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Patch Notes 15/07/2020

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TreefAM
Posts: 676

Re: Patch Notes 15/07/2020

Post#31 » Wed Jul 15, 2020 2:20 pm

Im gonna miss deleting unguarded targets in a single kd, oh well.

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Feomatar1
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Posts: 44

Re: Patch Notes 15/07/2020

Post#32 » Wed Jul 15, 2020 2:21 pm

adapter wrote: Wed Jul 15, 2020 2:03 pm Year 2034, still waiting for Ranged Squig Herder rework.
msh is twice better asw, and super viable in end game where asw is literally banned. rsh is still better rsw in every aspect of the game so **** you.

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adapter
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Posts: 420

Re: Patch Notes 15/07/2020

Post#33 » Wed Jul 15, 2020 2:27 pm

Feomatar1 wrote: Wed Jul 15, 2020 2:21 pm
adapter wrote: Wed Jul 15, 2020 2:03 pm Year 2034, still waiting for Ranged Squig Herder rework.
msh is twice better asw, and super viable in end game where asw is literally banned. rsh is still better rsw in every aspect of the game so **** you.
haha what!?

MSH is better for AoE dps and ASW is better for ST dps, both are great.
RSH is right now very bad in every aspect compared to RSW.
Insulting me shows how weak your argument is.
Kabuchop / Kabusquig / Kabuterimon / Tentomon

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Omegus
Posts: 1373

Re: Patch Notes 15/07/2020

Post#34 » Wed Jul 15, 2020 2:44 pm

Glad to see CC is back down to 2 hits, that was an... interesting buff.

Considering how much WS the ASW can get the cross cut damage-type change could actually let you do more damage to some targets than spirit. It's on what, 350 ish from tactics and stance alone before adding in any WS from gear.

Throw in a strong armour debuff from a WL (-1500 armour... what, you're trying gank random solo targets?) and you should be able to get the final physical mitigation below 40% for a lot of classes.

*in before people reply back with the list of classes where you can't. I said a lot of classes, not all.*
Zomega: RR8x Zealot

Feomatar1
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Posts: 44

Re: Patch Notes 15/07/2020

Post#35 » Wed Jul 15, 2020 2:51 pm

adapter wrote: Wed Jul 15, 2020 2:27 pm
Feomatar1 wrote: Wed Jul 15, 2020 2:21 pm
adapter wrote: Wed Jul 15, 2020 2:03 pm Year 2034, still waiting for Ranged Squig Herder rework.
msh is twice better asw, and super viable in end game where asw is literally banned. rsh is still better rsw in every aspect of the game so **** you.
haha what!?

MSH is better for AoE dps and ASW is better for ST dps, both are great.
RSH is right now very bad in every aspect compared to RSW.
Insulting me shows how weak your argument is.
**Content deleted**

I removed your content and warned you in private about the reason so you don't get banned from the forums. Please feel free to rewrite whatever you want with a touch of respect.
~GamesBond

TreefAM
Posts: 676

Re: Patch Notes 15/07/2020

Post#36 » Wed Jul 15, 2020 2:58 pm

Yeah nice input order solo pug champ #42243, you guys deserve to be farmed by lol msh in cities.

Sulorie
Posts: 7219

Re: Patch Notes 15/07/2020

Post#37 » Wed Jul 15, 2020 2:58 pm

Feomatar1 wrote: Wed Jul 15, 2020 2:51 pm msh is better in every aspect of the game and always was in end game, now even in 6v6 and soloroaming. Now asw is worst even prebuff and 100% useless ****, this spec is dead and only hypocrit dumbasses like you can argue with it.
You seem to be heated up, you need a cool shot.
Nothing wrong with it being based on armor per default, you know, there are plenty armor debuffs. It might be your SW, who is useless.
Dying is no option.

Foofmonger
Posts: 524

Re: Patch Notes 15/07/2020

Post#38 » Wed Jul 15, 2020 3:03 pm

Omegus wrote: Wed Jul 15, 2020 2:44 pm Glad to see CC is back down to 2 hits, that was an... interesting buff.

Considering how much WS the ASW can get the cross cut damage-type change could actually let you do more damage to some targets than spirit. It's on what, 350 ish from tactics and stance alone before adding in any WS from gear.

Throw in a strong armour debuff from a WL (-1500 armour... what, you're trying gank random solo targets?) and you should be able to get the final physical mitigation below 40% for a lot of classes.

*in before people reply back with the list of classes where you can't. I said a lot of classes, not all.*
This, I've had this discussion before as well. There's a common misunderstanding that "magic damage is better" in all situations, and that's just not correct. The reality is this:

If you can get your armor debuff, pen/ignores, and weaponskill pen to a point in which you reduce armor mitigation beyond magical mitigation (plus the resist debuff), then you do more physical than magical damage (on some targets ofc as you state).

For example, if we take a 3000 armor target as an example (a little lower than medium armor + pot, so roughly speaking just about where some light armor classes will land, with pot and some talismans). 3000 armor turns to 1500 armor after debuff. Let's say now we have something like 40% armor pen (not super high, but decently high), which means you shred an additional 600 armor on your attacks, giving your target roughly 900 effective armor.

That same target may be resist capped, and even after a resist debuff, still sitting at 300+ resists. In this situation, you will hit harder with physical attacks than magical.

The reality is, it isn't as simple as just saying "MaGIc DmG IS beTTa". It is in some situations, and it's worse in others. Generally speaking, if you are attacking an armor debuffed sorc/bw and you have decent penetration, and you think magical damage is better, you are "doing it wrong".

The way this game has always worked is that its easier to have higher armor than resists, but its also easier (and there are more options) for reducing/ignoring armor than there are ways to reduce resists. This means generally speaking, in organized settings, physical damage gets better as people's gear gets better (as they get more pen), and as they coordinate (as in assisting on armor debuffed targets), whereas magical damage is much more flat, having a lower effective cap than armor, but less ways to also reduce it. So physical damage tends to be highly variable to "you are under-geared and don't assist with armor debuffs so you hit like a wet noodle", to "you have the proper gear/set up and assist with armor debuffs and you hit like a truck", whereas magical damage tends to be more like "you always do ok damage, and better damage if you assist with a resist debuff". Generally speaking, resists will be somewhere in the 25-50% range (depending on debuffs), whereas armor tends to fluctuate between like 10%-75% mitigation (depends on pen/debuffs) - disclaimer these numbers are not accurate and just general representations of the argument.
Last edited by Foofmonger on Wed Jul 15, 2020 3:11 pm, edited 1 time in total.

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doxifera
Posts: 122

Re: Patch Notes 15/07/2020

Post#39 » Wed Jul 15, 2020 3:06 pm

Elenori wrote: Wed Jul 15, 2020 10:50 am I can agree that the melee ability having three hits was a little too powerful
to say the least...

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Noslock
Posts: 374

Re: Patch Notes 15/07/2020

Post#40 » Wed Jul 15, 2020 3:07 pm

adapter wrote: Wed Jul 15, 2020 2:03 pm Year 2034, still waiting for Ranged Squig Herder rework.
U better not ask for rework...
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