Terror enchantment : decrease power/def by 40% , root target Vorpal enchantment: your critical strike decrease target damage resistance/damage by 2 %
Realy , Whenever you crit ,once a year thanks to rng and LOWER crit rate due curve , we get from vorpal Same crit severity and we reduce target damage/rez by 2 % ?
While Terror Permanently reduce power and def by 40%
2 %Whenever we crit or Permanent 40%..Hard Call.
FeadBack :Trans Vorpal 50% crit severity.
When you Crit , you recive a buff that makes your next Hit :
Crit chance 100% With 20% more crit Severity.
So when you land a Crit ,your next crit is 100% sure +20% severity (70% crit severity for One Crit) VERY IMPORTANT (for balance) ADD Internal CD to the buff : 5 seconds. ( to avoid permanent crit chain )
Now thats a Nice Buff , and wont make vorpal USELESS. Good Job on Terror.
But dont make 1 enchant Very good and rest trash.
If is to Hard to Make this effect + internal CD , At least Increase the Crit severity to 70%
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.
2% damage and armor reduction
did anyone already test how many it can stack? And how long debuff duration?
imagine TR in stealth use with 100% crit change spwan atwill and reduce 2% damage and armor every strike
don't mistaken me i am HR and uses vorpal too, i think transq must be give 60-70% crit sev is fine because it's RNG
but when there is still broken 100% crit change mekanic in TR and CW my answer isHELL NO
2% damage and armor reduction
did anyone already test how many it can stack? And how long debuff duration?
imagine TR in stealth use with 100% crit change spwan atwill and reduce 2% damage and armor every strike
don't mistaken me i am HR and uses vorpal too, i think transq must be give 60-70% crit sev is fine because it's NRG
but when there is still broken 100% crit change mekanic in TR and CW HELL NO
it does not stack and you have to crit and then the next hit [ that and only that ] will benefit of dr reduction.
this is why i m saying give it crit chance bonus...classes with intrinsic 100% mechanic will not benefit from it like many others [ gf for example ]
perfect terror gives a 4% damage boost on live right now (the 20% defense debuff actually works out to a 4% damage buff)
so a terror is with 40% defense is likely going to be a 8% damage buff. the terror buff lasts for 5 seconds.
Vorpal is a 2% damage buff and lasts for 3 seconds
So, here you have an enchant dedicated to debuffing that is 4x as strong as the vorpal damage buff (which is 2%) but the duration is only 2 seconds longer then vorpal. terror is applied from any hit while vorpal is only from crits.
However, vorpal boosts your damage by considerably more then terror does so i really think that vorpal is just fine as it is. it would be nice though if the vorpal buff lasted 5 seconds as well so it was a bit easier to take advantage of and perhaps had the duration on the damage reduction buff last longer then 3 seconds as well
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it does not stack and you have to crit and then the next hit [ that and only that ] will benefit of dr reduction.
this is why i m saying give it crit chance bonus...classes with intrinsic 100% mechanic will not benefit from it like many others [ gf for example ]
+1 agree about this +2.5% crit change at pure and +5% crit change at tranq would be fine not become OP
[...]
terror is op and needs an adjustment dawn too.I mean the mod6 terror.
[...]
Terror debuff doesn't stack and has to be refreshed every now and then.
I admit that to me the Trance Terror seems to overdo it, but Mod ->5 Terror is OK. Compare to the stacking debuff + additional Damage on Plague Fire etc.
But nerfing the powerful Weapon Enchantments doesn't seem right, especially not when you consider how much effort and/or often money you have to pour into getting them up there. PTerr = hundreds of Grimak runs (or AH buys, sure) and 7 Coal Wards. For the money you'd have to spend spend for the Wards alone, you can almost get the Hero of the North pack - and with it Brilliant energy Enchants for all of your chars.
...so IMHO, yes, buff the weaker enchants to viability. No, do not nerf the more powerful ones.
perfect terror gives a 4% damage boost on live right now (the 20% defense debuff actually works out to a 4% damage buff)
so a terror is with 40% defense is likely going to be a 8% damage buff. the terror buff lasts for 5 seconds.
[...]
...but that's only looking at your personal damage. The one point is, however, that everyone in the party is going to get that debuff. The other point is that currently the monsters' DR caps at 24% (Endbosses!!!), while it'll go up quite a few notches in Mod 6. Which will then massively increase the value of DefDebuff...
perfect terror gives a 4% damage boost on live right now (the 20% defense debuff actually works out to a 4% damage buff)
so a terror is with 40% defense is likely going to be a 8% damage buff. the terror buff lasts for 5 seconds.
Vorpal is a 2% damage buff and lasts for 3 seconds
So, here you have an enchant dedicated to debuffing that is 4x as strong as the vorpal damage buff (which is 2%) but the duration is only 2 seconds longer then vorpal. terror is applied from any hit while vorpal is only from crits.
However, vorpal boosts your damage by considerably more then terror does so i really think that vorpal is just fine as it is. it would be nice though if the vorpal buff lasted 5 seconds as well so it was a bit easier to take advantage of and perhaps had the duration on the damage reduction buff last longer then 3 seconds as well
Don't do silly things like bring MATH into this argument!
A flat x% debuff isn't the same a x% debuff to power/defense. But when you consider the +50% crit severity increase on Vorpal, it's just TOO good, which is why the additional ranks provide a bonus which is just ok. Take together, the updates to Vorpal aren't as stellar as some of the other enchantments, but that's fine. It's sort of like nerfing Vorpal without affecting existing Vorpal users.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited April 2015
Some pvp classes = vorpal.
Some pvp classes = terror.
Some pve classes = ok with terror/vorp or plague fire.
Terror really is a top choice now overall in all circumstances for most classes, other then probably cw and tr though (dc is a litte screwed, as they cant do crits as much anymore and vorp was the only thing that allowed them to increase healing) mine used a GPF anyways though.
My problem is I play them all and I only have enough to get one of these to pure to start with and have to decide. Since vorp is good for my cw and dc still. Then Ill do a terror when I can.
Vorpal is more then fine atm they only should have rescaled amount of crtic damage on lvls it should have been 50% crtic damage buff on transcended lvl not on perfect
I agree that Vorpal looks fine the way it is with these changes. But it's not a 50% damage increase.
You have a base critical severity of 75%. So adding a perfect (+) vorpal to that increases the total damage on a crit by 28.5% (2.25/1.75), which you then multiply by crit chance to see how much the total net damage boost from vorpal is (at 35% chance and no other severity additions, it's about 10%). With other additional critical severity additions, the relative addition of vorpal obviously becomes increasingly smaller.
If vorpal would work like this it would be good but atm it works a lot better my average damage in pk atm with p vorpal is ~6-7m while with perfect lightning is 3-4m max so it dose improve my damage a lot u need to take in your math buffs ,debuffs,arp,power since vorpal is only enchant on which this multipliers works
Too many people are bad at math, then base their outrage on the results of their bad math.
Transcendent Terror enchantments debuff PvP opponents Power and Defense by 40%. So, let's say you're fighting someone with 15,000 Power and 6,000 Defense. After the Transcendent Terror debuff is applied their power will drop to 9,000 and Defense will drop to 3,600. With the new stat curves at 400 points = 1%, their damage output will drop by (1 - 1.225/1.375) = 10.9%. Their damage resistance will drop from 15% to 9%. So, you'll do about (.91/.85) = 7% more damage to them...but that's assuming you have no armor penetration. If your Armor Penetration is above 15% (and whose won't be?) then the Defense debuff won't make any difference at all and you'll do the same damage to them with and without the debuff.
So, for PvP, the Transcendent Terror enchantment isn't all that great. It just drops opponents damage output ~11% (slightly more or less depending on their power) and has basically no effect on how much damage you will do to them.
For PvE it's a little more murky. Last time I tested the Transcendent Terror it it just did a flat 4% debuff on enemies. That's it. Hardly overpowered. They may have fixed it since then, but even then I doubt it would be over 6% (lesser/normal/greater/perfect give 1/2/3/4% respectively, it would just make sense for Pure/Transcendent to do 5/6% debuff). That's hardly overpowered.
People don't understand the Vorpal much better. I'm a CW. I have base crit severity of 75%. I have an Erinyes that gives 10% more, and a boon that gives 10% more for a total of 95%. Also, about 80% of my damage comes from critical hits. So adding a Perfect Vorpal grants me (2.45/1.95-1)*.8 = 20% damage increase. Not 50%. It's good. In fact, it's the best choice for me given how much of my damage comes from crits. But it is not so far and away good that I'm not considering other options for Mod 6. The boosts to Feytouched and Lightning and the debuffs from Terror and Plague Fire make them at least competitive.
Vorpal needs a slight nerf (IMO P.Vorp should be 30%, 40% for Trans). It benefits high crit, high burst damage which causes massive overperformance compared to all the other enchantments out there.
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tankinatorfrMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 107Bounty Hunter
edited April 2015
Vorp should be 30%, 40% for Trans
we can already stack those level of crit severity from feats, campaign and stuff. What would be the use of vorpal if it is nerfed ?
Vorpal get a lesser buff when transcend, so, it will already become less efficient.
Even "burst damage-based" builds will now benefits from something else than the vorpal.
A nerf can easily make it useless.
Also, complete nerf is not often the good solution. It is time for the Devs to buff more often than they nerf.
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ichimaruginxMember, NW M9 PlaytestPosts: 230Arc User
edited April 2015
How easy is it to stack crit on new mod? I personally think Trans vorp can give 10% extra crit chance AT TRANS LEVEL to make it more viable for other classes. It won't affect those like CWs and TRs much thus keeping the balance. Also since it's trans level you can choose to upgrade to get the bonus or not. So it's a buff for non high crit classes which WANT to use vorp but doesn't imbalance the game. The new stats curve hit other classes pretty hard on the crit chance and it's hard to swallow that i playing as a DPS DC have to stack 12k of crit to get the same result as a CW or a TR.
Comments
vorpal useless? And need buff? No other weapon enchment did
i agree it needs a buffs of somekind. yours is too much tho
About your feedback ... I think you really do not want to change the vorpal the other enchant.
I see that many people are used to the combo vorpal and soul. and from what I see in the next mod will have some mixed builds.
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.
No need to quote.
Either works.
But 2 % damage rez./damage reduction , While Terror have 40% ??Not realy balanced.
it should be 5% at trascendent level...
however to think i have to spend 2 coalescents, 10 gmop and 2.5M refining points for that is just stupid
Terror does not increase your damage by 50%...
Vorpal is fine the way it is.
And i did not say terror increase damage by 50%.
terror reduce target power/DR by 40%.
did anyone already test how many it can stack? And how long debuff duration?
imagine TR in stealth use with 100% crit change spwan atwill and reduce 2% damage and armor every strike
don't mistaken me i am HR and uses vorpal too, i think transq must be give 60-70% crit sev is fine because it's RNG
but when there is still broken 100% crit change mekanic in TR and CW my answer isHELL NO
this is why i m saying give it crit chance bonus...classes with intrinsic 100% mechanic will not benefit from it like many others [ gf for example ]
so a terror is with 40% defense is likely going to be a 8% damage buff. the terror buff lasts for 5 seconds.
Vorpal is a 2% damage buff and lasts for 3 seconds
So, here you have an enchant dedicated to debuffing that is 4x as strong as the vorpal damage buff (which is 2%) but the duration is only 2 seconds longer then vorpal. terror is applied from any hit while vorpal is only from crits.
However, vorpal boosts your damage by considerably more then terror does so i really think that vorpal is just fine as it is. it would be nice though if the vorpal buff lasted 5 seconds as well so it was a bit easier to take advantage of and perhaps had the duration on the damage reduction buff last longer then 3 seconds as well
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Yes, and Vorpal makes you deal additional 50% damage plus debuffs foes.
You only compared the debuffs of terror and vorpal, when the main advantage of vorpal is not it's debuff.
+1 agree about this +2.5% crit change at pure and +5% crit change at tranq would be fine not become OP
Terror debuff doesn't stack and has to be refreshed every now and then.
I admit that to me the Trance Terror seems to overdo it, but Mod ->5 Terror is OK. Compare to the stacking debuff + additional Damage on Plague Fire etc.
But nerfing the powerful Weapon Enchantments doesn't seem right, especially not when you consider how much effort and/or often money you have to pour into getting them up there. PTerr = hundreds of Grimak runs (or AH buys, sure) and 7 Coal Wards. For the money you'd have to spend spend for the Wards alone, you can almost get the Hero of the North pack - and with it Brilliant energy Enchants for all of your chars.
...so IMHO, yes, buff the weaker enchants to viability. No, do not nerf the more powerful ones.
Like the old HR feat? Yeah, that'd be nice. But open to borderline exploitation ("air-slashing").
...but that's only looking at your personal damage. The one point is, however, that everyone in the party is going to get that debuff. The other point is that currently the monsters' DR caps at 24% (Endbosses!!!), while it'll go up quite a few notches in Mod 6. Which will then massively increase the value of DefDebuff...
Crit chance is probably what you meant?
Don't do silly things like bring MATH into this argument!
A flat x% debuff isn't the same a x% debuff to power/defense. But when you consider the +50% crit severity increase on Vorpal, it's just TOO good, which is why the additional ranks provide a bonus which is just ok. Take together, the updates to Vorpal aren't as stellar as some of the other enchantments, but that's fine. It's sort of like nerfing Vorpal without affecting existing Vorpal users.
Some pvp classes = terror.
Some pve classes = ok with terror/vorp or plague fire.
Terror really is a top choice now overall in all circumstances for most classes, other then probably cw and tr though (dc is a litte screwed, as they cant do crits as much anymore and vorp was the only thing that allowed them to increase healing) mine used a GPF anyways though.
My problem is I play them all and I only have enough to get one of these to pure to start with and have to decide. Since vorp is good for my cw and dc still. Then Ill do a terror when I can.
or vice versa, cant decide. hard to.
If vorpal would work like this it would be good but atm it works a lot better my average damage in pk atm with p vorpal is ~6-7m while with perfect lightning is 3-4m max so it dose improve my damage a lot u need to take in your math buffs ,debuffs,arp,power since vorpal is only enchant on which this multipliers works
Transcendent Terror enchantments debuff PvP opponents Power and Defense by 40%. So, let's say you're fighting someone with 15,000 Power and 6,000 Defense. After the Transcendent Terror debuff is applied their power will drop to 9,000 and Defense will drop to 3,600. With the new stat curves at 400 points = 1%, their damage output will drop by (1 - 1.225/1.375) = 10.9%. Their damage resistance will drop from 15% to 9%. So, you'll do about (.91/.85) = 7% more damage to them...but that's assuming you have no armor penetration. If your Armor Penetration is above 15% (and whose won't be?) then the Defense debuff won't make any difference at all and you'll do the same damage to them with and without the debuff.
So, for PvP, the Transcendent Terror enchantment isn't all that great. It just drops opponents damage output ~11% (slightly more or less depending on their power) and has basically no effect on how much damage you will do to them.
For PvE it's a little more murky. Last time I tested the Transcendent Terror it it just did a flat 4% debuff on enemies. That's it. Hardly overpowered. They may have fixed it since then, but even then I doubt it would be over 6% (lesser/normal/greater/perfect give 1/2/3/4% respectively, it would just make sense for Pure/Transcendent to do 5/6% debuff). That's hardly overpowered.
People don't understand the Vorpal much better. I'm a CW. I have base crit severity of 75%. I have an Erinyes that gives 10% more, and a boon that gives 10% more for a total of 95%. Also, about 80% of my damage comes from critical hits. So adding a Perfect Vorpal grants me (2.45/1.95-1)*.8 = 20% damage increase. Not 50%. It's good. In fact, it's the best choice for me given how much of my damage comes from crits. But it is not so far and away good that I'm not considering other options for Mod 6. The boosts to Feytouched and Lightning and the debuffs from Terror and Plague Fire make them at least competitive.
Vorpal get a lesser buff when transcend, so, it will already become less efficient.
Even "burst damage-based" builds will now benefits from something else than the vorpal.
A nerf can easily make it useless.
Also, complete nerf is not often the good solution. It is time for the Devs to buff more often than they nerf.
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