pwi raised zerkcrits"????

ksfe
ksfe Posts: 0 Arc User
edited September 2014 in General Discussion
so had to make this about phy classes ZC's.idk but since the new update, seekers and bms be zerk crittin like crazy. almost every atk is a zc, silly and no proof but i got a feeling pwi may have raised their(phy classes) chances of zc's to "try to match" the def of mag classes W/ the new lv10 primal def passive. this isnt certain, just makes sense to meb:chuckle but what's up with all da crits lately??
Post edited by ksfe on
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Comments

  • DeadlyAlice - Dreamweaver
    DeadlyAlice - Dreamweaver Posts: 61 Arc User
    edited September 2014
    well now u can raise it with cards and nuema + the primal passive is till lvl 9 or 10 i think cap has been raised + some phy classes have primal skills that raises the 'zerk crit' also the spirit from cards and nuema + the buff and the base spirit buff can contribute aswell.

    or ur an archer and definitely got nerfed by pwi cuz archers never get enough no matter how op they are *cough cough * kos archers
  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited September 2014
    well now u can raise it with cards and nuema + the primal passive is till lvl 9 or 10 i think cap has been raised + some phy classes have primal skills that raises the 'zerk crit' also the spirit from cards and nuema + the buff and the base spirit buff can contribute aswell.

    or ur an archer and definitely got nerfed by pwi cuz archers never get enough no matter how op they are *cough cough * kos archers

    it doesnt work like that, you can't raise the chance to zerk with any of the things you mentioned

    not just the archer got nerfed, check wizards ^^
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  • DEMHEALSMAN - Dreamweaver
    DEMHEALSMAN - Dreamweaver Posts: 1,396 Arc User
    edited September 2014
    it doesnt work like that, you can't raise the chance to zerk with any of the things you mentioned

    not just the archer got nerfed, check wizards ^^
    She's right in the sense of the topic saying that zerkCRITS occurance were raised, since we have a crit passive that is true.
    More chances for crits indirectly means more chances for zerk crits as more hits will be crits.
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  • Toraah - Archosaur
    Toraah - Archosaur Posts: 296 Arc User
    edited September 2014
    With the primal expansion, came insane crit rates. I'm a sin and I have 83% crit. Assuming zerk is a 30% chance on r9 daggers, that's about a 27% chance to zerk crit.

    I was messing around with my friend and I zerk crit him 7 times in a row b:laugh
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  • SHIMBERLY - Heavens Tear
    SHIMBERLY - Heavens Tear Posts: 703 Arc User
    edited September 2014
    They need to add zerk to caster weapons.
  • rokked
    rokked Posts: 0 Arc User
    edited September 2014
    With the primal expansion, came insane crit rates. I'm a sin and I have 83% crit. Assuming zerk is a 30% chance on r9 daggers, that's about a 27% chance to zerk crit.

    I was messing around with my friend and I zerk crit him 7 times in a row b:laugh



    <-- the friend in the above mentioned case. b:surrender
  • WannaBM - Archosaur
    WannaBM - Archosaur Posts: 1,984 Arc User
    edited September 2014
    With the primal expansion, came insane crit rates. I'm a sin and I have 83% crit. Assuming zerk is a 30% chance on r9 daggers, that's about a 27% chance to zerk crit.

    I was messing around with my friend and I zerk crit him 7 times in a row b:laugh

    20% so makes 17.

    thats about 1 in 2500 chance to do that 7x in a row.b:pleased
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  • Socqar - Lost City
    Socqar - Lost City Posts: 511 Arc User
    edited September 2014
    20% so makes 17.

    thats about 1 in 2500 chance to do that 7x in a row.b:pleased

    Still, there's some weird thing I've noticed as well on my Psy... (roughly 20% crit!), and usually when I crit, I crit twice in a row... and by usually I mean 8/10 times I crit, I crit twice in a row.

    Weird? Usual? Who knows... Pwi crit logics are broken!!! xD
  • ksfe
    ksfe Posts: 0 Arc User
    edited September 2014
    then what's the point of passive defense if it were ment to give weaker classes(more def) to survive i guess. but then rasied zc's higher.... still giving those phy DD classes that were alrdy hard AF to kill and delt alot of damage a upper hand.. well at least that's the way i see itb:shocked
  • WannaBM - Archosaur
    WannaBM - Archosaur Posts: 1,984 Arc User
    edited September 2014
    ksfe wrote: »
    then what's the point of passive defense if it were ment to give weaker classes(more def) to survive i guess. but then rasied zc's higher.... still giving those phy DD classes that were alrdy hard AF to kill and delt alot of damage a upper hand.. well at least that's the way i see itb:shocked

    AF hard to kill ?

    There are 2 casters in the faction i fought all my few TWs against who hit me for 25k very regularly. Dont go complainign about physical DDs being hard to kill.
    Everything i write is from PvE perspective unless mentioned otherwise.
  • CoinFarmer - Lost City
    CoinFarmer - Lost City Posts: 39 Arc User
    edited September 2014
    AF hard to kill ?

    There are 2 casters in the faction i fought all my few TWs against who hit me for 25k very regularly. Dont go complainign about physical DDs being hard to kill.

    (As DemansPsy)

    That's because you aren't end game. There are some ppl who I hit for over 100k, and even 1 guy i hit for over 200k. However, there also some phy DDs who I hit for a measly 3k while they hit me for over 20k zerkcrit...with buffs. I would gladly have my puri spell removed if GoF was removed, that's broken for pvp X.X.
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  • ksfe
    ksfe Posts: 0 Arc User
    edited September 2014
    wannabm aint u tt90 or g15 O.o??? that's over kill for any class dude... im talking end game atm.
    (As DemansPsy)

    That's because you aren't end game. There are some ppl who I hit for over 100k, and even 1 guy i hit for over 200k. However, there also some phy DDs who I hit for a measly 3k while they hit me for over 20k zerkcrit...with buffs. I would gladly have my puri spell removed if GoF was removed, that's broken for pvp X.X.

    ya i do agree with you.. it's broken but tbh if any make a post about this, watch alot of die hard nerds running to defend it.
  • Jarkhen - Archosaur
    Jarkhen - Archosaur Posts: 990 Arc User
    edited September 2014
    (As DemansPsy)

    That's because you aren't end game. There are some ppl who I hit for over 100k, and even 1 guy i hit for over 200k. However, there also some phy DDs who I hit for a measly 3k while they hit me for over 20k zerkcrit...with buffs. I would gladly have my puri spell removed if GoF was removed, that's broken for pvp X.X.

    There are some people I hit for over 100k, and quite a few arcanes I hit for 5-6k crits that have no problem oneshotting me for 20k+... and I am endgame, or at least close enough to it (r9r3+11/12). I fail to see your point.
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  • freygin
    freygin Posts: 737 Arc User
    edited September 2014
    ksfe wrote: »
    then what's the point of passive defense if it were ment to give weaker classes(more def) to survive i guess. but then rasied zc's higher.... still giving those phy DD classes that were alrdy hard AF to kill and delt alot of damage a upper hand.. well at least that's the way i see itb:shocked

    No matter how much buff for pdef/mdef a character has, the most important thing is the percent reduction. I think base damage nowadays could almost go twice from before horizon with maxed level 105 105 105 and maxed lv80 S card.

    So if a character has like 80% armor reduction before new horizon, which means the damage received would be 20%. After horizon, the percent reduction now has to be 90% so the damage would be 10% from twice the damage, for tanking the same person.

    For example :
    If an archer was sitting at 25k-30k base damage before horizon, pvp dmg would be 25% from that = 6250 - 7500, and reduced by 80% = 1250 - 1500 dmg

    now if the same archer has twice that base damage 50k-60k, 25% from that = 12500 - 15000, the target has to increase armor defense to 90% to have the same survivability against that archer.

    ====

    Passive defense buff seems so big, but to reach the cap @95% would need 79,325 pdef/mdef while 90% only needs 37,575 pdef/mdef. Dunno what class can reach the 95% cap def/mdef. I'd guess a BM for pdef with physical marrow.
  • ksfe
    ksfe Posts: 0 Arc User
    edited September 2014
    There are some people I hit for over 100k, and quite a few arcanes I hit for 5-6k crits that have no problem oneshotting me for 20k+... and I am endgame, or at least close enough to it (r9r3+11/12). I fail to see your point.

    sure, if +12 jaded nw casts end game mag classes but lets say a +10 mystic, phy def sharding pangu tome g16 helm +10 rrr9 weap.. bms with that new founded every hit=zc would r@ped that class.. +that new bm primal para skill that can go true rrr9 puri,, cmon that's over kill right there. people can agrue about it but it's the truth zc is broken atm. not to say ive seen some rrr9 sins +8 w/ their new primal skill ***** +10 barbs like it was nothing... idm their new skill but it's the broken zc's that makes it unbalanced. ijs if their new skill can rip true barbs which is suppose to be d tankiest class in game like it was nothing.. u can image on AA classes.
  • WannaBM - Archosaur
    WannaBM - Archosaur Posts: 1,984 Arc User
    edited September 2014
    (As DemansPsy)

    That's because you aren't end game. There are some ppl who I hit for over 100k, and even 1 guy i hit for over 200k. However, there also some phy DDs who I hit for a measly 3k while they hit me for over 20k zerkcrit...with buffs. I would gladly have my puri spell removed if GoF was removed, that's broken for pvp X.X.

    I am R9.3+10 with my mdef ornies and recasted ring also +10.

    If everything would be +12 and i'd get JOSD, i might be able to reduce this to 15k at very very best. More likely near 20k. My mdef is 15k unbuffed, 20k buffed. It might well be that Jarkhen there had just purged me each time before his buddies 2 shot me ;). Last TW one of them actually 1shotted me for 39k, but i think that was due to HF :D.

    My damage output has less to gain by better equipment. My weapon is +12 already my battle card is maxed S. Just missin the emperor and 105 stat points. I can hit casters pretty decently for sure although the 20k+ also only happens on non-endgame casters. And the big difference, i need to get to them, while they hit me from afar. Mellees hitting more than ranged could only be considered reasonable.

    Am i QQing imbalance ? I think it depends on the settings. 1v1 i think the physical DD is probably in the advantage as there is only 1 attacker we need to survive to get close. Mass PvP i feel a bit desperate sometimes trying to get to enemies who then only move away with a squad of rangeds attacking me.

    This makes sense if you ever player RTS games. You get what is called critical mass. 1 marine is in a sad position against 2 zerglings. 30 marines however will kill a near unlimited amount of zerglings without a sweat, zealots even if theres a bunch more of them. (or if you played starcraft, you may be familiar with the micromanage tricks to beat 1 zealot with 2 marines)
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  • Quilue - Sanctuary
    Quilue - Sanctuary Posts: 5,787 Arc User
    edited September 2014
    ...that's different from this game where melees runs can break up a DD line with AOE threats and then your own DDs can follow up. That's more like ultralisks vs marines.

    I mean this isn't like some RTS on an open field where you range kite all day 4 archers kill 2 grunts blah blah blah, there's the very real pressure here of a cat going through the gates while you're forced to move and **** around.

    If you're running at ranged squads with no backup then I am just very very sorry. Melees have their roles in this game for any setting.
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  • jwillson123
    jwillson123 Posts: 0 Arc User
    edited September 2014
    Why are casters such cry babies?
    casters have insane damage and rarely do we see physical classes say please nerf casters!!!


    Casters have insane damage advantage + range seriously what else do they want?

    Zerk crit is a rare change the reason there is more zerk crits is because of the appo that increased Crit rate.
    more crits higher chance to zerk crit. But guess what that appo benefit casters + ranges classes! even more than physical characters.
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  • WannaBM - Archosaur
    WannaBM - Archosaur Posts: 1,984 Arc User
    edited September 2014
    ...that's different from this game where melees runs can break up a DD line with AOE threats and then your own DDs can follow up. That's more like ultralisks vs marines.

    I mean this isn't like some RTS on an open field where you range kite all day 4 archers kill 2 grunts blah blah blah, there's the very real pressure here of a cat going through the gates while you're forced to move and **** around.


    Of course it is different, but the principle differense between 1v1 and mass vs mass is there too. Even ultralisks can be very well handled by marines if there are 50+ of them and they have the weapon upgrades to not let ultra armor reduce their dmg to 1.
    So while it is not the same, yes i do believe that balance in 1v1 more favours the mellee while in mass pvp it favors the ranged. I think it makes perfect sense even without comparing the game to RTSes.

    If you're running at ranged squads with no backup then I am just very very sorry. Melees have their roles in this game for any setting.

    When about 80-90% of the squad excluding the catabarbs are ranged, there is no other option then to run at ranged squads. Backup is nice, but doesnt prevent the enemy from hitting you. Probably thats your ranged toon players perspective. Ranged toons can stay safe behind their backup. Mellees are the ones in front, before they can hit anyone, they will get into range of several enemies. Backup cant prevent them from targetting you together.
    Everything i write is from PvE perspective unless mentioned otherwise.
  • XXHotXx - Morai
    XXHotXx - Morai Posts: 1,246 Arc User
    edited September 2014
    @freyjin

    it's very unlikely that the base damage has been doubled respect pre-NH scenario

    i had 35kish base mag atk pre-nh, now i sit on 45k base with a lvl 80 S set

    It's all about cards, if you have a nuema portal 2nd reborn, i'd agree with you, the defense passives are legit since the base damage is basically doubled having 2 cards that add 2x weapon damage to your base damage multiplier (2.5-3kish damage x 2)

    but we can pretty much say that those sets dont exist in our game, they are that rare that none has them,

    the affordable\common endgame is spare S cards

    Spare lvl 80 S cards give 500 attack each, not 2.5k+

    Defense passives were calibrated for 2nd reborn Nuema Portal sets or even S+ sets, not for spare S cards

    That means that classes that can amp their damage basically win everything, who has to rely on resistances debuffs to land damage is pretty screwed up (gof is a passive amp)
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  • SerenityCNB - Dreamweaver
    SerenityCNB - Dreamweaver Posts: 1,225 Arc User
    edited September 2014
    Why are casters such cry babies?
    casters have insane damage and rarely do we see physical classes say please nerf casters!!!


    Casters have insane damage advantage + range seriously what else do they want?

    Zerk crit is a rare change the reason there is more zerk crits is because of the appo that increased Crit rate.
    more crits higher chance to zerk crit. But guess what that appo benefit casters + ranges classes! even more than physical characters.

    I disagree.

    Consider this. Archers and sins both have greater range than casters. Sins have a 35 meter range, whereas my maximum range is 30 meters. Not sure what a seekers range is, but their range is deadly. Easiest classes for me to stunlock are barbs and blademaster.

    Most casters also lack natural anti-stun, allowing us to be easily stunlocked. Granted, we are burst damage, but our weakness lies in our cast, channel, cooldown.

    You mentioned our damage output, and true...we are great powerhouse dph'ers. However, we also lack the dps that many melee classes have. Despite our dph abilities, its not casters that are known for killspeed, but rather melee players.

    In the game of Pvp, a mage that attacks strong from range has an advantage. At the same time, a melee player that is able to close the distance, and attack at close range has an advantage. (Many melee players DO possess the ability to close the gap, through teleport stuns, teleports, pulls, yanks, speed skills with anti-stun, etc.

    Personally, I'd like to see them actually balance the classes better, as a pose to balancing weapons out with things like purify proc, purge, GOF, SS, etc. I'm not R9 anything, but I personally don't feel as though procs should be as important in the game as they are presently. Honestly, I don't feel that they should still be implemented...just that they need to balance the classes better.

    Most melee classes can close the distance fast, with anti-stun, and for robe wearers, this presents a real problem. Not to mention...wizards kind of did get nerfed. Casters aren't crybabies. The fact is that there are advantages and disadvantages to each class type.

    Caster Classes: High DPH, High Range, Low Survivability.

    HA Classes: Potential to reach high dps, small to medium high range, great survivability.

    LA Classes: High Dps, BEST RANGE....yes, BEST range. Archers and sins do have the greatest range of virtually any class, Both can reach 5 aps, giving them the highest dps, Stealth....yes, both have stealth. Low survivability.

    This is just a small example. The list goes onwards...

    Passives and apoth have boosted the crit chance. This is true. Casters do see lots more crits now...from the pitiful crit chance that we had before. This is also true. Casters cannot zerk crit however, nor can casters deal the amount of blows with a chance to crit as a melee based character in a given amount of time.

    I don't want to turn this into a casters vs melee type thing. I'm just going to end this by saying that the classes should be balanced better, and that the procs on weapons should honestly be removed. That's my feeling on this matter, and my supported debate against your post.
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  • DEMHEALSMAN - Dreamweaver
    DEMHEALSMAN - Dreamweaver Posts: 1,396 Arc User
    edited September 2014
    I disagree.

    Consider this. Archers and sins both have greater range than casters. Sins have a 35 meter range, whereas my maximum range is 30 meters.
    *cricketing intensifies*
    Really? Sins have a 35 meter range?
    You mean knife throw and shadow jump/teleport?

    Well, ok... sins are really unkiteable due to 1 attack skill being 35 meter in range...
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  • SerenityCNB - Dreamweaver
    SerenityCNB - Dreamweaver Posts: 1,225 Arc User
    edited September 2014
    *cricketing intensifies*
    Really? Sins have a 35 meter range?
    You mean knife throw and shadow jump/teleport?

    Well, ok... sins are really unkiteable due to 1 attack skill being 35 meter in range...

    Yes. I do mean a 35 meter range on those skills. With sins in particular, the question is who can attack first, and sins are able to control who attacks first, thanks to their stealth abilities. (Not talking about stealth detection apoth here.), Thanks to tidal, they can avoid a lot of CC skills as well and close quickly. My main point is that a sin's maximum range is greater than a casters maximum range, and they do have great abilities for closing the distance. I'm not saying that they're unkiteable, or anything. Often in NW, they pop stealth on me, I absolute domain, and attack.

    I'm not trying to turn this into an attack against sins. Or a QQ Nerf sins. That's not what I mean. My purpose of posting this was the mention of casters being casters being crybabies with high range, and high damage output, so what more do we want. I was trying to mention some of the advantages and disadvantages that each group possesses. A skill that allows one to instantly close the gap is a skill that suddenly turns a 35 meter range into a sin's deadzone. Not that you can't escape it if you respond quick enough, but once that sin teleports to you, they do open up a lot more possibilities for themselves. I mentioned sins in particular because its common knowledge that archers have great range. In regards to sins, some people don't take their full range into account because they are seen as a melee based class. That is why I mentioned them specifically. But that was not for the purpose of complaining about their abilities, nor range, as I didn't want to derail the thread.

    I mentioned the reason behind what I feel is increasing the amount of zerk crits in my previous post, so once again, I'm going to point out that the main issue in my opinion is the fact that zerk crits exist at all...and purify proc...and purge proc, and many of the other procs. I personally believe that class balance needs to be done.
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  • Jarkhen - Archosaur
    Jarkhen - Archosaur Posts: 990 Arc User
    edited September 2014
    LA Classes: High Dps, BEST RANGE....yes, BEST range. Archers and sins do have the greatest range of virtually any class, Both can reach 5 aps, giving them the highest dps, Stealth....yes, both have stealth. Low survivability.

    >archers
    >5aps
    >"highest dps"

    What is this, 2009?
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  • Toraah - Archosaur
    Toraah - Archosaur Posts: 296 Arc User
    edited September 2014
    Why are casters such cry babies?
    casters have insane damage and rarely do we see physical classes say please nerf casters!!!


    Casters have insane damage advantage + range seriously what else do they want?

    Zerk crit is a rare change the reason there is more zerk crits is because of the appo that increased Crit rate.
    more crits higher chance to zerk crit. But guess what that appo benefit casters + ranges classes! even more than physical characters.

    a 27% chance to zerk crit is not a "rare chance"
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  • freygin
    freygin Posts: 737 Arc User
    edited September 2014
    Now if zerkcrit is removed or has a very very very low proc, can a melee class actually kill anyone ?
  • WannaBM - Archosaur
    WannaBM - Archosaur Posts: 1,984 Arc User
    edited September 2014
    a 27% chance to zerk crit is not a "rare chance"

    27% zerk does not exist, how do you make up that number ?
    Everything i write is from PvE perspective unless mentioned otherwise.
  • DarkSkiesx - Dreamweaver
    DarkSkiesx - Dreamweaver Posts: 1,355 Arc User
    edited September 2014
    27% zerk does not exist, how do you make up that number ?

    He said zerk crit, so I assuming it's the chance to zerk times the chance to crit = chance to zerkcrit. Although it does sound a tad high so I'd be interested in the calculation.
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  • opkossy
    opkossy Posts: 11,177 Community Moderator
    edited September 2014
    That number was pulled out of the crapper.

    20% chance of zerk with GoF means that you can't have a chance above 20% to zerkcrit even if you have the 100% crit rate needed to make every zerk a zerkcrit. In any situation with a lower crit chance (aka what happens when actually playing the game as all melees don't run around with 100% crit 24/7), your ability to zerkcrit will drop.


    But people like making **** up to suit their needs. "TT drop rate nerfed" threads, anyone?
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  • ksfe
    ksfe Posts: 0 Arc User
    edited September 2014
    freygin wrote: »
    Now if zerkcrit is removed or has a very very very low proc, can a melee class actually kill anyone ?

    well the question you should be asking is, if puri on rrr9 weap was + could melee's kill anyone??? each hit= puri would be cool since im a mag but would be damage unfair... so why should melee classes be like each hit= zc?? that doesnt seem fair..