dalen wrote: Thu Oct 07, 2021 11:23 am
Husti wrote: Wed Sep 29, 2021 12:03 pm
Sinisterror wrote: Wed Sep 29, 2021 11:27 am
That's because pilfer is always 150 no matter what. Tactics dmg procs are increased/affected and if you have wpn with 300 spirit dmg proc (SM) those can do even more than 300 dmg now. By damage procs they mean things like WP/DOK COVENANTS SORC/BW PARTY DMG PROCS WL LEONINE FRENZY/TRAINED TO HUNT/MARAUDER SAVAGERY PROC/ WH BULLETS WE KISSES/WITCHBREW AND MUCH MORE. Dunno if blurring shock is considered "proc" but i think slayer ID is actually dot and direct dmg that might be higher now?
Also Riposte is affected, jagged edge(all tactic procs are affected) and slayer/choppa reckless gamble is affected.
- No, the Sorc/BW damage procs are not affected by main damage stats like int. They do the same damage whether naked or not.
- The SW glass arrow is affected by main damage stat (ballistic).
- Shamans Ere we go is not affected by main damage stat. Divine Fury tactic however increases it.
- The Centuries of Trainings proc is not affected by main damage stat. Temporary damage boosts increase it though.
So Im still wondering what was affected and what not and what is a weapon damage proc for them and what not. For example jagged edge is modified by main damage stat I think and Centuries of Trainings is not. Why?
The change was sto make them affected by the outgoing damage multiplier stat (+x% damage). For a SM that is pretty much only Focused Offence or the Bloodlord Weapons.
There was no change to scaling from str/int/bs.
And the BW/Sorc mechanic gives increased critical damage, that does nothing to procs as they are not crits.
Hello Dalen.
I understand. I also understand that it was that way on live as it was shown in
viewtopic.php?f=73&t=45276 which was the thread that probably led to this change.
What I don't understand is why you are not looking at the affected classes and balance first before you make such change. Even if it was that way on live, RoR does a lot of things different, classes have changed a lot, they got stuff they didn't have on live, other stuff got taken away and some things are stronger or weaker then it was on live. Bottom line is, RoR is not the same as live.
Looking at which classes are mainly affected by this change I can see three classes that benefitted the most from it.
+ WEs: Flanking and Taste of Blood tactics, Witchbrew and Kisses, high Kiss proc rate, procs on throw dagger at range.
- WHs: no Taste of Blood, no Witchbrew, procs only on execution, no procs on pistol whip at range.
+ DoK: Divine Fury, Potent Covenants, high proc rate due to dual whield, two procs because of two weapons.
- WP: no Potent Covenants, less procs due to 2hand, only one weapon proc
+ Mara: Flanking, stance procs, high proc rate due to dual whield, two procs because of two weapons, Mutated Aggressor damage boost.
- WL: no stance procs, less procs due to 2hand, only one weapon proc, no damage boost, Pack Assault.
+ Shaman: Divine Fury with Ere we go procs.
- AMs: no Ere we go procs.
Correct me if Im wrong, but it clearly favors certain classes. All of them are destro classes and classes that were doing very well before that change.
I appreciate the work and time you put into this game and welcome balance changes. I just want to point out here that it was in favor of one side and certain, already strong, classes and I hope there will be fixes and changes for other classes, mainly on Order side.
2h classes for example have a lot disadvantages compared to dual whield classes. No parry bonus, only one weapon proc, less procs of any kind.