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The Lurker's Assault's nerf is over the top: math inside

shuy1shuy1 Member Posts: 0 Arc User
Copy past my math from the General Discussion:

Assuming 1000 damage for every hit and 50% crit chance and 75% crit severity:

Now:

Every crit is 1000 + 1000*75/100 = 1750 damage.
Every 10 hits, 5 of them are crits and 5 aren't. 1000*5 + 1750*5(=8750) = 13750.

In LA, you hit for 1600 damage.
Every crit is 1600 + 1600*75/100 (= 1200) = 2800 damage
Every 10 hits, 5 of them are crits. 1600*5 + 2800*5 = 8000 + 14000 = 22000 (a 60% increase without LA)


On Preview shard:

Assuming 1000 damage for every hit and 50% crit chance and 75% crit severity:

In LA:

1000 damage base, 50% crit chance, 90% crit severity.

Every critical hit is: 1000 + 1000*90/100 = 1900.

In LA, hit will hit for 1000 damage.
Every 10 hits, 5 of them are crits. 1000*5 + 1900*5 = 5000 + 9500 = 14500.



On live, in LA, over 10 hits, you will hit for 22000 damage, a 60% expected increase of your base damage.
On preview, in LA, over 10 hits, you will hit for 14500 damage. A ~6% increase of your base damage.

Basically, TRs have lost a good 30% of their damage counting this nerf only. Let's put togheter the "At-will powers will now deplete stealth" and we are reaching a good 50% DPS LOSS.

Lurker's Assault basically is now trash.


I suggest you to either drop the damage bonus to 15/30/45% or to improve the Critical severity to 30/60/90%.

With a 90% more crit severity, we will be looking at:

Assuming 1000 damage for every hit and 50% crit chance and 165% crit severity

Every crit is 1000 + 1000*165/100 = 2650

In LA, hit will hit for 1000 damage.
Every 10 hits, 5 of them are crits: 1000*5 + 2650*5 = 5000 + 13250 = 18250

A 35% increase from the base damage instead of the 60% we have on live now.
Post edited by shuy1 on
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Comments

  • silvergryphsilvergryph Member, NW M9 Playtest Posts: 740 Arc User
    edited July 2013
    I really like the idea of making it Crit Severity instead of straight Damage bonus. I think it is thematically more appropriate for the Trickster Rogue. But it is a nerf. It is less of a nerf for actual crit-centric builds with higher crit and severity numbers, but still a nerf.

    My suggestion would be that they make Lurkers a 5/10/15% bonus to both Crit Chance and Crit Severity.

    Also, they do mention new enchantments are coming and if there is one with a crit severity bonus then these changes could actually be irrelevant for a TR built to take advantage of it.
  • usernumber999usernumber999 Member Posts: 135 Bounty Hunter
    edited July 2013
    Thanks.

    I totally agree. Lurkers assault nerf is over the top. I understand the perma stealth need fix, but now they screw us in PVE. When they nerf Lashing Blade damage, the coffin will be sealed. Say good bye to my 5mil AD rogue.
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited July 2013
    If you even for a nanosecond think that Lurker's Assault was balanced, you're mistaken.
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited July 2013
    If you even for a nanosecond think that Lurker's Assault was balanced, you're mistaken.

    Given that any control power automatically cancels said daily. It was pretty balanced.
  • shuy1shuy1 Member Posts: 0 Arc User
    edited July 2013
    If you even for a nanosecond think that Lurker's Assault was balanced, you're mistaken.

    Quote me where I said it please.
  • vrtesseractvrtesseract Member Posts: 631 Arc User
    edited July 2013
    Noone is saying rogues didn't need tinkering just that this cut was a bit to much. it was pretty much akin to the DC astral seal nerf. it will be forcing a lot of TR to re evaluate their builds. to the TR who was made seasick by lurkers assault and had to wear a big read bow on their tail to be able to focus on where their character was and if they were stealthed at any given moment in LA it may not be the worst thing.

    a big issue with rogues is half our powers were too good yes but the rest of them were often...and why do we even have this power again? My hopes is instead of just going down the nerfy path. which makes everyone upset they might consider looking at the new builds that come up after this and buff the powers that people STILL wont touch with a 10 foot pole. buff feats that promote team play and cooperation (like flanking bonuses) and for the healers out there buff the weaker heals of devoted cleric who got hit really hard by the astral seal nerf.
  • kabothoriginalkabothoriginal Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 465 Bounty Hunter
    edited July 2013
    Well I spent a lot of time on my cleric, and they were majorly nerfed in to basically one cookie cutter mold so I retired him. Decided to play a rogue and have focused on him entirely, they hit them with a huge nerf bat in a previous patch which forced me to play with the character and spend money on a respect tokens to get right, now they are basically asking me to do the same thing with 4 HUGE nerfs to that class. Like I said, I am SO done with this BS. I thought for a second about making a GWF but I suspect they eventually get hit with the nerf bat too as well as GF's but I am not going to waste any more of my time nor my money on this <font color="orange">HAMSTER</font> they call a game. They cant even fix their stupid exploits and short cuts and spawn campers, etc and they listen to very loud minority that cant get the sand out of their panties.

    I was thinking about buying the expansion pack and sticking around for Warlocks, but considering I hate the F2P/Greed model and this game is based off 4th Edition DnD, etc. They can lose one player that actually gave them money. I woll probably just stick to console games from now on, MMO's have lost their appeal between all the exploits and constant "balancing" while the game is live. They should have definitely fixed all this <font color="orange">HAMSTER</font> before the game even went in to soft launch, excuse me, "open beta"...
  • vrtesseractvrtesseract Member Posts: 631 Arc User
    edited July 2013
    Actually a gwf might not be your worst bet as they kinda started out nerfed and were actually buffed to bring them up to snuff I think GWF is kinda the level they are shooting for so anyone who can kill a GWF in pvp easy is going to be possible nerf targets next. assuming they don't stop nerfing things and start buffing the weak builds to defend better.

    Over all this is a very good game in my opinion and a very decent ftp system but if you are wearing you should take a break play other games and check this game out again in a few months. the rate this game is adding content is pretty good if they keep it up. I think the general idea is they start the game content low so they can give us new things every month instead of every year.

    I suspect they probably had archers and warlocks and the various elves and pets don't before the beta weekends and they are releasing them slowly every couple weeks while they fix bugs and balance content and work on next years assortment of new releases
    this of course means for the first 6 months or so the game will feel content light and it will seem like we aren't getting what we ask for.

    but once the next production cycle starts im sure people will start seeing a lot of the things that the forums are suggesting like battle clerics/palidins, co-op foundries, player lairs, Player made PVP maps, ect. the coices this company makes may seem crazy sometimes but im hoping they are actually being crazy like foxes. maybe the LA cut was purposeful to scare the people crying nerf a bit.
  • shuy1shuy1 Member Posts: 0 Arc User
    edited July 2013
    Just even more bad news:
    Oh, also the new Lurker's Assault had it's duration reduced from 10 seconds to something like 5. It lasts long enough for one Flurry. It's not mentioned in the patch notes, well now you know it.

    Yay, more nerfs. How clueless are you? Fix this properly or don't touch it. This is starting to get beyond stupid.
  • pfft2pfft2 Member Posts: 301 Arc User
    edited July 2013
    shuy1 wrote: »
    On live, in LA, over 10 hits, you will hit for 22000 damage, a 60% expected increase of your base damage.
    On preview, in LA, over 10 hits, you will hit for 15000 damage. A ~10% increase of your base damage.

    Basically, TRs have lost a good 30% of their damage counting this nerf only. Let's put togheter the "At-will powers will now deplete stealth" and we are reaching a good 50% DPS LOSS.

    How often was Lurker's Assault available? I find it hard to believe that this could result in a 50% DPS (damage over time) loss. It's a huge, huge loss in terms of burst damage capability, and it'll hurt a lot in PvP, but your objection seems a little overwrought from a PvE perspective. (PvE being where DPS tends to matter.)

    Correct me if I'm wrong.
  • shuy1shuy1 Member Posts: 0 Arc User
    edited July 2013
    pfft2 wrote: »
    How often was Lurker's Assault available? I find it hard to believe that this could result in a 50% DPS (damage over time) loss. It's a huge, huge loss in terms of burst damage capability, and it'll hurt a lot in PvP, but your objection seems a little overwrought from a PvE perspective. (PvE being where DPS tends to matter.)

    Correct me if I'm wrong.

    DPS = Damage per second, not over time.

    You are right that this hurts BURST DPS. But Burst DPS IS included in the DPS. Burst dps loss = Damage per second loss.

    Also, the At-will depleting stealth will result in even more DPS loss.
  • pfft2pfft2 Member Posts: 301 Arc User
    edited July 2013
    shuy1 wrote: »
    DPS = Damage per second, not over time.

    You are right that this hurts BURST DPS. But Burst DPS IS included in the DPS. Burst dps loss = Damage per second loss.

    Also, the At-will depleting stealth will result in even more DPS loss.

    1. Heh, a second is a unit of time. ;) DPS is, by definition, a measure of average damage over time.

    2. Burst damage is a component of DPS. So yes, if you lower burst damage capability, you generally also lower DPS (unless the bursty build option can be supplanted with something that works equally well on average). But if the burst is only available for some fraction of your total combat time, its effect on your overall damage over time can be pretty unimpressive. That's why I asked how often Lurker's is available.

    3. I'm interested in hearing your analysis of how the At-Will change affects DPS in PvE. That's not sarcasm, by the way; I genuinely have no idea how the At-Will thing will affect PvE Rogues. Seems like it'll be more significant than the Lurker change (again, in PvE) from what I've read.
  • shuy1shuy1 Member Posts: 0 Arc User
    edited July 2013
    pfft2 wrote: »
    1. Heh, a second is a unit of time. ;) DPS is, by definition, a measure of average damage over time.

    2. Burst damage is a component of DPS. So yes, if you lower burst damage capability, you generally also lower DPS (unless the bursty build option can be supplanted with something that works equally well on average). But if the burst is only available for some fraction of your total combat time, its effect on your overall damage over time can be pretty unimpressive. That's why I asked how often Lurker's is available.

    3. I'm interested in hearing your analysis of how the At-Will change affects DPS in PvE. That's not sarcasm, by the way; I genuinely have no idea how the At-Will thing will affect PvE Rogues. Seems like it'll be more significant than the Lurker change (again, in PvE) from what I've read.

    1. Semantics.

    2. A good TR will have LA up enough to make it noticeable. In a pug CN run, LA will be used MUCH more than 5 times, basically being one of the best DPS ability that TRs have. I can't give you any number on "how often" it is up. It's so much to make this nerf really a severe nerf.

    3. Haven't had a chance to go to the preview server yet. However, Stealth is basically used always but mainly to stack Duelist's flurry. When all your powers are in CD, you use your at-will. Combat Advantage is also a big part in TRs' DPS and Stealth is the primary way for rogues to gain CA. Less Stealth = less CA = less DPS.
  • julianalz55julianalz55 Member, NW M9 Playtest Posts: 89 Arc User
    edited July 2013
    shuy1 wrote: »
    1. Semantics.

    2. A good TR will have LA up enough to make it noticeable. In a pug CN run, LA will be used MUCH more than 5 times, basically being one of the best DPS ability that TRs have. I can't give you any number on "how often" it is up. It's so much to make this nerf really a severe nerf.

    3. Haven't had a chance to go to the preview server yet. However, Stealth is basically used always but mainly to stack Duelist's flurry. When all your powers are in CD, you use your at-will. Combat Advantage is also a big part in TRs' DPS and Stealth is the primary way for rogues to gain CA. Less Stealth = less CA = less DPS.

    Well now you cant even finish a DF while in stealth, it depletes completly, not even if you use stealth after the second DF hit, still the stealth meter depletes before finishing DF. Tested it this morning.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited July 2013
    You use the dummy from Bait and Switch to regenerate action points like crazy (it refills them by taking damage) to use Lurker's Assault... very, very often. I was doing this without even having used a cookie cutter build, just because of the sheer utility of it. I should probably port him over to Mimic to check it out now, see just how bad it is.
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  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited July 2013
    Given that any control power automatically cancels said daily. It was pretty balanced.
    Wow. Guess what? So do other dailies. And not only that, if you are stunned/dazed/knocked down/whatever, you can't use them in the first place. "Ifs" don't matter.

    Maybe you should try looking past the tip of your nose and actually compare it to daily powers of other classes.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited July 2013
    I haven't noticed that the duration of Slam ends early if something happens to my GWF, but my TR could get kicked out of Lurker's Assault prematurely if interrupted.

    Just want to be sure of understanding. Yes, action interruption could cancel using a daily power, sometimes before the action points are actually spent and sometimes after. But I honestly have not registered that effects could stop you from using your daily power while it was already up, except Lurker's.
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  • allaerraallaerra Member, Neverwinter Beta Users Posts: 838 Bounty Hunter
    edited July 2013
    This is utterly ridiculous and to those of you thinking Rogues need "tweaking and adjustments" really? Do you play the class? We were nerfed into the ground already, this newest set of nerfs is gamebreaking for PVE. This used to be the most fun class to play. Really a feather in Cryptic's cap as it was so fun. Great battle mechanics. Now, they are taking all the fun out of the class and making it useless in Dungeons:mad:.
  • yeruneyerune Member Posts: 0 Arc User
    edited July 2013
    allaerra wrote: »
    This is utterly ridiculous and to those of you thinking Rogues need "tweaking and adjustments" really? Do you play the class? We were nerfed into the ground already, this newest set of nerfs is gamebreaking for PVE. This used to be the most fun class to play. Really a feather in Cryptic's cap as it was so fun. Great battle mechanics. Now, they are taking all the fun out of the class and making it useless in Dungeons:mad:.

    I play all 5 classes at lvl60, and the only problem I had with TR's was when they CoS spammed from Lurkers while I was occupied with someone else. And not even all TRs CoS hurt like that, only the ones with uber-enchants.
  • shuy1shuy1 Member Posts: 0 Arc User
    edited July 2013
    Well now you cant even finish a DF while in stealth, it depletes completly, not even if you use stealth after the second DF hit, still the stealth meter depletes before finishing DF. Tested it this morning.

    This is getting more and more ridicolous. That's even a bigger nerf than I thought. The damage from DF will be MUCH lower if this goes live. This is lame.
  • anendeladanendelad Member Posts: 1 Arc User
    edited July 2013
    On Preview shard:

    Assuming 1000 damage for every hit and 50% crit chance and 75% crit severity:

    In LA:

    1000 damage base, 50% crit chance, 100% crit severity.

    the maximum bonus is not +15% crit severity, so 90% crit severity total?
  • shuy1shuy1 Member Posts: 0 Arc User
    edited July 2013
    anendelad wrote: »
    the maximum bonus is not +15% crit severity, so 90% crit severity total?

    Ah, this is actually right. Thanks, I've updated my math.

    We just went from a 60% damage bonus in LA to a 6%, a 37,6% DPS LOSS in LA.

    Counting that you can't even finish a DF in Stealth, I was right to say that we are looking at an over 50% total DPS of TRs.
  • harplesharples Member, Neverwinter Beta Users Posts: 32
    edited July 2013
    +1 from me
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited July 2013
    allaerra wrote: »
    This is utterly ridiculous and to those of you thinking Rogues need "tweaking and adjustments" really? Do you play the class? We were nerfed into the ground already, this newest set of nerfs is gamebreaking for PVE. This used to be the most fun class to play. Really a feather in Cryptic's cap as it was so fun. Great battle mechanics. Now, they are taking all the fun out of the class and making it useless in Dungeons:mad:.
    Anyone who does play TR and doesn't suck realizes these changes are nowhere near as big as the hysteria of terrible players on the forum would lead to believe.
  • shuy1shuy1 Member Posts: 0 Arc User
    edited July 2013
    Anyone who does play TR and doesn't suck realizes these changes are nowhere near as big as the hysteria of terrible players on the forum would lead to believe.

    Anyone who doesn't or does play a TR realize that what you just said is what a PVP whiner say.

    A 36~50% DPS loss is not big. Right :rolleyes:
  • webbotwebbot Member Posts: 2 Arc User
    edited July 2013
    Anyone who does play TR and doesn't suck realizes these changes are nowhere near as big as the hysteria of terrible players on the forum would lead to believe.

    Actually... incorrect.

    Lets get your facts straight.

    12->8 daggers: Good for pvp and meh for pve

    LA 60%->6%: TERRIBLE for PVE and not okay for pvp (ap regen is slow you get 1 daily per game~ so impact is not so significant)

    Atwills remove stealth: ABSURD!!! I wont even begin to describe the appalling nature of this...
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited July 2013
    Are you kidding about that 1 daily per game? With Bait and Switch in my encounter powers, I could use Lurker's Assault probably every other group of mobs if I wanted and definitely would get it going several times per boss fight, even while soloing.

    Yes, it means I'm sacrificing the ability to put a damaging power in the rotation. No, it doesn't mean I'm terrible at being a rogue. It means I've made the trade-off to increase my AP gain in order to get dailies out more often, which is also how I've built my GWF, and has always struck me as a legit strategy for building a character.
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  • kabothoriginalkabothoriginal Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 465 Bounty Hunter
    edited July 2013
    Anyone who does play TR and doesn't suck realizes these changes are nowhere near as big as the hysteria of terrible players on the forum would lead to believe.

    We already know what you are Mr. God Mode GWF, don't worry they will be on the chopping block soon enough and the tears of lament and crying about getting nerfed will be upon you soon enough.

    Now since they are gutting the TR class, would love them fix the easy kills CW's you get for knocking mobs off the edge. Oh while you are at it half their tab power duration as well.

    Then we could sit back and laugh and point fingers and talk about how this was a needed "fix" and its better for the game and pretend we play these classes and say you suck if you cant adapt and things like that.
  • meeggtoastmeeggtoast Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 159 Bounty Hunter
    edited July 2013
    Currently I am testing between my 12.6k GWF no stone(near BiS missing only 2 set avatar currently using 2 set berserk) with my 12.2k(BiS) TR with 3k stone both using regular vorpal enchant. It seems like sure strike comes very close to the flurry damage(with stealth), however TR out damages with bleed damage. But when using unstoppable my gwf crushes my TR's damage+Bleed without debuffing with weapon master strike.

    I am unable to test accurately with data unless i have drake/unicorn items.(which i hopefully will get 200 this week on my TR and GWF)
    Nevermore@meeggtoast 12.2 BiS TR
    Lanaya@meeggtoast 13.4 BiS GWF
    Shendelzare@meeggtoast 11.2k CN mule CW

    Server: Dragon
    Stream: meeggtoast
    Guide: Meeggtoast's Destroyer Dps Guide
  • llclickllllclickll Banned Users Posts: 149 Bounty Hunter
    edited July 2013
    Noone is saying rogues didn't need tinkering just that this cut was a bit to much. it was pretty much akin to the DC astral seal nerf. it will be forcing a lot of TR to re evaluate their builds. to the TR who was made seasick by lurkers assault and had to wear a big read bow on their tail to be able to focus on where their character was and if they were stealthed at any given moment in LA it may not be the worst thing.

    a big issue with rogues is half our powers were too good yes but the rest of them were often...and why do we even have this power again? My hopes is instead of just going down the nerfy path. which makes everyone upset they might consider looking at the new builds that come up after this and buff the powers that people STILL wont touch with a 10 foot pole. buff feats that promote team play and cooperation (like flanking bonuses) and for the healers out there buff the weaker heals of devoted cleric who got hit really hard by the astral seal nerf.

    No, these insane Rogue nerfs aren't even close to being comparable to what Cryptic did to Cleric's Astral Shield. AS' duration was the ONLY thing that got nerfed and only by 4 seconds. They didn't touch the VALUES of Astral Shield's heal over time nor its damage reduction. Cryptic only made it so you can't stand inside AS indefinitely, become invulnerable forever, and faceroll their joke of PvE content.

    Clerics also never had their Dailies completely gutted like Rogues have. In fact, no other class has had their class mechanics/features, TWO Dailies, and every At-Will effected as much as Rogues have. If we're comparing Clerics, it would like Cryptic getting rid of Hallowed Ground AND Divine Armor's damage reduction and replacing it with 15% increase in healing instead. It would be like Cryptic nerfing all heals from every At-Will and Encounter by 30-40% (not including Righteousness). It would be like Cryptic nerfing Astral Shield again and reducing the damage resistance and HoT while not increasing the duration. It would be all of these nerfs combined in 1 huge nerf bat hit. That's what Rogues are now dealing with.

    I could do this with other classes, but I don't feel like typing even more. The point is, Cryptic is destroying an entire class and it's not even comparable to any nerf other classes has ever gotten. In fact, Rogues are the only class to now receive TWO major nerfs without seeing any buffs to compensate for and actually BALANCE out their heavy-handed nerfs.
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