@defiantone99 why bring your arguments here. It's like you trying to get this page closed just like the TR piercing page. And what up with this TR vs the community. I didn't know you spoke for the community unless i missed the poll 0,o
@defiantone99 That is the thing. This is not a bug. SoD is not bugged. It is buffed by the change to Piercing damage. As i said in my first comment, it doesnt do the amount of damage it says in the tooltip because Piercing damage now benefits from debuffs, which wasnt the case before. Actually if you take a look in the combat log you will see that unmitigated damage from SoD is still the same, half of the damage done but the mitigated part is increased, due to Piercing benefiting from debuffs. Dont call it a bug because it is not.
You start a crusade without thinking what is actually causing this. Can SoD be much stronger due to change to Piercng damage? Yes. Is this intended? I dont know. May be or may be not. You judge entire class based on 1 player. I havent seen you starting a crusade about the actual problem which is causing this (Whirlwind of Blades). One player is "abusing" the power loop for his own amusement and trying to get hits as high as possible. The real problem behind high SoD is the high damage which you do in 6 seconds and you cant do such damage without Whirlwind of Blades. TR's which are not using power loop from WoB will be having SoD hits as high as few tens of millions, at best, under condition that Debuffs are very high. Dont call SoD a bug because it is not and if you want to stop the silly numbers your target should be power loop from WoB.
@defiantone99 And what exactly is bugged? Be specific what is bugged about SoD. Edit: You are screaming about the wrong thing. Scream about the power loop from Whirlwind of Blades if you want a screaming target.
@defiantone99 That is the thing. This is not a bug. SoD is not bugged. It is buffed by the change to Piercing damage. As i said in my first comment, it doesnt do the amount of damage it says in the tooltip because Piercing damage now benefits from debuffs, which wasnt the case before. Actually if you take a look in the combat log you will see that unmitigated damage from SoD is still the same, half of the damage done but the mitigated part is increased, due to Piercing benefiting from debuffs. Dont call it a bug because it is not.
You start a crusade without thinking what is actually causing this. Can SoD be much stronger due to change to Piercng damage? Yes. Is this intended? I dont know. May be or may be not. You judge entire class based on 1 player. I havent seen you starting a crusade about the actual problem which is causing this (Whirlwind of Blades). One player is "abusing" the power loop for his own amusement and trying to get hits as high as possible. The real problem behind high SoD is the high damage which you do in 6 seconds and you cant do such damage without Whirlwind of Blades. TR's which are not using power loop from WoB will be having SoD hits as high as few tens of millions, at best, under condition that Debuffs are very high. Dont call SoD a bug because it is not and if you want to stop the silly numbers your target should be power loop from WoB.
A bug is a bug, whether is a ladybug or a roach. If it was on any other class but yours, you would want it fixed. I have been screaming about the Steel Blitz bug as well. I even have a Trans. Lightning, I still refuse to use Steel Blitz. It is a bug.
I don't post about other class if I don't understand the issues there. You don't understand, but still, repeat the same mantra over and over without reading. Lets try it again: The issue is not SoD. It's entirely in another place. That was posted repeatedly.
@defiantone99 why bring your arguments here. It's like you trying to get this page closed just like the TR piercing page. And what up with this TR vs the community. I didn't know you spoke for the community unless i missed the poll 0,o
I am quite certain that a majority of us that have spent months and years testing for and reporting bugs want this bug fixed. The bug has been reported while still on preview, it needs to not make it to Live. Yes, Scoundrel and Saboteur need reworks, Executioner needs a bit of utility. But, TR is not in a state where it needs bugs to compete. SW is far worse off, how about bringing back TT, the MF bug and the Shadow Puppet bug?
Utility ???? Your class balance is magnificent. Totally not biased at all too. Utility....
@defiantone99 why bring your arguments here. It's like you trying to get this page closed just like the TR piercing page. And what up with this TR vs the community. I didn't know you spoke for the community unless i missed the poll 0,o
I am quite certain that a majority of us that have spent months and years testing for and reporting bugs want this bug fixed. The bug has been reported while still on preview, it needs to not make it to Live. Yes, Scoundrel and Saboteur need reworks, Executioner needs a bit of utility. But, TR is not in a state where it needs bugs to compete. SW is far worse off, how about bringing back TT, the MF bug and the Shadow Puppet bug?
ROFL @defiantone99 , Every time you try to make a suggestion... I realize just how pointless you are. If you want to complain,please be constructive, dont talk about stuff u dont even know...You're only fighting for something that ppl arldy explained a thousand times. ITS NOT A BUG.
The thing that's causing this whole mess is the Avatar of Orcus buff + WoB stacking... with or without SoD! And any class can somehow take advantage of this buff!
Apart from that SoD is balanced, even by using a double dip mechanic its CAPED, and makes TR's Damage Per Second on par with GWFs and GFs...
Mara Canà - Trickster Rogue 15k - Strawberry Yakuza
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. BUG.
Shadow Oportunity:
Current System: x, New system: x*3 bug ?
Oppressive Darkness:
Current System: x, New system: x*3 bug ?
SoD
Current System x, New System x*3
Here are the patchnotes:
Piercing damage powers now work as described in (most of) their tooltips: "Piercing Damage cannot be deflected and ignores armor." This means:
Piercing damage will no longer penetrate defenses that are not armor (such as Tenacity-based defenses).
Piercing damage will now be able to benefit from damage vulnerability debuffs on the target (such as the Lantern of Revelation debuff).
The net effect should be to make these powers less overwhelming (but still potentially very strong) in PvP, and much more useful in PvE.
Intended to include SoD or not, not my judgment, by enough barking the wrong tree, SoD will move from 10% of the damage to whooping 15% - 20% Oh noes.... game balance... Save us all...
It's easy to change, devs will idecide, and if you think it will be changed on the live build you are delusional, there is at least a week build cycle.
If you want something fixed ask for powerloop fix. This is barking up the wrong tree...
@defiantone99 It is not double-dipping. Piercing damage benefits from debuffs only once.
To break it down and explain it to you here are the examples of current and future SoD. Also as mentioned above every Piercing damage will be increased by same amount like SoD. If you call SoD bugged then everything is bugged.
Current SoD:
In this picture we see mitigated damage done by WR is 44062, thats the damage which benefits from debuffs and that damage is not Piercing damage. When you halve that number you get 44062/2=22031 which is the damage done by SoD and that damage is Piercing. You can see for WR there are two numbers, first is mitigated and second is unmitigated which is inside brackets. SoD doesnt have 2 numbers like WR, it is only unmitigated number shown. Lack of the mitigated number in SoD is the proof that it doesnt benefit from debuffs.
Future SoD:
In this picture we see mitigated damage done by WR is 47628, still the same damage which was and is benefiting from debuffs and its not Piercing damage. When you halve that number you get 47628/2=23814 which is the damage done by SoD and thats a Piercing damage and you can see that number inside brackets. Now we have 2 numbers for SoD as well which is a proof that it benefits from debuffs. How much is the number before brackets? Depends how high the debuffs are. WR debuffs for 21%. 28792/23814=1.2090367... which is exactly the 21% debuff which WR gives or to be precise 20.9%.
As you can see SoD is working exactly how it should and there is no bug. We told you what is causing the high numbers so if you still want to fight a crusade then fight it on another battlefield. If you still dont understand it and keep calling it a bug then i am out of ways to explain it to you except to repeat the earlier joke: Repeat after me. This SoD change is a good change. We embrace this change.
@defiantone99 It is not double-dipping. Piercing damage benefits from debuffs only once.
To break it down and explain it to you here are the examples of current and future SoD. Also as mentioned above every Piercing damage will be increased by same amount like SoD. If you call SoD bugged then everything is bugged.
Current SoD:
In this picture we see mitigated damage done by WR is 44062, thats the damage which benefits from debuffs and that damage is not Piercing damage. When you halve that number you get 44062/2=22031 which is the damage done by SoD and that damage is Piercing. You can see for WR there are two numbers, first is mitigated and second is unmitigated which is inside brackets. SoD doesnt have 2 numbers like WR, it is only unmitigated number shown. Lack of the mitigated number in SoD is the proof that it doesnt benefit from debuffs.
Future SoD:
In this picture we see mitigated damage done by WR is 47628, still the same damage which was and is benefiting from debuffs and its not Piercing damage. When you halve that number you get 47628/2=23814 which is the damage done by SoD and thats a Piercing damage and you can see that number inside brackets. Now we have 2 numbers for SoD as well which is a proof that it benefits from debuffs. How much is the number before brackets? Depends how high the debuffs are. WR debuffs for 21%. 28792/23814=1.2090367... which is exactly the 21% debuff which WR gives or to be precise 20.9%.
As you can see SoD is working exactly how it should and there is no bug. We told you what is causing the high numbers so if you still want to fight a crusade then fight in on another battlefield. If you still dont understand it and keep calling it a bug then i am out of ways to explain it to you except to repeat the earlier joke: Repeat after me. This SoD change is a good change. We embrace this change.
There is no problem with WoB. If there were a problem, you would not be begging for this bug to go live. TR right now is on par with other DPS classes. If the bug goes live, TR will be overpowered.
There is no problem with WoB ?. I will quote you on this. And put it right there, near the 50mil lashing blades.
And if you advocate for the WoB fix next mod or after, you will pay me back for the snail I'm going to buy.
Meanwhile in other news, content for normal non whale players are twice as hard now after the changes to RI and debuffs, and they are removing sharable salvage from the game completely...yet you all care about some 18k IL TR who bragged about a WoB cycle that paid off big time with 4 whale teammates buffing him. Yes, this is how this game dies ladies and gentlemen. With idiots looking at a shiny object while everything around them burns. This release will be worse than Elemental Evil. I am going from being able to solo demiplanes and HE's to failing He's by time and failing to kill demi bosses due to inability to lifesteal back enough health due to doing HAMSTER damage to things.
Meanwhile in other news, content for normal non whale players are twice as hard now after the changes to RI and debuffs, and they are removing sharable salvage from the game completely...yet you all care about some 18k IL TR who bragged about a WoB cycle that paid off big time with 4 whale teammates buffing him. Yes, this is how this game dies ladies and gentlemen. With idiots looking at a shiny object while everything around them burns. This release will be worse than Elemental Evil. I am going from being able to solo demiplanes and HE's to failing He's by time and failing to kill demi bosses due to inability to lifesteal back enough health due to doing HAMSTER damage to things.
lol only the new zone is harder. stick with sharandar if you arent rdy yet.
and defiantone just again showed he has no clue lol
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. Game-breaking change/bug.
Its not even ur words... u just copy pasted what @thefabricant said on last preview patch notes, but he never told its a bug, he told some powers are double dipping debuffs... and yeah its true! But will break the game ??? NO! Please stop speaking on behalf of someone else.. that's disgusting..
I'm tired of trying to explain, so I'll copy what I said in another topic:
"The debuffs are capped to 300% (4x dmg) and r even harder to reach the cap because Diminishing Returns. so the max dmg we can reach after the patch is arround 2.5x ~~ 3x base dmg (4x is almost impossible bc DR, maybe possible in Tiamat's Temple, but the Dragon Heads wont live enough to see a SOD proc :P).
Ive played in some hardbuff/debuff MSVA groups on live .. with 8 Sellswords, and all debuffs and buffs u can find on the game, and my largest hit was 16M, its on a perfect scenario when u can hit for 6 secs with full stacked DF and buffs without interruption (almost imposible on FBI MSP and Tomb of the Nine) so i done 32 M in 6 secs + 16 M = 48M, if we add the actual debuffs it would be 16M x (2.5~3) = (40M~~ 48M) + 32M, so we got 72M~~80M dmg in 6 seconds on a 10 man high end group! u guys alrdy saw a GF doing 60M Griffons Wrath (3x20M) in less than 2 seconds.. if we add wheel of elements its 78 M in less than 2 secs! on a 5 man dungeon! (Im not counting the time needed to stack buffs and debuffs in both cases). Based on that we can conclude thats not a game breaking change.. it just make TRs on par with the GODs OF THE GAME ATM, so please stop making noise and complaining about SOD, IT WILL NOT BREAK THE GAME! The MAX range of SoD dmg is arround 40~~60M, but in terms of damage per second TRs will be on par with GWFs and GFs on single target! But you will not see this numbers constantly, because it demands a high amout of buffs and debuffs and a perfect timing to accumulate a decent amount of dmg in 6 seconds.
*There are REAL bugs that should be fixed, when 2 rogues proc SOD, the first who proced it will get the dmg of the second In account to the SoD dmg, and second will get only his own dmg in account. I dont know if it workd for more than 2 SoDs procs, but it still a huge bug... and with this piercing dmg change it will be even more evident and harmful, so it need to be fixed! *Also WOB is stacking Indefinitely, rogues with Sigil of Devoted and Artificers insignias can reach insane amounts of power over 1M! WoB needs a nerf or rework to still a usefull AoE Power without being OVERPOWERED."
Also you need 250M+ in 6 secs and 400% effectveness (Almost impossible to reach bc Diminishing Returns) to hit 500M SOD, my maximum with an almost BiS TR was 32 M in 6 secs and 16M SoD on live server, if this 500M hit is real the problem wasnt the SoD.... Its the Avatar of Orcus Buff + WoB Stacking, apart from that SoD is pretty balanced, even by using a double dip mechanic its capped, that was my point... PPL r scared and yelling thats a bug and will break the game based in rumors..
Thats my last explanation and feedback... Im really tired of this discussion ...
Please @defiantone99 stop making noise on the forums you r messing things up instead of helping.
Mara Canà - Trickster Rogue 15k - Strawberry Yakuza
It's all irrelevant people. They can keep SoD, change SoD, shove SoD altogether, irrelevant, the single most unbalanced mechanic was approved as WAI by defiantone99.
I'm gonna rock my 2mil power in next mod dungeon. And no one will dare to say anything !
Exe + sabo CD reduction feats, snail and we are good to go.
See when people that don't know much about class get into balance, and yell "nubs" "exploiters" fun things happen...
11
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
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. Game-breaking change/bug.
Its not even ur words... u just copy pasted what @thefabricant said on last preview patch notes, but he never told its a bug, he told some powers are double dipping debuffs... and yeah its true! But will break the game ??? NO! Please stop speaking on behalf of someone else.. that's disgusting..
I'm tired of trying to explain, so I'll copy what I said in another topic:
"The debuffs are capped to 300% (4x dmg) and r even harder to reach the cap because Diminishing Returns. so the max dmg we can reach after the patch is arround 2.5x ~~ 3x base dmg (4x is almost impossible bc DR, maybe possible in Tiamat's Temple, but the Dragon Heads wont live enough to see a SOD proc :P).
Ive played in some hardbuff/debuff MSVA groups on live .. with 8 Sellswords, and all debuffs and buffs u can find on the game, and my largest hit was 16M, its on a perfect scenario when u can hit for 6 secs with full stacked DF and buffs without interruption (almost imposible on FBI MSP and Tomb of the Nine) so i done 32 M in 6 secs + 16 M = 48M, if we add the actual debuffs it would be 16M x (2.5~3) = (40M~~ 48M) + 32M, so we got 72M~~80M dmg in 6 seconds on a 10 man high end group! u guys alrdy saw a GF doing 60M Griffons Wrath (3x20M) in less than 2 seconds.. if we add wheel of elements its 78 M in less than 2 secs! on a 5 man dungeon! (Im not counting the time needed to stack buffs and debuffs in both cases). Based on that we can conclude thats not a game breaking change.. it just make TRs on par with the GODs OF THE GAME ATM, so please stop making noise and complaining about SOD, IT WILL NOT BREAK THE GAME! The MAX range of SoD dmg is arround 40~~60M, but in terms of damage per second TRs will be on par with GWFs and GFs on single target! But you will not see this numbers constantly, because it demands a high amout of buffs and debuffs and a perfect timing to accumulate a decent amount of dmg in 6 seconds.
*There are REAL bugs that should be fixed, when 2 rogues proc SOD, the first who proced it will get the dmg of the second In account to the SoD dmg, and second will get only his own dmg in account. I dont know if it workd for more than 2 SoDs procs, but it still a huge bug... and with this piercing dmg change it will be even more evident and harmful, so it need to be fixed! *Also WOB is stacking Indefinitely, rogues with Sigil of Devoted and Artificers insignias can reach insane amounts of power over 1M! WoB needs a nerf or rework to still a usefull AoE Power without being OVERPOWERED."
Also you need 250M+ in 6 secs and 400% effectveness (Almost impossible to reach bc Diminishing Returns) to hit 500M SOD, my maximum with an almost BiS TR was 32 M in 6 secs and 16M SoD on live server, if this 500M hit is real the problem wasnt the SoD.... Its the Avatar of Orcus Buff + WoB Stacking, apart from that SoD is pretty balanced, even by using a double dip mechanic its capped, that was my point... PPL r scared and yelling thats a bug and will break the game based in rumors..
Thats my last explanation and feedback... Im really tired of this discussion ...
Please @defiantone99 stop making noise on the forums you r messing things up instead of helping.
Whatever your name is, quit trying to defend a bug. Quit tagging me and I will quit responding. You do protest tooo much. You guys are dragging this way out of proportion. You are trying to get me in trouble and make me look bad, for trying to get bugs fixed. Just wow.
No one forcing you anything. If you try to get bugs fixed how about put all this abundance of energy in fixing the stealth getting stuck with lurkers. It's there from mod 2 or so when SF was reworked. Or that SoD doesn't count owners correctly. Nor DF. So 2 TRs in one dungeon is a mess.
Somehow you are very selective in your bug fixing....
PS shame you edited the post, I like it more with the nubs and exploiters..
Reverting the changes until there can be a TR rework is the best course of action. Adding a game-breaking bug into the game is not healthy for the game, even if it benefits your class and makes them more wanted for dungeons. I will not move from that position, regardless of people trying to fool everybody into thinking TR is so bad it needs bugs to compete.
Meanwhile in other news, content for normal non whale players are twice as hard now after the changes to RI and debuffs, and they are removing sharable salvage from the game completely...yet you all care about some 18k IL TR who bragged about a WoB cycle that paid off big time with 4 whale teammates buffing him. Yes, this is how this game dies ladies and gentlemen. With idiots looking at a shiny object while everything around them burns. This release will be worse than Elemental Evil. I am going from being able to solo demiplanes and HE's to failing He's by time and failing to kill demi bosses due to inability to lifesteal back enough health due to doing HAMSTER damage to things.
lol only the new zone is harder. stick with sharandar if you arent rdy yet.
and defiantone just again showed he has no clue lol
You are wrong. The changes to Debuffs helped a party but kills solo'ing. It also makes the sub 13k game ALOT harder to solo. RD, Bryn, Cold run, Lonelywood dailies. All hard to do now, took twice as long in some cases couldn't be done at all. The difference between live Arcane Resevoir and Current preview version Arcane Resevoir is that I can't just train to the end anymore. Since I do 1/3 the damage to things, I don't lifesteal enough nor do I kill fast enough to prevent all the healers. The only way to do AR now is the normal early days of killing the packs as I get to them. Things will die alot slower solo unless you are a whale. They have broken the early/mid IL gameplay. I don't know what the dungeons will be like but my guess is that KR and Shores will also be alot harder as well. I was missing my Guild boons but swapping in rank 12's and trans weapon enchant should have made up for that. Everything just takes so much less damage now and our lifesteals scale to that damage making us heal for less.
Meanwhile in other news, content for normal non whale players are twice as hard now after the changes to RI and debuffs, and they are removing sharable salvage from the game completely...yet you all care about some 18k IL TR who bragged about a WoB cycle that paid off big time with 4 whale teammates buffing him. Yes, this is how this game dies ladies and gentlemen. With idiots looking at a shiny object while everything around them burns. This release will be worse than Elemental Evil. I am going from being able to solo demiplanes and HE's to failing He's by time and failing to kill demi bosses due to inability to lifesteal back enough health due to doing HAMSTER damage to things.
lol only the new zone is harder. stick with sharandar if you arent rdy yet.
and defiantone just again showed he has no clue lol
You are wrong. The changes to Debuffs helped a party but kills solo'ing. It also makes the sub 13k game ALOT harder to solo. RD, Bryn, Cold run, Lonelywood dailies. All hard to do now, took twice as long in some cases couldn't be done at all. The difference between live Arcane Resevoir and Current preview version Arcane Resevoir is that I can't just train to the end anymore. Since I do 1/3 the damage to things, I don't lifesteal enough nor do I kill fast enough to prevent all the healers. The only way to do AR now is the normal early days of killing the packs as I get to them. Things will die alot slower solo unless you are a whale. They have broken the early/mid IL gameplay. I don't know what the dungeons will be like but my guess is that KR and Shores will also be alot harder as well. I was missing my Guild boons but swapping in rank 12's and trans weapon enchant should have made up for that. Everything just takes so much less damage now and our lifesteals scale to that damage making us heal for less.
You're going to help me understand why you think the debuff changes are responsible. For anything less than +100% debuffs the reduction is only about down to 90% which is a 10% damage hit. And that's ONLY if you manage to get it that high. Which for a solo player, only a CW could even come close to that, and only for brief periods of time.
It's much more likely that a solo player could consistently be doing damage with 50% in debuffs, which is only being reduced to 43.5% and 1- (1.5 - 1.43)/1.5 = 0.95333333333 or <5% nerf to outgoing damage.
My immediate thought is that you forgot just how important the loss of Guild Boons is on preview, which account for a lot of your stats (a couple R12's and trans enchants don't even come close... it sounds like you're being very imprecise with your claims). Either that, or something else is going on. But it's incredibly unlikely that debuffs are responsible as you claim.
Meanwhile in other news, content for normal non whale players are twice as hard now after the changes to RI and debuffs, and they are removing sharable salvage from the game completely...yet you all care about some 18k IL TR who bragged about a WoB cycle that paid off big time with 4 whale teammates buffing him. Yes, this is how this game dies ladies and gentlemen. With idiots looking at a shiny object while everything around them burns. This release will be worse than Elemental Evil. I am going from being able to solo demiplanes and HE's to failing He's by time and failing to kill demi bosses due to inability to lifesteal back enough health due to doing HAMSTER damage to things.
lol only the new zone is harder. stick with sharandar if you arent rdy yet.
and defiantone just again showed he has no clue lol
You are wrong. The changes to Debuffs helped a party but kills solo'ing. It also makes the sub 13k game ALOT harder to solo. RD, Bryn, Cold run, Lonelywood dailies. All hard to do now, took twice as long in some cases couldn't be done at all. The difference between live Arcane Resevoir and Current preview version Arcane Resevoir is that I can't just train to the end anymore. Since I do 1/3 the damage to things, I don't lifesteal enough nor do I kill fast enough to prevent all the healers. The only way to do AR now is the normal early days of killing the packs as I get to them. Things will die alot slower solo unless you are a whale. They have broken the early/mid IL gameplay. I don't know what the dungeons will be like but my guess is that KR and Shores will also be alot harder as well. I was missing my Guild boons but swapping in rank 12's and trans weapon enchant should have made up for that. Everything just takes so much less damage now and our lifesteals scale to that damage making us heal for less.
Comments
As i said in my first comment, it doesnt do the amount of damage it says in the tooltip because Piercing damage now benefits from debuffs, which wasnt the case before.
Actually if you take a look in the combat log you will see that unmitigated damage from SoD is still the same, half of the damage done but the mitigated part is increased, due to Piercing benefiting from debuffs. Dont call it a bug because it is not.
You start a crusade without thinking what is actually causing this. Can SoD be much stronger due to change to Piercng damage? Yes. Is this intended? I dont know. May be or may be not. You judge entire class based on 1 player. I havent seen you starting a crusade about the actual problem which is causing this (Whirlwind of Blades). One player is "abusing" the power loop for his own amusement and trying to get hits as high as possible. The real problem behind high SoD is the high damage which you do in 6 seconds and you cant do such damage without Whirlwind of Blades.
TR's which are not using power loop from WoB will be having SoD hits as high as few tens of millions, at best, under condition that Debuffs are very high. Dont call SoD a bug because it is not and if you want to stop the silly numbers your target should be power loop from WoB.
Edit: You are screaming about the wrong thing. Scream about the power loop from Whirlwind of Blades if you want a screaming target.
Lets try it again: The issue is not SoD. It's entirely in another place. That was posted repeatedly.
Power loop.... Really, your TR.....
You say you test for years ? Then go on preview, find a dummy, and bring ACTs of the big numbers with SoD...
If you want to complain,please be constructive, dont talk about stuff u dont even know...You're only fighting for something that ppl arldy explained a thousand times. ITS NOT A BUG.
Theres my 2nd video feedback, https://www.arcgames.com/en/forums/neverwinter#/discussion/1233048/stop-complaining-about-sod-please
The thing that's causing this whole mess is the Avatar of Orcus buff + WoB stacking... with or without SoD! And any class can somehow take advantage of this buff!
Apart from that SoD is balanced, even by using a double dip mechanic its CAPED, and makes TR's Damage Per Second on par with GWFs and GFs...
Current System: x,
New system: x*3 bug ?
Oppressive Darkness:
Current System: x,
New system: x*3 bug ?
SoD
Current System x,
New System x*3
Here are the patchnotes:
Piercing damage will no longer penetrate defenses that are not armor (such as Tenacity-based defenses).
Piercing damage will now be able to benefit from damage vulnerability debuffs on the target (such as the Lantern of Revelation debuff).
The net effect should be to make these powers less overwhelming (but still potentially very strong) in PvP, and much more useful in PvE.
Intended to include SoD or not, not my judgment, by enough barking the wrong tree, SoD will move from 10% of the damage to whooping 15% - 20%
Oh noes.... game balance... Save us all...
It's easy to change, devs will idecide, and if you think it will be changed on the live build you are delusional, there is at least a week build cycle.
If you want something fixed ask for powerloop fix. This is barking up the wrong tree...
To break it down and explain it to you here are the examples of current and future SoD. Also as mentioned above every Piercing damage will be increased by same amount like SoD. If you call SoD bugged then everything is bugged.
Current SoD:
In this picture we see mitigated damage done by WR is 44062, thats the damage which benefits from debuffs and that damage is not Piercing damage. When you halve that number you get 44062/2=22031 which is the damage done by SoD and that damage is Piercing. You can see for WR there are two numbers, first is mitigated and second is unmitigated which is inside brackets. SoD doesnt have 2 numbers like WR, it is only unmitigated number shown. Lack of the mitigated number in SoD is the proof that it doesnt benefit from debuffs.
Future SoD:
In this picture we see mitigated damage done by WR is 47628, still the same damage which was and is benefiting from debuffs and its not Piercing damage. When you halve that number you get 47628/2=23814 which is the damage done by SoD and thats a Piercing damage and you can see that number inside brackets. Now we have 2 numbers for SoD as well which is a proof that it benefits from debuffs. How much is the number before brackets? Depends how high the debuffs are. WR debuffs for 21%. 28792/23814=1.2090367... which is exactly the 21% debuff which WR gives or to be precise 20.9%.
As you can see SoD is working exactly how it should and there is no bug. We told you what is causing the high numbers so if you still want to fight a crusade then fight it on another battlefield.
If you still dont understand it and keep calling it a bug then i am out of ways to explain it to you except to repeat the earlier joke: Repeat after me. This SoD change is a good change. We embrace this change.
Repeat after me.
This SoD change is a good change.
We embrace this change.
Repeat it until you believe it.
And if you advocate for the WoB fix next mod or after, you will pay me back for the snail I'm going to buy.
and defiantone just again showed he has no clue lol
I'm tired of trying to explain, so I'll copy what I said in another topic:
"The debuffs are capped to 300% (4x dmg) and r even harder to reach the cap because Diminishing Returns. so the max dmg we can reach after the patch is arround 2.5x ~~ 3x base dmg (4x is almost impossible bc DR, maybe possible in Tiamat's Temple, but the Dragon Heads wont live enough to see a SOD proc :P).
Ive played in some hardbuff/debuff MSVA groups on live .. with 8 Sellswords, and all debuffs and buffs u can find on the game, and my largest hit was 16M, its on a perfect scenario when u can hit for 6 secs with full stacked DF and buffs without interruption (almost imposible on FBI MSP and Tomb of the Nine) so i done 32 M in 6 secs + 16 M = 48M, if we add the actual debuffs it would be 16M x (2.5~3) = (40M~~ 48M) + 32M, so we got 72M~~80M dmg in 6 seconds on a 10 man high end group! u guys alrdy saw a GF doing 60M Griffons Wrath (3x20M) in less than 2 seconds.. if we add wheel of elements its 78 M in less than 2 secs! on a 5 man dungeon! (Im not counting the time needed to stack buffs and debuffs in both cases). Based on that we can conclude thats not a game breaking change.. it just make TRs on par with the GODs OF THE GAME ATM, so please stop making noise and complaining about SOD, IT WILL NOT BREAK THE GAME! The MAX range of SoD dmg is arround 40~~60M, but in terms of damage per second TRs will be on par with GWFs and GFs on single target! But you will not see this numbers constantly, because it demands a high amout of buffs and debuffs and a perfect timing to accumulate a decent amount of dmg in 6 seconds.
*There are REAL bugs that should be fixed, when 2 rogues proc SOD, the first who proced it will get the dmg of the second In account to the SoD dmg, and second will get only his own dmg in account. I dont know if it workd for more than 2 SoDs procs, but it still a huge bug... and with this piercing dmg change it will be even more evident and harmful, so it need to be fixed!
*Also WOB is stacking Indefinitely, rogues with Sigil of Devoted and Artificers insignias can reach insane amounts of power over 1M! WoB needs a nerf or rework to still a usefull AoE Power without being OVERPOWERED."
Also you need 250M+ in 6 secs and 400% effectveness (Almost impossible to reach bc Diminishing Returns) to hit 500M SOD, my maximum with an almost BiS TR was 32 M in 6 secs and 16M SoD on live server, if this 500M hit is real the problem wasnt the SoD.... Its the Avatar of Orcus Buff + WoB Stacking, apart from that SoD is pretty balanced, even by using a double dip mechanic its capped, that was my point... PPL r scared and yelling thats a bug and will break the game based in rumors..
Thats my last explanation and feedback... Im really tired of this discussion ...
Please @defiantone99 stop making noise on the forums you r messing things up instead of helping.
I'm gonna rock my 2mil power in next mod dungeon. And no one will dare to say anything !
Exe + sabo CD reduction feats, snail and we are good to go.
See when people that don't know much about class get into balance, and yell "nubs" "exploiters" fun things happen...
Or that SoD doesn't count owners correctly. Nor DF. So 2 TRs in one dungeon is a mess.
Somehow you are very selective in your bug fixing....
PS shame you edited the post, I like it more with the nubs and exploiters..
It's much more likely that a solo player could consistently be doing damage with 50% in debuffs, which is only being reduced to 43.5% and 1- (1.5 - 1.43)/1.5 = 0.95333333333 or <5% nerf to outgoing damage.
My immediate thought is that you forgot just how important the loss of Guild Boons is on preview, which account for a lot of your stats (a couple R12's and trans enchants don't even come close... it sounds like you're being very imprecise with your claims). Either that, or something else is going on. But it's incredibly unlikely that debuffs are responsible as you claim.