Foofmonger wrote: ↑
Thu Apr 02, 2020 9:17 pm
R3xz wrote: ↑
Thu Apr 02, 2020 8:43 pm
That could be a good start. How about morale drain proc/stoppage uptime now compare to how it used to be.
People complain nerf, well how much was it nerfed by? What are the parameters we need to look at to judge the nerf on an objective basis?
The damage buff is pretty straight forward to test out, but the morale drain change isn't, but I'm sure we can crunch some numbers at least theoretically.
I was hoping that the thread would answer some of these questions and conclusions can be made based on the numbers, not just feelings.
So sure, assuming everything works this isn't too hard.
Old Morale Drain: 25% chance on hit to remove 225 morale.
Old Morale Prevent: 100% chance to prevent morale for 5 seconds, every 10 seconds (50% uptime, but it didn't work).
New Morale Drain: 100% chance to remove 225 morale, once every 10 seconds.
New Morale Prevent: 10% chance on hit to prevent enemy from gaining morale for 5 seconds.
Old State: You can drain morale as often as you hit, and as often as you proc. Assuming let's go with Demo Spam (for ease of calculation, of course wrecking ball would be more effective), you have a 25% chance every 1.5 seconds to remove 225 morale from X people that you hit. This means on average, to remove morale from a person (by demo spamming) you will remove 225 morale every 6 seconds from an individual target (4x Demolitions). The morale prevent didn't work, so you couldn't prevent morale.
New State: You can prevent morale as often as you hit, and as often as you proc. Assuming let's go with Demo Spam (for each of calculation, of course wrecking ball would be more effective), you have a 10% chance every 1.5 seconds to prevent the enemy from gaining morale for 5 seconds. This means on average, to prevent morale gain on a person (by demo spamming) you will proc the 5 second morale prevention, every 15 seconds on an individual target (10x Demolitions). The morale drain now drains 225 morale (guaranteed), once every 10 seconds (no average).
Summary (using Demo Spam):
OLD: 225 Morale Drained every 6 seconds on average (could be higher or lower depending on procs).
NEW: 225 Morale Drained every 10 seconds - guaranteed (will not fluctuate). Morale generation prevented every 5 out of 15 seconds on average (could be higher or lower depending on procs).
Morale drain is nerfed (and I used demo), by at least 40%. In cases where you are using wrecking ball, it's nerfed quite more heavily. You will drain a considerable less morale then you used to. However, your morale drain is now on demand and reliable, and you will always drain 225 every 10 seconds (as long as you hit WoT when its cooldown is up)
Morale prevent is massively increased, by it's entirety because it didn't work. Now you can theoretically prevent groups from gaining morale for rougly about 33% uptime, which will effectively reduce their overall morale gain by that same percentage (could be higher or lower depending on procs, as well as using wrecking ball which ups the prercnt to proc signifcantly)
OLD: 225 Morale Drained every 6 sections on individual targets on average (using demo spam). Over the course of 1 minute, the Marauder would drain on average: 2,250 Morale
NEW: 225 Morale drained every 10 seconds on individual targets (guaranteed with WoT). 33% average uptime on morale prevention. Over the course of 1 minute, the Marauder would drain on average: 1,350 morale, and stop the enemy from generating morale for 20 out of those 60 seconds (33% reduction in morale generation).
The Marauder has a net difference of 900 morale drained as the "nerf" over the average course of 1 minute (depending on wreckinball use will change this number). However, the Marauder also gains 20 seconds of that minute of preventing any morale gain. Therefore, if Order's Morale generation is higher than 900 over a course of 20 seconds, this change is actually a buff. If Orders Morale generation is lower than 900 of a course of 20 seconds, this change is a nerf. The actual amount of difference would indicate how large that nerf or buff is. For instance, if the Order is only generating 600 morale in 20 seconds, this is a 300 morale nerf. If Order is generating 1200 morale in 20 seconds, this is a 300 morale buff.
TLDR: Morale drain still works. It's more of a functionality change than a nerf, but also now requires a specific spec (Brut/Monstro), so thats a nerf in terms of overall viability (you can't really go Sav/Monstro anymore and do the AP drain and the morale drain at the same time). As per the actual amount of morale usage prevented, this could actually be a buff for Marauder, but it's variable based on how much morale the Order you are fighting is capable of generating. This change actually makes fighting against stronger groups who optimize their morale gain better, whereas it's more a nerf versus unoptimized Order players who are not maximizing their morale gain.