Modify Current debuff mechanics

24

Comments

  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    I wonder why you insist in this folly.
    You're alone in this insane idea, as stated before, current debuff mechanics do work and the entire point of the new expansion is to make PvP lastier and more skill-dependant. Period.

    For skill I mean how good someone plays, not how much someone pays. b:bye
    [S.E.V.C.H.E.N.K.O]
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  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    I wonder why you insist in this folly.
    You're alone in this insane idea, as stated before, current debuff mechanics do work and the entire point of the new expansion is to make PvP lastier and more skill-dependant. Period.

    For skill I mean how good someone plays, not how much someone pays. b:bye


    .... from now on i wont bother reply to you anymore

    and i am not alone, 8/10 classes have debuffs that in next patch most likely wont have any use anymore
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  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    .... from now on i wont bother reply to you anymore

    and i am not alone, 8/10 classes have debuffs that in next patch most likely wont have any use anymore

    Such a drama

    Only because you can't drop anyone to 0 fire defenses anymore? Poor you, mean devs b:cry
    PvP is going to last longer? no more 1 shotting? Omg these devs must be so mean OMG!
    I don't know how your war avatars are but if you want to keep "OP" i suggest you to make a very good set of S cards and have them max level. PWI, prepare your pockets to receive a massive investment from XxHotxX.
    [S.E.V.C.H.E.N.K.O]
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  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    Such a drama

    Only because you can't drop anyone to 0 fire defenses anymore? Poor you, mean devs b:cry
    PvP is going to last longer? no more 1 shotting? Omg these devs must be so mean OMG!
    I don't know how your war avatars are but if you want to keep "OP" i suggest you to make a very good set of S cards and have them max level. PWI, prepare your pockets to receive a massive investment from XxHotxX.

    dropping to zero fire res? rofl

    atm a standard 80 dex spark (86% debuff) not even gets close to reduce fire resistance by 1/3, and its a major debuff... what about the classes that have 20% 30% 50% debuffs?

    ofc you bringing bias cause assassin is one of the 2 classes that dont rely\have debuff skills...
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  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    dropping to zero fire res? rofl

    atm a standard 80 dex spark (86% debuff) not even gets close to reduce fire resistance by 1/3, and its a major debuff... what about the classes that have 20% 30% 50% debuffs?

    ofc you bringing bias cause assassin is one of the 2 classes that dont rely\have debuff skills...

    I said "anymore" means you maybe was able in the past but not anymore because of the changes.
    Assassins do rely on debuffs too, a subsea strike effect is also 'nerfed' from high defenses, if the damage before amp is way lower, then the damage amplification is also negligible.

    And amp/HF/subsea was always used along with defense reducing/purge effects for maximum results, then, for me nothing changed. I DO RELY A LOT on tangling mire, and even still i'm not QQing in the forums on "How underpowered debuffs got". Not because my class got decent skills this time (because morai skills were lame), but because I know how the game mechanics work and I know to use this in my favor.

    And I know the objective of the developers with this new content: Make PvP more lasting and competitive. Just wait until Crit Rage nerf apos come b:laugh

    If you don't like the way the game is getting (more balanced, more competitive) then leave.
    If you don't like your inability to kill fast, then cash more.

    That's how PWI is, that's how PWI has ever been.

    If you think being an assassin is easy button, if you think you have balls to roll an assassin and be good at it, kill more than you do as a wizard, then go ahead I double dare you.
    [S.E.V.C.H.E.N.K.O]
    Synthetic Electronic Variant Calibrated for Hazardous Exploration, Nullification and Kamikaze Observation[SIGPIC][/SIGPIC]
  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    I said "anymore" means you maybe was able in the past but not anymore because of the changes.
    Assassins do rely on debuffs too, a subsea strike effect is also 'nerfed' from high defenses, if the damage before amp is way lower, then the damage amplification is also negligible.

    And amp/HF/subsea was always used along with defense reducing/purge effects for maximum results, then, for me nothing changed. I DO RELY A LOT on tangling mire, and even still i'm not QQing in the forums on "How underpowered debuffs got". Not because my class got decent skills this time (because morai skills were lame), but because I know how the game mechanics work and I know to use this in my favor.

    And I know the objective of the developers with this new content: Make PvP more lasting and competitive. Just wait until Crit Rage nerf apos come b:laugh

    If you don't like the way the game is getting (more balanced, more competitive) then leave.
    If you don't like your inability to kill fast, then cash more.

    That's how PWI is, that's how PWI has ever been.

    If you think being an assassin is easy button, if you think you have balls to roll an assassin and be good at it, kill more than you do as a wizard, then go ahead I double dare you.

    i am not asking to make spark be able to zero target res, i am asking a debuff general rework, the numbers i've shown so far are not game breaking

    the game is getting more balanced? man this is not neverwinter forum :) (and that said from a sin user rofl)

    my first choice when i rolled a char on EU server was assassin, i quitted it even when aps were the "fashion" cause it always had been a broken OP class

    i like to have some difficulties\challenges in the game... i like complex game mechanics...

    debuffs are a part of "complex mechanics" classes... and at the moment they are close to disappear from being a solid part of PWI pvp gameplay

    f.e.: i used to have a 80 dex with high vit-mag genie spark fist genie

    i used to bait soul of fire with a undine sutra and then pressing eruption fist skill instead of spark and land water\earth skills

    now all this mechanic is gone
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  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    i am not asking to make spark be able to zero target res, i am asking a debuff general rework, the numbers i've shown so far are not game breaking

    the game is getting more balanced? man this is not neverwinter forum :) (and that said from a sin user rofl)

    my first choice when i rolled a char on EU server was assassin, i quitted it even when aps were the "fashion" cause it always had been a broken OP class

    i like to have some difficulties\challenges in the game... i like complex game mechanics...

    debuffs are a part of "complex mechanics" classes... and at the moment they are close to disappear from being a solid part of PWI pvp gameplay

    f.e.: i used to have a 80 dex with high vit-mag genie spark fist genie

    i used to bait soul of fire with a undine sutra and then pressing eruption fist skill instead of spark and land water\earth skills

    now all this mechanic is gone

    See? You don't dare to roll an assassin because you know assassins are quite lame for mass pvp.
    You, as an experienced player know very well if you're to make a PvP toon your best choices would be archer or psychic, maybe mystic instead.
    Aps WAS a "broken" OP thing, because it allowed many persons to get much $$$ faster than the others, now everything is slightly more balanced (because sins are less efficient on mass pvp/NW and more efficient on TT farming)

    But for someone who just don't give a **** about money making, then assassin is just an underpowered class on mass PvP and you'd sure suck at it, you'd probably prefer to roll an archer or psychic instead. (In an imaginary scenario where you're up to switch classes, you'd never choose assassin over Archer/Psychic for PvP purposes)
    [S.E.V.C.H.E.N.K.O]
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  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    See? You don't dare to roll an assassin because you know assassins are quite lame for mass pvp.
    You, as an experienced player know very well if you're to make a PvP toon your best choices would be archer or psychic, maybe mystic instead.
    Aps WAS a "broken" OP thing, because it allowed many persons to get much $$$ faster than the others, now everything is slightly more balanced (because sins are less efficient on mass pvp/NW and more efficient on TT farming)

    But for someone who just don't give a **** about money making, then assassin is just an underpowered class on mass PvP and you'd sure suck at it, you'd probably prefer to roll an archer or psychic instead. (In an imaginary scenario where you're up to switch classes, you'd never choose assassin over Archer/Psychic for PvP purposes)

    besides the useless trashtalk like youd suck at it etch,

    i played also demon archer at very endgame (+12 josd) for like past 2-3 years before i moved on wiz

    i didnt choose to max out the sin cause it was way too easy to use and to faceroll people, i still have screenshots where i was soloing catas squads with my r9 aps sin back in time

    what changed? that now assassins kind of APS but with dph gear (DPS), instead of 3spark autoattack, they 3spark elimination life hunter cursed jail elimination... the result is the same

    a single sin is able to take down entire equal geared cata squads...

    where is the balance in this? where is the fun in this?

    there are lot of endgame players (r9 josd) that rerolled sin or are considering to reroll assassin to be able to compete in pvp... and this is happening not just on EU server...

    guess you are clever enough to understand why...

    also among all the perks that assassin class got from last patch, they haven't been touched from the debuff nerf, cause assassin class mainly uses amps \ passive amps (subsea cod wolf emblem)

    anyway lets return in topic shall we? ^^
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  • Shadowvzss - Harshlands
    Shadowvzss - Harshlands Posts: 300 Arc User
    edited May 2014
    here the proof about debuff nerf, my sin friend only few day ago got enough blood for make from lv0 passive=>lv7 (so 140 blood hehe)

    http://pwi-forum.perfectworld.com/showthread.php?p=21536531#post21536531
  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    [...]

    This is ridiculous, I am a sin and I do very much prefer to fight other sins above any other class, because sins are very weak.

    Your problem with assassins is that they pop out of stealth to put an end to your 'slaughter'. Again, while an assassin kills 1 or 2, an archer/psychic kills 6 or 7.

    When you say "Roll a sin and faceroll everyone" I think you're talking about "Trolling" people with annoying stuns and annoying semi-immunity to debuffs, because KILLING? That's for archers/psychics. An assassin can kill 1 person. 2~3 if hes lucky to jump in the middle of 2~3 casters and zerkrit a rift over subsea.

    And don't compare sins today to sins back in "Nirvana" era: Nowadays everyone has much higher pdef (tangling mire as yourself stated got nerfed), casters got purify spell (which in most cases purify cursed jail stun in the 2nd or 3rd hit of Cursed Jail), Elimination can't be spammed as you stated above.

    Elimination is one strong skill assassins needed to fight OP casters (which have been able to capture the flag in NW (thing I do believe was meant to be done by tanks), by simply running and getting hit, and getting faster/purified by simply getting hit).

    Now the game is really getting balanced. Believe it or not. If you look at character creation screen you'll see each class strong and weak spots and that's how they'll base balance from now on (Archers got max Indiviudal and Mass combat, which happens to be true)

    In the nowadays/future PWI scenario, wins the one who plays best (or the ones extremely overgeared/avatared), I suggest you to instead of ranting and crying in a corner that you deal with it and learn the new rules.

    Again: PWI has always been like this.

    Back to the topic: Passive defense skill serves to nerf purge/debuffs. To make PvP more lasting/balanced with less ridiculous 1-shots on people that are equivalently geared.
    [S.E.V.C.H.E.N.K.O]
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  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    ... because sins are very weak...

    Your problem with assassins is that they pop out of stealth to put an end to your 'slaughter'. Again, while an assassin kills 1 or 2, an archer/psychic kills 6 or 7. (this is prolly your apex of bs tho)

    When you say "Roll a sin and faceroll everyone" I think you're talking about "Trolling" people with annoying stuns and annoying semi-immunity to debuffs, because KILLING? That's for archers/psychics.

    Now the game is really getting balanced. .

    deity archers hit me for 3-6k on my purged

    deity sins hit me 15k-18k on my full buffs
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  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    deity archers hit me for 3-6k on my purged

    deity sins hit me 15k-18k on my full buffs

    I don't have to teach you what "ASSASSIN" word means.
    In every game assassins are the class designed to quicly take down.
    And I do still even doubt these numbers, I'm concerened, as in most of your posts you exaggerate in numbers and in drama, I'm afraid those numbers are also exaggerated.

    All this because I know the chinese do test these skills all day long, on equivalent geared classes. They will maybe end up releasing something new to counter atrocious numbers. Wait there are defense passives now and a Crit Rage nerf apo incoming (rumors)

    You shouldn't bother much about sins, most of them are APS geared and underrefined, easily 1-shottable and their damage with elimination is just as crappy as their normal attacks.
    [S.E.V.C.H.E.N.K.O]
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  • Shadowvzss - Harshlands
    Shadowvzss - Harshlands Posts: 300 Arc User
    edited May 2014
    I don't have to teach you what "ASSASSIN" word means.
    In every game assassins are the class designed to quicly take down.
    And I do still even doubt these numbers, I'm concerened, as in most of your posts you exaggerate in numbers and in drama, I'm afraid those numbers are also exaggerated.

    All this because I know the chinese do test these skills all day long, on equivalent geared classes. They will maybe end up releasing something new to counter atrocious numbers. Wait there are defense passives now and a Crit Rage nerf apo incoming (rumors)

    You shouldn't bother much about sins, most of them are APS geared and underrefined, easily 1-shottable and their damage with elimination is just as crappy as their normal attacks.

    assassin primal skills really insine, i test alot times and on same geared target higher dmg alot than every 2 spark ulti (maybe except wizz fire ulti, but not sure, but higher alot than prmail wizz skill, cleric 2 spark metal or water/earth or primal frozenflame for wizz, not with a little more), i accepted when sin poped and sometimes with zerk crit killed me, but now chance chance vs new sin primal skills, if u got 1st dmg then already late press ad, in nation war was squad with cleric who got elimination before died, maybe lagg or i am not sure but when reivived and got dmg immune yellowish aura for a short time still elimination dealed the last 4 hit and let cleric again on 10% hp and charm was on cooldown... how possiblem this?

    my wife is barb, 47-50k pdef (maxed primal) and 67 def level, 3rd gear still hurt more on her the elimination than my wizz skills lol

    i think the defence formula must be changed too because seems outdate, was created for lower def or something, because isn't too much difference in damage if i have 30k pdef or 50k (i talk about tested it not about calculations etc) :/
  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    I don't have to teach you what "ASSASSIN" word means.
    In every game assassins are the class designed to quicly take down.
    And I do still even doubt these numbers, I'm concerened, as in most of your posts you exaggerate in numbers and in drama, I'm afraid those numbers are also exaggerated.

    All this because I know the chinese do test these skills all day long, on equivalent geared classes. They will maybe end up releasing something new to counter atrocious numbers. Wait there are defense passives now and a Crit Rage nerf apo incoming (rumors)

    You shouldn't bother much about sins, most of them are APS geared and underrefined, easily 1-shottable and their damage with elimination is just as crappy as their normal attacks.

    i can bring you here a +12 archer that got 21k knife throw on full buffs

    josd barb that got 2shotted, josd psy that got a 33k if i dont remember wrong

    exagerate in numbers? what you talking about i show you the whole maths of my numbers thats not exagerated...

    you are just making fool of yourself with your statements you know that right? such as pvp is balanced and assassins are weak

    xD no seriously i wont bother reply to you anymore b:laugh
    i think the defence formula must be changed too because seems outdate, was created for lower def or something, because isn't too much difference in damage if i have 30k pdef or 50k (i talk about tested it not about calculations etc) :/

    ^yes this also, instead of reworking the debuffs mechanics they could re-scale the damage reduction to physical\elemental resistance value...

    but i believe its just way more complex than simply modify the debuff script
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  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    i can bring you here a +12 archer that got 21k knife throw on full buffs

    josd barb that got 2shotted, josd psy that got a 33k if i dont remember wrong

    exagerate in numbers? what you talking about i show you the whole maths of my numbers thats not exagerated...

    you are just making fool of yourself with your statements you know that right? such as pvp is balanced and assassins are weak

    xD no seriously i wont bother reply to you anymore b:laugh



    ^yes this also, instead of reworking the debuffs mechanics they could re-scale the damage reduction to physical\elemental resistance value...

    but i believe its just way more complex than simply modify the debuff script

    They did change the "How much % reduction does pdef/mdef" give. They already did it, this change came along with last update and, for your surprise and indignation: They made lower def values give more % reduction b:laugh

    I told you: They want lastier pvps. If you get hit that hard by sins, imagine if they reworked debuffs like you wanted b:laugh

    Then I think your entire ranting is more about how "OP" chill of the deep is than how the whole new "lasting" PvP mechanics are "broken".
    [S.E.V.C.H.E.N.K.O]
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  • Shadowvzss - Harshlands
    Shadowvzss - Harshlands Posts: 300 Arc User
    edited May 2014
    They did change the "How much % reduction does pdef/mdef" give. They already did it, this change came along with last update and, for your surprise and indignation: They made lower def values give more % reduction b:laugh

    I told you: They want lastier pvps. If you get hit that hard by sins, imagine if they reworked debuffs like you wanted b:laugh

    Then I think your entire ranting is more about how "OP" chill of the deep is than how the whole new "lasting" PvP mechanics are "broken".

    what update? because in pwi wiki still was same formula

    physical reduction% = physical defense / ( ( 40 * attacker level ) + physical defense - 25 )
    magical reduction% = magic resistance / ( ( 40 * attacker level ) + magical resistance - 25 )
  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    what update? because in pwi wiki still was same formula

    i'm not sure about it but there was a rescale of the resistances to damage reduction, since they moved the cap up to 95%

    f.e.: now 20000 resistance value means 83% damage reduction, before New Horizons it would've meant i think around 78%

    this way reducing even more debuffs utility
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  • Shadowvzss - Harshlands
    Shadowvzss - Harshlands Posts: 300 Arc User
    edited May 2014
    i'm not sure about it but there was a rescale of the resistances to damage reduction, since they moved the cap up to 95%

    f.e.: now 20000 resistance value means 83% damage reduction, before New Horizons it would've meant i think around 78%

    this way reducing even more debuffs utility

    then only pw wiki not updated the informations? because i used that damage formula in begning for my war_craft 3 morpg map because i customized on map the damage/ressist and added 5 element and did custom mechanism instead base base wc3 system.

    btw now useless element shell even more because above than 95% because over maybe 130k mdef, long ago skill gived 40k ish mdef before r9 stuff
  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    then only pw wiki not updated the informations? because i used that damage formula in begning for my war_craft 3 morpg map because i customized on map the damage/ressist and added 5 element and did custom mechanism instead base base wc3 system.

    btw now useless element shell even more because above than 95% because over maybe 130k mdef, long ago skill gived 40k ish mdef before r9 stuff

    yea i have 93% elemental damage reduction @ my buffed res value, with elemental shell i reach 95% = useless

    i use that skill just to gain 15 chi XD and its our lvl 100 skill xD gg pwi
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  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    That's what Im saying again: Your problem is with Deity sins with the "OP" 40 att levels from chill of the deep.

    Really, I am a sin and I don't even rely on tidal protection or chill of the deep to play my game. Those are 2 really strong assets that sin's don't really have to rely on.

    What is happening and making you indignate with those numbers is: A sin knows to combo sage subsea + tangling mire (Ik, sage subsea is quite OP) and has like 100 or more att levels over your defense levels (Which means he will still deal about double the normal damage even on your very high defense levels) And for normal damage I mean "That damage as if there was no att or defense levels". Which is exactly how PWI-Wiki says Att/def levels to work.
    Every 1 point above target's def level deals 1% more damage
    Thats at least 80% or 100% more damage on you (from what you said).

    I recommend you to use eye of observation that sin and "Effect on me", but do it when he's full buffs, chill of the deep on. In their att levels you'll see "y% damage plus". Thats where the "Broken OP" lives.

    As for damage reduction definitions, PWI-Wiki didn't get updated regarding this yet, but they did change the formulas giving more % reduction.

    Now "Rework debuff mechanics" means, in my eyes: "Give that sin the ability to hit me for over 100k, I will so enjoy being pwned by that sin again"
    [S.E.V.C.H.E.N.K.O]
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  • Shadowvzss - Harshlands
    Shadowvzss - Harshlands Posts: 300 Arc User
    edited May 2014
    Now "Rework debuff mechanics" means, in my eyes: "Give that sin the ability to hit me for over 100k, I will so enjoy being pwned by that sin again"

    tanglire mire isnt op and atleast make genie to cooldown a bit, can survive that if atleast other class get again viable debuff and not jsut waste time for cast useless debuff, i dont said i dont survive if i die by sin but atleast could be nice if able to kill someone aswell
  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    tanglire mire isnt op and atleast make genie to cooldown a bit, can survive that if atleast other class get again viable debuff and not jsut waste time for cast useless debuff, i dont said i dont survive if i die by sin but atleast could be nice if able to kill someone aswell

    b:laugh tangling mire is for 35% base (which is how strong sage/demon dimensional seal is!) And increases by 1% per 5 genie strength (given about 80 strength it would be 16% more) like 51% pdef reduction, above lv 10 glacial spike and stacks with it? The damage amp from def reductions multiply by both Attack level and damage amp from subsea strike (which is for 50% on sage, 30% on demon)
    Now, the only moment Tangling Mire + Subsea Strike isn't op, is when you hit a caster, because Purify Spell procs insanely.

    Not OP? xD

    Also, someone said before about "Elimination killed someone twice while resurrecting", I believe it might be a bleed like Leaf Rain Dryad (remains after death), because these new multi-hits skills are interrupted when target dies. In this case, Elimination is a hell of a troll skill b:laugh

    If elimination bleed really lasts after death, you can safely say: "Stay down!" after you use it b:avoid
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  • Shadowvzss - Harshlands
    Shadowvzss - Harshlands Posts: 300 Arc User
    edited May 2014
    b:laugh tangling mire is for 35% base (which is how strong sage/demon dimensional seal is!) And increases by 1% per 5 genie strength (given about 80 strength it would be 16% more) like 51% pdef reduction, above lv 10 glacial spike and stacks with it? The damage amp from def reductions multiply by both Attack level and damage amp from subsea strike (which is for 50% on sage, 30% on demon)
    Now, the only moment Tangling Mire + Subsea Strike isn't op, is when you hit a caster, because Purify Spell procs insanely.

    Not OP? xD

    Also, someone said before about "Elimination killed someone twice while resurrecting", I believe it might be a bleed like Leaf Rain Dryad (remains after death), because these new multi-hits skills are interrupted when target dies. In this case, Elimination is a hell of a troll skill b:laugh

    If elimination bleed really lasts after death, you can safely say: "Stay down!" after you use it b:avoid


    insinely with 8-9% chance when new skills hit kinda too fast for react? :D
    btw u tested? since bleed isnt make from 24k hp intantly to 3k-4k in 1sec (well maybe sin got +100-150 spirit idk but both r9 3rd just i think after revive hurted more coz of buffs), so what u talk about bleed, and now one said killed twice, i said after cleric was killed in nation war after revived automatically the skill still got effect on her and reicived the damage (i dont noticed bleed on her), she respawned exactly near me in regular enter place in crystal nw map and was with yellowish aura what show target dmg immune
  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    insinely with 8-9% chance when new skills hit kinda too fast for react? :D
    btw u tested? since bleed isnt make from 24k hp intantly to 3k-4k in 1sec (well maybe sin got +100-150 spirit idk but both r9 3rd just i think after revive hurted more coz of buffs), so what u talk about bleed, and now one said killed twice, i said after cleric was killed in nation war after revived automatically the skill still got effect on her and reicived the damage (i dont noticed bleed on her), she respawned exactly near me in regular enter place in crystal nw map and was with yellowish aura what show target dmg immune

    Im saying: If you use Elimination/Cursed Jail/Life hunter and first/middle hits KILL the target OR if the target uses imune DURING the skill, the skill is interrupted and none of the remaining hits are landed.

    That's why I guess it might be a persistent bleed effect, because, for example, if I zerkcrit 1-shot with first hit of Cursed Jail for example, the skill is interrupted and the remaining hits are not landed.
    Now, I don't have elimination yet, but I do suppose its behavior is equal/similar to the behavior of the other 2 primal multi-hit skills I've got.
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  • Shadowvzss - Harshlands
    Shadowvzss - Harshlands Posts: 300 Arc User
    edited May 2014
    Im saying: If you use Elimination/Cursed Jail/Life hunter and first/middle hits KILL the target OR if the target uses imune DURING the skill, the skill is interrupted and none of the remaining hits are landed.

    That's why I guess it might be a persistent bleed effect, because, for example, if I zerkcrit 1-shot with first hit of Cursed Jail for example, the skill is interrupted and the remaining hits are not landed.
    Now, I don't have elimination yet, but I do suppose its behavior is equal/similar to the behavior of the other 2 primal multi-hit skills I've got.

    are u sure this applied to every place, coz in nation war isn't similiar than normal pk in west, i also don't belive that if i don't from my own eyes (i don't know if it is supposed work like this or no, or maybe was lagged target or attacker but fact this happend)

    (btw i thougth u have experience with elimination.... since isnt compareable with other skills, because this clearly multiply the base damage and not weapon damage, its hurted on me other primal skills but was far behind from elimination damage what now acctually out dd every caster skill)
  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    are u sure this applied to every place, coz in nation war isn't similiar than normal pk in west, i also don't belive that if i don't from my own eyes (i don't know if it is supposed work like this or no, or maybe was lagged target or attacker but fact this happend)

    (btw i thougth u have experience with elimination.... since isnt compareable with other skills, because this clearly multiply the base damage and not weapon damage, its hurted on me other primal skills but was far behind from elimination damage what now acctually out dd every caster skill)

    In Nation war Both Cursed Jail and Life Hunter gets interrupted if target dies, thus following hits are not landed. I'm uncertain about Elimination, but assuming the way PWI is I guess it is the same. I don't think the numbers on damage do any difference on the way skill behaves (or makes it NOT interrupt when target dies) Hence, the only similar thing I have ever seen in this game that could possibly cause a similar effect is after-death lasting bleed debuff.

    This subjects demands some testing to conclude anything.
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  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited May 2014
    are u sure this applied to every place, coz in nation war isn't similiar than normal pk in west, i also don't belive that if i don't from my own eyes (i don't know if it is supposed work like this or no, or maybe was lagged target or attacker but fact this happend)

    (btw i thougth u have experience with elimination.... since isnt compareable with other skills, because this clearly multiply the base damage and not weapon damage, its hurted on me other primal skills but was far behind from elimination damage what now acctually out dd every caster skill)

    elimination and other assassin skills "multiple hits" damage is calculated right after the channelling time, so if you use immunity, or move out of range or anything during the cast time, you will suffer damage the same (so this might work also if you die and instarespawn)
    mypers.pw/1.7/#123510
    mypers.pw/1.7/#123524

    i58.tinypic.com/231jj8.jpg
  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    elimination and other assassin skills "multiple hits" damage is calculated right after the channelling time, so if you use immunity, or move out of range or anything during the cast time, you will suffer damage the same (so this might work also if you die and instarespawn)

    Nope.

    If target dies to the first hit for example, the skill is interrupted and remaining hits are not landed.

    It LOOKS LIKE each hit had its own channeling/casting times and the "Chan" time specified in the description applies to the 1st hit.

    If the assassin is stunned or killed during the skill, remaining hits aren't landed.
    I had no opportunity to get really interrupted (by spell cutter/shadowless kick/alacrity of the beast) and not sure if those would interrupt after the first 0.2s channeling.

    For Cursed Jail specifically, the last hit seems to discount on enemy HP slightly before the damage pops up on-screen. For Life Hunter both damage pop-up and enemy HP discount are nearly simultaneous and the 2nd hit really takes about 1s to 1,4s delay to happen.

    I have tested that many times, people who die from 1-shot first hit cursed jail interrupts the skill and only takes that 1st hit. (Yes, in Nation War) (For interrupt I REALLY mean interrupt, the assassin stops doing the skill and comes back to normal state)

    I can't say safely about Elimination, but I believe its the same mechanics.

    Now, you can ask an assassin to use a multihit on a noob alt and get 1-shot by the 1st hit, you'll see the remaining hits are canceled.

    You can try it both inside WS (Free bluename PK like Nation Wars), or world map open PK, or duel, or find a way to test it in the NW. The results will be the same.

    PS: It even shows "Interrupted!" in the chat box.

    PS2: Just tested with my noob barb: Yes you can interrupt multi-hits with Alacrity of the beast (Unless it misses @_@)
    [S.E.V.C.H.E.N.K.O]
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  • trands
    trands Posts: 2
    edited May 2014
    elimination and other assassin skills "multiple hits" damage is calculated right after the channelling time, so if you use immunity, or move out of range or anything during the cast time, you will suffer damage the same (so this might work also if you die and instarespawn)

    As far as I can see (didn't specifically test though), the hits do not work like a dot and will get blocked by immunity or interrupted by stun. However the bleed is really strong and over short period. Psychic dot is 15 or 12 sec depending on culti, sin is 9 or 6 sec, meaning 935% weap damage in 3 ticks or 900% on 2 ticks. It will stay inside an immunity and pass through damage reduction buffs. If they took of the bleed, the skill would already be more in the realm of normal skill damage.
  • Sevchenko - Dreamweaver
    Sevchenko - Dreamweaver Posts: 661 Arc User
    edited May 2014
    trands wrote: »
    As far as I can see (didn't specifically test though), the hits do not work like a dot and will get blocked by immunity or interrupted by stun. However the bleed is really strong and over short period. Psychic dot is 15 or 12 sec depending on culti, sin is 9 or 6 sec, meaning 935% weap damage in 3 ticks or 900% on 2 ticks. It will stay inside an immunity and pass through damage reduction buffs. If they took of the bleed, the skill would already be more in the realm of normal skill damage.

    Elimination bleed effect does Indeed deal a very decent amount of damage (even more with Tangling Mire, which XXHotXx insists on saying is "Nerfed and useless")

    With 3k weapon damage (From average S cards+R9+12) its roughly 27k damage in 2 ticks (for demon version), with 85% damage reduction (a speculative average value) its around 4k damage per tick. It is a strong DoT. But, i wouldn't expect less from a skill which description starts with
    "Go in for a KILLING strike, ..."
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