The post is split into two parts: total stats on the items and the set boni. Since I dont want to hit you with a wall of text I put them into spoilers.
Have fun with the read and I'm curious about your thoughts.
Thoughts on total stat distribution
Spoiler:
Total Stats without set boni [with set Boni]:
Thoughts
Good amount of Strength, Wounds and Melee Crit as the most important stats. The secondary stats (Weapon Skill, Toughness and Initiative) are, however, very lopsided for an offensive set.
For example Initiative and Toughness make out about 25% (128 of 522) of the total stats on the set. If Wounds is included as a defensive stat then about 48% (253 of 522) of the stats are in defensive nature. Not considering set boni in both cases.
The Dodge/Disrupt bonuses are also questionable since the offending classes (SH, Magus, Sorc) all have at least 4% of their respective strikethrough in their equivalent offensive sets. Thus resulting in no benefit for the Slayer/Choppa without further investments of renown point.
Problem
Based on the class mechanic and the lore background Slayers/Choppas are supposed to be glas cannons. However it is difficult to believe that this theme is continued when significant amounts of stats (~50%) are allocated to purely defensive stats in the offensive sovereign set.
Suggestions
- Strength: 212 [292]
- Wounds: 125 [213]
- Toughness: 37
- Weapon Skill: 57
- Initiative: 91
- Melee Crit: 5 [11]
- Dodge: 3
- Parry: 2
- Disrupt: 2
- Morale: 3
- AA Haste: 10
- Armor Pen: 4 [10]
- AP: 1
- Spirit: 290
- Elemental: 289
- Corporeal: 289
Thoughts
Good amount of Strength, Wounds and Melee Crit as the most important stats. The secondary stats (Weapon Skill, Toughness and Initiative) are, however, very lopsided for an offensive set.
For example Initiative and Toughness make out about 25% (128 of 522) of the total stats on the set. If Wounds is included as a defensive stat then about 48% (253 of 522) of the stats are in defensive nature. Not considering set boni in both cases.
The Dodge/Disrupt bonuses are also questionable since the offending classes (SH, Magus, Sorc) all have at least 4% of their respective strikethrough in their equivalent offensive sets. Thus resulting in no benefit for the Slayer/Choppa without further investments of renown point.
Problem
Based on the class mechanic and the lore background Slayers/Choppas are supposed to be glas cannons. However it is difficult to believe that this theme is continued when significant amounts of stats (~50%) are allocated to purely defensive stats in the offensive sovereign set.
Suggestions
- Redistribute the Dodge/Disrupt into Parry or other offensive boni
- Redistribute ~30-50 Points of Initiative into Weapon Skill, Melee Power. For example 36 Melee Power on belt
Spoiler:
Set Boni
Thoughts
4 pc: 6 Armor pen
Problem: The value of armor pen can be directly calculated based on the armor penetration formula. That means 6 Armor Pen is worth 84 Weapon Skill. Without adding anything to parry though. In general the value of the set boni increases for higher boni.
Suggestions
6 pc: 2 Mastery Points in Skavenslayer
Problem: Skavenslayer is the more efficient and more versatile way to play compared to Gaintslayer or Trollslayer. The dominance is thus further compounded by linking the offensive sov set to the Skavenslayer tree.
Suggestion: Change it to Trollslayer
Almost all viable Slayer builds incorporate the Trollslayer tree as secondary tree due to the healdebuff and Rampage. While Skavenslayer and Giantslayer feature mainly weapon restricted abilities. A change to Trollslayer would therefore be almost build neutral and increase flexibility.
7 pc: Proc: 10% On Hit - To increase the chance of the target to be critically hit by 7% for 10 seconds
Thoughts
In principle a decent enough proc. However the current implementation is not worth a 7 pc bonus of the supposedly best set in the game
Problems
Suggestions
8 pc bonus: Can’t Slow Me Down: Root Breaker 2min CD
Problem: The 8th piece bonus of the supposedly best set in game should be something worth it. While mobility is an issue on the slayer another snare breaker every 2 min is not going to change it. You’re still limited by the movement speed of your guard tank.
Suggestions:
- 2 pc: 80 Strength
- 3 pc: 88 Wounds
- 4 pc: 6 Armor pen
- 5 pc: 6 Melee Crit
- 6 pc: 2 Mastery Points in Skavenslayer
- 7 pc: Proc: 10% On Hit - To increase the chance of the target to be critically hit by 7% for 10 seconds
- 8 pc: Can’t Slow Me Down: Root Breaker 2min CD
Thoughts
4 pc: 6 Armor pen
Problem: The value of armor pen can be directly calculated based on the armor penetration formula. That means 6 Armor Pen is worth 84 Weapon Skill. Without adding anything to parry though. In general the value of the set boni increases for higher boni.
Suggestions
- Increase the Armor Pen to 7 (~98 WS) or 8 (~112 WS), depending on how the lack of parry contribution is factored in.
- or swap to Weapon Skill bonus and apply the increasing stat rule → 96 WS
6 pc: 2 Mastery Points in Skavenslayer
Problem: Skavenslayer is the more efficient and more versatile way to play compared to Gaintslayer or Trollslayer. The dominance is thus further compounded by linking the offensive sov set to the Skavenslayer tree.
Suggestion: Change it to Trollslayer
Almost all viable Slayer builds incorporate the Trollslayer tree as secondary tree due to the healdebuff and Rampage. While Skavenslayer and Giantslayer feature mainly weapon restricted abilities. A change to Trollslayer would therefore be almost build neutral and increase flexibility.
7 pc: Proc: 10% On Hit - To increase the chance of the target to be critically hit by 7% for 10 seconds
Thoughts
In principle a decent enough proc. However the current implementation is not worth a 7 pc bonus of the supposedly best set in the game
Problems
- Does not stack with KOTBS Encouraged aim (Verified 22.03.2020)
- Does not stack wtih SW Crosscut (Verified 22.03.2020)
→ Too high redundancy to be useful in small scale fighting - Does not proc of AOE attacks
→ No utility for large scale fights - Does not proc of auto attacks
→ Rather limited up time
Suggestions
- Let it stack with other crit increasing abilities and let it proc of direct damage including auto attacks
- or replace the proc with the “Target takes 5% more damage for 10 seconds”. As far as I know there is only one ability in the game that increases the damage taken by the target (Engis Signal Flare with Tactic) which also only has 50% uptime. This means lower redundancy with a proc that meshes well with slayer mechanics.
- or replace the proc with Boost V: Higher crit chance and more crit damage. Might be a bit over the top on slayer due to their mechanic
- or Replace the proc with a new Proc: On Hit: X% Chance that attackers ignore 10-20% of the target's armor for the next 10 seconds.
8 pc bonus: Can’t Slow Me Down: Root Breaker 2min CD
Problem: The 8th piece bonus of the supposedly best set in game should be something worth it. While mobility is an issue on the slayer another snare breaker every 2 min is not going to change it. You’re still limited by the movement speed of your guard tank.
Suggestions:
- Can’t Slow Me Down: For the next 10 seconds you will ignore the negative effects of your Rage, 2 min CD
- or Can’t Slow Me Down: You will immediately go into Berserk, 2 min CD
- or Leap: Pounce like ability similar to vermintide 2, 2 min CD