntsman [3786]  Amethyst_GF  6404,5     False     Dodge | Shield(2000,0)   False  32603,2     19,6%          
    Archer [4096]    Amethyst_GF  5715,8     False     Shield(29079,2)          False  29441,8     19,4%          
    Sniper [3739]    Amethyst_GF  4925,4     False     Shield(27401,4)          False  29488,6     16,7%          
    Sniper [4682]    Amethyst_GF  4591,8     False     Shield(5091,8)           False  31298,7     14,7%          
    Huntsman [4596]  Amethyst_GF  3510,8     False     Shield(18053,9)          False  31169,2     11,3%          
    Huntsman [4597]  Amethyst_GF  1632,7     False     Shield(8663,6)           False  14957,4     10,9%          
    Archer [4133]    Amethyst_GF  3127,8     False     Dodge | Shield(16677,3)  False  33354,5     9,4%           
    Sniper [4682]    Amethyst_GF  1909,6     False     Shield(10541,1)          False  34227,5     5,6%           
    Archer [4097]    Amethyst_GF  942,4      False     Dodge | Shield(2000,0)   False  27668,7     3,4%           
    Sniper [4682]    Amethyst_GF  No Damage  True      Immune                   False  38678,5     0,0%           
    Huntsman [4187]  Amethyst_GF  No Damage  True      Immune | Dodge           False  42498,8     0,0%           
    Huntsman [4596]  Amethyst_GF  No Damage  False     Immune | Dodge           False  28949,2     0,0%           
    Huntsman [4187]  Amethyst_GF  No Damage  False     Immune                   False  29942,2     0,0%           
    Huntsman [4188]  Amethyst_GF  No Damage  False     Immune                   False  30079,8     0,0%           
    Huntsman [4188]  Amethyst_GF  No Damage  False     Immune                   False  34514,2     0,0%           
    Archer [4168]    Amethyst_GF  No Damage  False     Immune                   False  30548,8     0,0%           
    Archer [4133]    Amethyst_GF  No Damage  False     Immune                   False  29389,7     0,0%           
    Archer [4096]    Amethyst_GF  No Damage  False     Immune                   False  26631,3     0,0%           
    Archer [4097]    Amethyst_GF  No Damage  False     Immune                   False  34613,9     0,0%           
    Huntsman [3786]  Amethyst_GF  No Damage  False     Immune                   False  32872,2     0,0%           
    Huntsman [3784]  Amethyst_GF  No Damage  False     Immune | Dodge           False  34363,1     0,0%           
    Huntsman [3786]  Amethyst_GF  No Damage  False     Immune                   True   38247,7     0,0%           
    Sniper [3739]    Amethyst_GF  No Damage  False     Immune                   True   33914,2     0,0%           
    Sniper [3739]    Amethyst_GF  No Damage  False     Immune                   False  34724,4     0,0%
    
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    OK - this change effectively means that for each mob in an encounter you will take 12.5% more damage than before over the duration of the encounter (on average). Unless you are BiS and doing huge overkill damage at the moment of course. For those saying it gives more chance for LS to proc, more Encounter rotations, more potion use, etc - negligible impact.

    This is another nerf to solo play and survivability of non-tank classes in general. GG Cryptic. GG indeed...
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    Oh - and how annoying is this going to make Powries, where you have to kill them before they use their attack that does damage AND drains all your AP? There is literally no other way to avoid this attack unless you have plenty of CC.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Oh - and how annoying is this going to make Powries, where you have to kill them before they use their attack that does damage AND drains all your AP? There is literally no other way to avoid this attack unless you have plenty of CC.

    My OP already lacked the DPS to kill them in time. NOW that's even less possible.
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    ghoulz66 wrote: »
    Oh - and how annoying is this going to make Powries, where you have to kill them before they use their attack that does damage AND drains all your AP? There is literally no other way to avoid this attack unless you have plenty of CC.

    My OP already lacked the DPS to kill them in time. NOW that's even less possible.
    But at least the OP can CC them with TW and BL.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • gigarayzorgigarayzor Member Posts: 44 Arc User
    OK - this change effectively means that for each mob in an encounter you will take 12.5% more damage than before over the duration of the encounter (on average). Unless you are BiS and doing huge overkill damage at the moment of course. For those saying it gives more chance for LS to proc, more Encounter rotations, more potion use, etc - negligible impact.

    This is another nerf to solo play and survivability of non-tank classes in general. GG Cryptic. GG indeed...

    It's not just lifesteal and potions, your math completely ignores healing from paladin or cleric party members, a healer companion, temporary HP or shield effects, and temporary damage mitigation/avoidance abilities, including your simple pressing Shift. It adds up to be significantly more than negligible. I'm not defending or condemning these changes, but this is much more complex than simply 150% x 75%.
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    gigarayzor wrote: »
    OK - this change effectively means that for each mob in an encounter you will take 12.5% more damage than before over the duration of the encounter (on average). Unless you are BiS and doing huge overkill damage at the moment of course. For those saying it gives more chance for LS to proc, more Encounter rotations, more potion use, etc - negligible impact.

    This is another nerf to solo play and survivability of non-tank classes in general. GG Cryptic. GG indeed...

    It's not just lifesteal and potions, your math completely ignores healing from paladin or cleric party members, a healer companion, temporary HP or shield effects, and temporary damage mitigation/avoidance abilities, including your simple pressing Shift. It adds up to be significantly more than negligible. I'm not defending or condemning these changes, but this is much more complex than simply 150% x 75%.
    It really isn't.

    All the things you mention were in play before this nerf. They are still in play after the nerf. They cancel out. Your DPS has not increased. Your HPS has not increased. Your TTK has increased. Sure, there may be edge cases where the opportunity to chug one more 10k HP potion might make an appreciable difference but they will be rare.

    Some classes/builds rely on bursting down enemies as they can't stack significant DR/Deflect/Healing. This is going to hit them hard.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • maegmaagmaegmaag Member Posts: 332 Arc User
    @OP The title and the statement is plain wrong. Whilst general mob HP boost changes nothing but the duration of a fight, general dmg nerf would hugely impact striker classes/specces (the lower DpS the PC has, the lower impact it would have).

    Dont know what mobs are affected (the patchnote is again vague) and am about to c it in game yet, but its theoretically in general good move, for u can fight "DoT" (lesser dmg over longer time) but u cant fight "one-shotting". Now i want to c the differentiation between critters, normal and elite mobs (not saying there is zero now, but its a minuscule).
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  • norsemanxnorsemanx Member Posts: 124 Arc User
    edited June 2015
    aquarius79 wrote: »
    I can confirm, all mobs from 70-73lev have 50% more hp and do really very little less damage, so now fights takes a lot more time and are harder than before for my 2.3k til tr, I cant imagine how looks fights now for support classes like dc or other less dps. Craptic really know how mess up game more every time.

    Pretty much. I really struggled on my HR with about the same gear level as you doing some solo dailies today. I logged off after a bit in frustration so I don't know if there is some way to learn to adapt or not. I tend to think with the Zen bonus, x2 RP and all that, along with the increase in difficulty encouraging folks to throw money at the problem impulsively during this discount period, that this is a cash grab on their part of sorts.
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    jimmyhar wrote: »
    The point is it reduces that initial damage spike you get from first contact with a mob.
    Those spikes are a real problem for me in level 73 areas but it's not very clear whether this change will affect those.
    A typical encounter would be "wham" 90% of HP gone, chug potion to get back to about 25% of HP then dead on next attack. I'm lucky if I can get a second encounter away before dying. So it would be nice if those L73 mobs were nerfed a bit but I suspect they are not. <shrug>
    So now that initial hit would 'only' take you to 68% of HP gone. So you have 22% more HP left to last you 50% more time.

    Not seeing how that helps TBH. If shot 2 doesn't kill you outright the extra shots from the HP buff surely will.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    Oh - and how annoying is this going to make Powries, where you have to kill them before they use their attack that does damage AND drains all your AP? There is literally no other way to avoid this attack unless you have plenty of CC.

    Now, an HR meeting 4 powries = total AP loss.

    Every single time--for every single build.
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  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    I've run through DR with both my GWF and DC... and honestly, haven't noticed any difference.
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    "...I grab my wiener and charge!" - ironzerg79
  • daggon87daggon87 Member Posts: 288 Arc User
    With my main characters, I feel a slight increase in HP pool of mobs in DR and Sharandar areas (Powries need a bit more attention). But nothing like +50%. I can't really say I feel a difference in the damage they inflict either, it wasn't much before anyway. I haven't been elsewhere yet.
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  • mjonismjonis Member, NW M9 Playtest Posts: 146 Arc User
    Definitely takes longer on DR for my OP due to the more hit points on the enemies and now they have time to drink those lovely 30-40k healing potions. Used to finish a DR run in about 15-20 minutes. Last night took about 30 minutes. Even more impossible to do anything in IWD without grouping.
  • darwinsradiodarwinsradio Member Posts: 61 Arc User
    I actually do find the survivability to be improved. My GWF doesn't have to resort to heal potions or stones of health in the Dread ring now.
  • sangrinesangrine Member, NW M9 Playtest Posts: 575 Arc User
    edited June 2015
    A character built for soloing should not be only offensive.
    Kill them before they kill you is an unreliable strategy when soloing.
    No pity from me for players who think this is a good strategy.

    Icewind Dale has become easier for me to solo and Heroic encounters are easier too, although the fight does last longer. After yesterday's update, fighting mobs feels a little more like module 5, but with longer duration.

    Tanks and healers should work on increasing dps.
    dps should work on becoming more tanky/healy.
  • mahgnilligmahgnillig Member Posts: 20 Arc User
    Has anyone actually parsed this out to see which mobs now have boosted HPs and reduced damage? I did a few Sharandar quests and a couple of Kessell's runs last night but didn't notice much difference, to be honest. I'm curious as to whether anyone has hard numbers for before/after HPs/DPS on mobs pre-70, 70-73, and trash mobs in epic dungeons.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    I actually do find the survivability to be improved. My GWF doesn't have to resort to heal potions or stones of health in the Dread ring now.

    meh..

    GWF didnt require anything, its the easiest class to play through atm for landscape. I just use the alchemist to restore HP.

    Now.. its just stone 100% of the time.

    The change wasnt needed..
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    sangrine wrote: »
    A character built for soloing should not be only offensive.
    Kill them before they kill you is an unreliable strategy when soloing.
    No pity from me for players who think this is a good strategy.
    It's not a matter of being a good strategy. It's a matter of being the only strategy for certain classes/builds. An Archer HR will never stack enough defence or deflect to become 'tanky', for instance. And all toons have to solo at some point whether built for it or not. Without any kind of build-switching mechanism you are now left with having a build gimped for one of the two modes of play.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • sangrinesangrine Member, NW M9 Playtest Posts: 575 Arc User
    edited June 2015
    It's not a matter of being a good strategy. It's a matter of being the only strategy for certain classes/builds. An Archer HR will never stack enough defence or deflect to become 'tanky', for instance. And all toons have to solo at some point whether built for it or not. Without any kind of build-switching mechanism you are now left with having a build gimped for one of the two modes of play.

    Stacking defence/deflect is a bad idea for most classes, but especially for dps classes such as archery HR.
    Stacking hitpoints, lifesteal and using a healer/protector/tank companion is a much better idea for dps class.
    Many people do not know how or are simply unwilling to make their dps character more tanky.
    For example, if you respec that HR to trapper, survivability will increase.

    I have never seen a dps DC on this forum who complained about poor survivability. yet so many dps HR's complain about poor survivability.
  • azlanfoxazlanfox Member Posts: 436 Arc User
    edited June 2015
    It's not a matter of being a good strategy. It's a matter of being the only strategy for certain classes/builds. An Archer HR will never stack enough defence or deflect to become 'tanky', for instance. And all toons have to solo at some point whether built for it or not. Without any kind of build-switching mechanism you are now left with having a build gimped for one of the two modes of play.

    This, this right here. They don't give us an easy means of swapping builds. It costs AD to spec or Zen for a token to retool for another task. I'm also not rich enough to carry a whole separate set of armor (with full enchants) for a 'tanky' build or 'dps' build. I certainly am not going to be able to pay to swap things around to do dailies and then pay again to run dungeons, or farm RP, or whatever.

    I know for a fact, it matters very little how much defense you stack on HRs, they are just too soft to absorb hits for long if you can't take down the mobs. The gear structure is also not forgiving, you can't get crit <or power>, arpen, defense, and deflect on everything in high enough values to be perfect.
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