Loremaster is giving 5% dmg atm instead of 50% as stated in the description. Flourish only works on dancing light if you use dancing lights and then flourish just before the damage goes off, which I'm sure is not intended. The bonus damage from loremaster also suffers the same issue as flourish when used with dancing…
That would require some build customisation, otherwise it would get boring very quickly, If done right it could be a good solution. But if not done right it will be dead content pretty quick.
Yeah not ranger, but any dps class with a good aoe daily they will be very strong on, I mean 30 * 500 = 1500 ap (15 extra dailies) in the new dungeon is BiS for sure on warlock and rogue. On the scoreboard you can see that most dps kill around 400-600 mobs in the new dungeon. You're scaled to 51k anyway :smile:
Could you bring back primal gear or a method to obtain this gear? as the boots and very strong, best in slot for majority of dps classes in the new dungeon. BIS gear shouldnt be unobtainable. Or just add new boots that have the same bonus as primal boots if you wanna stick to having only the 2 newest seal gear in the seal…
> @"admiralwarlord#3792" said: > That's an interesting variable that the combat change has brought, choices. I chose at first to invest in Critical Strike and Critical Severity, all for the sake of economics. I will not do my daily quests with potions and other things that make me costly and deviate from my primary…
> @"elderislt#1066" said > My crit rate 90% all the time so this 2 more %will be almost op, vorpal now in gud please, still need nerf bile dmg from 60 to 45 :) crit rate 90% all the time, same with crit sev just from bone devil/crit sev potions, so Vorpal is useless for every dps. even with Bilethorn nerf from 60 to 45 its…
Suggestion for vorpal to make it viable for slower hitting dps classes. When you critically hit, you deal 10% additional dmg, This 10% bonus damage would work similarly to the 8% dmg thats on all weapon enchants, but only proc when you crit. Obviously the 10% can be higher or lower, Just my guess of what would be decently…
The assassin's feat "Shadow's Flurry" isnt attacking dummies anymore it just stands still and even on regular enemies in avernus and halaster the shadow clone often just stands still even in melee range. On live the shadow flurry clone only stands still if the enemy is out of range, but on preview it stands still majority…
If you ever tested the old vorpal on preview you'd know that it went over the 90% crit sev cap because the vorpal crit severity was applied directly to encounters/dailys/at-wills and not in the character sheet. The current vorpal is just pure trash. Bilethorn out performs it significantly, even slow hitting classes like…
I'm fine with vorpal being crit chance, but should be increased a bit from 4%. Vorpal seems very weak considering with 90% crit sev 4% crit rate is probably about 3-3.5% dmg, bilethorn 60 magnitude hits (not including the 8% dmg on at-will, daily, encounter) does 5-11% depending on class. If vorpal was 8% crit rate it…
The 8% bonus dmg every weapon enchant has seems to be hitting very low, I've tested on bilethorn, lifedrinker, vorpal, and frost, all of them did either 0 dmg or extremely low numbers.
Power is the most important dps stat to hit 90% in. Luckily that is extremely easy with forte. 90% power = 90% damage increase https://www.desmos.com/calculator/2y5apfexvh
But some classes/paragons are now left with a less effective stat. I look at this differently, I look at paragon vs same paragon e.g. assassin vs assassin instead of looking at class vs different class like what you're comparing. With the way forte currently is every assassin (or any paragon) is gonna have the exact same…
Clerics have a built in mechanic to get 10% bonus accuracy when full stamina, this wasnt much of an issue on live becasue you could easily get the 90k accuracy cap without it, but on the preview server this 10% bonus accuracy applies directly to the 'other contributions' so they get a free 10% negation to the opponents…
I think feats and class features that have a magnitude didnt get their magnitude increased. Examples that I've noticed are: Rogues toxic blade, oppresive darkness and Hunters thorned roots, I assume their is more on other classes but I haven't tested
Guild boons give flat ratings instead of % increase to the stats total. My suggestion is that this should be changed. Atm as a dps the offensive guild boon is just used for item level since you can easily cap all the offensive ratings without them, meaning that whichever guild boon you pick does not matter as its just used…
I haven't actually hit lvl 80 yet as I've just returned, do you get that from just running dungeons/daily campaign missions? or is their something specific you do to get those black pearls?