Blinding Sand was just nerfed

Solandri - Heavens Tear
Solandri - Heavens Tear Posts: 2,843 Arc User
edited September 2009 in Venomancer
New skill description at level 10 is:
15% decrease in accuracy and cast speed (formerly -75% to accuracy)
Single target (formerly AOE)
Every 8 str increases attack rate and cast speed decrease by 1%
Every 8 dex increases attack rate and cast speed decrease by 1%
Edit: Not sure what the attack rate thing is, since the skill doesn't decrease attack speed.

Also looks like a major nerf to Tree of Protection, although mine is only level 1 so I dunno what the higher level versions are like.

Overall, it looks like they tried to make genie str and dex more desirable stats. Previously mag and to a lesser extent vit were much more important.
Post edited by Solandri - Heavens Tear on

Comments

  • XKIAx - Heavens Tear
    XKIAx - Heavens Tear Posts: 373 Arc User
    edited September 2009
    Am i correct when i say the genie mag stat is kinda useless now? Cause it seems that way to me.
  • truekossy
    truekossy Posts: 7,021 Arc User
    edited September 2009
    Yep. All mag's good for now is energy regen... and most would prefer having higher energy to begin with (aka more vit) than just waiting less time to be able to use a second skill.

    Oh and Tree is no longer a 60% HP boost and 25% heals when maxed, but a 30% HP boost ad 20% heals. And while it may have a lower energy cost now, the stamina it eats is pretty horrible now.
  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited September 2009
    truekossy wrote: »
    Yep. All mag's good for now is energy regen... and most would prefer having higher energy to begin with (aka more vit) than just waiting less time to be able to use a second skill.
    I always figured genie skills were too expensive (in stamina) to use on regular mobs. No point spending 1k in chi stones on a mob which drops 2k in loot. So I primarily use them in boss fights, which last a lot longer 2-3 skill use, so spamability (high energy regen) is most important. So mag is still very important IMHO. It's just that they lifted str from useless and dex from near useless. That's a good change IMHO.
    Oh and Tree is no longer a 60% HP boost and 25% heals when maxed, but a 30% HP boost ad 20% heals. And while it may have a lower energy cost now, the stamina it eats is pretty horrible now.
    Old ToP was 25% heal per tick at level 1. New ToP is 2% heal per tick at level 1, 20% at level 10. If the energy cost is the same, the new 20% heal will cost quite a bit more energy than the old 25% heal. And I hear at level 10 the stamina cost is 1k.
  • Vitenka - Dreamweaver
    Vitenka - Dreamweaver Posts: 4,125 Arc User
    edited September 2009
    2% heal per tick.

    It's a freaking 16% heal in total now?

    How does the new 'small heal' heal stack up?
  • Grayroses - Heavens Tear
    Grayroses - Heavens Tear Posts: 26 Arc User
    edited September 2009
    Many skills have been nerfed with this update besides tree of protection.
    Extreme poison had it's duration reduced from 10 seconds to 6 seconds and I believe Lightning chaser doesn't work 100% anymore.

    PS: I believe you posted in the wrong section.
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  • Zetarana - Heavens Tear
    Zetarana - Heavens Tear Posts: 268 Arc User
    edited September 2009
    I think this sucks how bad they've gone and "Fixed" (read Neutered) the Genies...


    Just started playing with the Genie a couple of weeks ago... glad I did not invest too much into it...
    Zetarana - Arcane Veno
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  • Isala - Sanctuary
    Isala - Sanctuary Posts: 1,607 Arc User
    edited September 2009
    2% heal per tick.

    It's a freaking 16% heal in total now?

    How does the new 'small heal' heal stack up?

    It works so "Well" *cough* That I went and got the skill that instantly gives you 800HP instead...
  • tweakz
    tweakz Posts: 0 Arc User
    edited September 2009
    They gave us tools to restat our genies, but what about the skills people leveled to synergize with genies skills or the permanent decisions to go with demon or sage based on genie skills? They keep changing the game which keeps pissing us off.
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  • XHappyBunnyx - Sanctuary
    XHappyBunnyx - Sanctuary Posts: 683 Arc User
    edited September 2009
    so we can finally say in all truthfulness.. that genies are useless?
    ..It is feeling that way.
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  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited September 2009
    2% heal per tick.

    It's a freaking 16% heal in total now?

    How does the new 'small heal' heal stack up?
    The skill ticks twice.

    Previously at level 1 and 40 dex it gave 25% per tick with a 15% increase to max hp. So 2*0.25*1.15 = 57.5% overall heal @ 85 energy.

    At level 10 it was a 60% increase, so 2*0.25*1.6 = 80% overall heal @ 140 energy.

    Now at level 1 and 40 dex it supposedly gives 2% + 5% per tick. @ 60 str the hp buff lasts 2 ticks and gives 12%+30% = 42% hp buff.
    So 2*0.07*1.42 = 19.9% overall heal @ 70 energy.

    Extrapolating, at level 10 it would give 20% + 5% per tick. @ 60 str the hp buff lasts 2 ticks and gives 30% + 30% = 60% hp buff.
    So 2*0.25*1.6 = 80% overall heal

    So at best, it'll work the same as before, just cost a ton more stamina. The skill is a lot less effective at lower level (but still costs a ton more stamina).

    I take it from the lack of discussion or complaint, that nobody is really surprised that Blinding Sand was nerfed?
  • Isala - Sanctuary
    Isala - Sanctuary Posts: 1,607 Arc User
    edited September 2009
    I take it from the lack of discussion or complaint, that nobody is really surprised that Blinding Sand was nerfed?

    Not really, TBH. I mean, everyone knew about it, everyone discussed it, what else could they possibly choose if they were going to nerf. Hell, I bet this was probably first in the list.b:chuckle
  • shlomo2
    shlomo2 Posts: 105 Arc User
    edited September 2009
    Not really, TBH. I mean, everyone knew about it, everyone discussed it, what else could they possibly choose if they were going to nerf. Hell, I bet this was probably first in the list.b:chuckle

    guess archers QQ too much eh
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  • Brael - Dreamweaver
    Brael - Dreamweaver Posts: 1,430 Arc User
    edited September 2009
    Seems more like it would be nerfed for the pve impact than the pvp impact. PvP still had a way to hit quite often.

    I have to say, this patch really ticks me off, given how much spirit I dumped into genie skills, and leveling them, not to mention the fact I was using two genies and can only restat one of them. The 3 mil my second genie took is basically all my unmaxed skills right now.

    For the lack of discussion on Blinding Sand, I think it's that we all just have skills we used on a more consistent basis so haven't gotten to those complaints yet. When it comes to tree 10, what it says for me is 115 energy, 200 stamina (bugged, tested it to be 600 sta), increases max hp by 30% for 5 seconds, restores 20% of max hp every 3 sec, every 2 str adds 1% more max hp, every 60 str adds 1 sec to the duration, every 8 dex adds 1% health recovery. So with my old genie now that had 5 str, 55 vit, 60 dex, 43 mag it went from an 80% heal to a 62% heal.

    It's no longer as an good economic choice though, a 62% heal works out to 1863 hp for 540 coin (at .8 coin/stamina, going market rate is 2.5/sta, but I'm good at getting my own). However, it's still cheaper than potions (and jiazozi) so it might be useful.

    Blinding sand on the other hand will be tough. At level 10 it's a 15% decrease. With a max Befuddle of 70% it would require 120 dex or 60 str/dex to get to 30% for a full reduction against mobs. With 25 energy every 8 seconds though, you would need regen of 3.125/sec to sustain it, which would come out to 107 magic.
  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited September 2009
    When it comes to tree 10, what it says for me is 115 energy, 200 stamina (bugged, tested it to be 600 sta), increases max hp by 30% for 5 seconds, restores 20% of max hp every 3 sec, every 2 str adds 1% more max hp, every 60 str adds 1 sec to the duration, every 8 dex adds 1% health recovery. So with my old genie now that had 5 str, 55 vit, 60 dex, 43 mag it went from an 80% heal to a 62% heal.
    This is another thing that ticks me off about the game in general. There is no need to make it this horribly complicated to try to figure out what the skill will do for you. You've got two degrees of freedom (str and dex) with 3 variables (duration, %hp increase, %heal) complicated by a two-tier affinity point cost based on stat value (2 points per stat point after starting value+40). Then you have to compare all that to some new skill which does instant heals (instead of heal over time) which is probably almost as complicated. I think calculating anisotropic stresses in multi-ply graphite composite panels was simpler.
    Blinding sand on the other hand will be tough. At level 10 it's a 15% decrease. With a max Befuddle of 70% it would require 120 dex or 60 str/dex to get to 30% for a full reduction against mobs. With 25 energy every 8 seconds though, you would need regen of 3.125/sec to sustain it, which would come out to 107 magic.
    My genie is only 1.8 energy/sec (40 mag). Before the nerf, I found that with most of the BH bosses, the group could often kill the boss before my genie ran out of energy with me keeping Blinding Sand up all the time. So except for the bosses that take forever to kill like world bosses, you don't necessarily have to be able to maintain it indefinitely for it to be useful. Still, 60 str, 60 dex, 40 mag is a pretty tall order (assuming str and dex do increase the accuracy debuff). That's 155 affinity points. A level 80 genie would need to have 75/80 lucky points to achieve that. A level 90 genie would need 65/90. A level 100 genie would need 55/100.
  • Brael - Dreamweaver
    Brael - Dreamweaver Posts: 1,430 Arc User
    edited September 2009
    Maintaining it indefinitely really depends on what you're using it for. I can't exactly use it to duo Wurlord in 2-2 anymore. I could probably still use it in a squad, but it would result in a bit of a delay between each pull.

    A magic genie with 60 str, 60 dex, and 107 magic should be doable as well but it would take 184 points (plus the best gear) which is still a very high genie that few are going to see. I suppose though that you can cut down what's needed drastically by having multiple people with the skill. Two with the skill should be able to sustain it, and just switch off when one needs energy.

    As for tree, I just put a quick spreadsheet together to work it out. If anyone wants it, it's here. All it does is lets you put your genie stats in, and then gives you the percent of heal you'll see along with your cooldown on the skill based on the skill and energy regen you have. I don't know how the energy costs work per level, so that's always based on level 10. Regardless, since you can't go under a 60 sec cooldown, that part won't be off too much unless you have a high level tree with really low magic.
  • IceJazmin - Heavens Tear
    IceJazmin - Heavens Tear Posts: 4,206 Arc User
    edited September 2009
    It works so "Well" *cough* That I went and got the skill that instantly gives you 800HP instead...

    Which skill is that?
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  • Isala - Sanctuary
    Isala - Sanctuary Posts: 1,607 Arc User
    edited September 2009
    Which skill is that?

    It's labeled as "Last Stand" in the description. If that's the right name for it. I've never seen a "Last Stand" skill before this.

    EDIT: AKA Essence Penetration, it seems.