Changelog 07/12/16

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Azarael
Posts: 5332

Re: Changelog 07/12/16

Post#11 » Wed Dec 07, 2016 9:50 pm

It inflicts the same total damage. It inflicts (total damage/4) damage in 4 hits instead of (total damage/7) damage in 7 hits. It's a subtle nerf as previously stated. End of discussion.

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Glorian
Posts: 5002

Re: Changelog 07/12/16

Post#12 » Wed Dec 07, 2016 10:11 pm

The Flame Turret increases Dodge and Disrupt by a maximum of 32% rather than 48%.
Currently it is +24% max after patch.
At least .getstats says so that I got this on top after putting up a flame Turret.

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Noergl
Posts: 360

Re: Changelog 07/12/16

Post#13 » Wed Dec 07, 2016 10:12 pm

Glorian wrote:The Flame Turret increases Dodge and Disrupt by a maximum of 32% rather than 48%.

Currently it is +24% max after patch.
confirmed in my case too, tested with .getstats before and after turret & stacks.
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Klesko
Posts: 67

Re: Changelog 07/12/16

Post#14 » Wed Dec 07, 2016 11:12 pm

Azarael wrote:It inflicts the same total damage. It inflicts (total damage/4) damage in 4 hits instead of (total damage/7) damage in 7 hits. It's a subtle nerf as previously stated. End of discussion.

I read this as a subtle buff, not a subtle nerf... Toughness is applied (and softens damage) 4 times, not 7 times. I don't see this making a drastic difference in the damage done either way, but let's call it what it is (i.e. not a nerf).

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Azarael
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Re: Changelog 07/12/16

Post#15 » Wed Dec 07, 2016 11:39 pm

Contradictions like this being posted are part of why I've been getting tired of the forum lately.

In order to move a channel to, for example, 4 hits from 8, two things are done:

1) The base damage is increased by a factor of 2.
2) The cast time modifier is increased by a factor of 2.

The cast time modifier affects the Ballistic Skill and Toughness contributions to the ability equally. As one rises, so too does the other. The result would be, for example:

Before: 110 damage inflicted (70 mitigated)
After: 220 damage inflicted (140 mitigated).

So no, if I say something is not a buff, it is not a buff. It is a nerf - same total damage in all cases - fewer chances to proc procs - fewer chances to set back the target. Please do not contradict me because I'm the one who knows and implemented the damage formulae. Thank you.

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Teefz
Posts: 100

Re: Changelog 07/12/16

Post#16 » Thu Dec 08, 2016 12:24 am

Azarael wrote: General
Fixed an issue which would cause pets to continue to auto attack while channeling an ability (Gun Turret's Machine Gun, Spiked Squig's Spine Fling)
Engineer
The Gun Turret's range enhancement now matches that of the Engineer (40% max.)
Nice to see even more pet fixes, sweet! This is a subtle nerf to both Turret and Spikey, though I'm curious to why Engineer's are getting back range increase when they still outperform Magus? Wasn't the Pet Range in fact increased on the Magus, so that it for once in it's life had something that outshines its counterpart? *Edit: Just read the replies in Changelog 06/12/2016 regarding Surging power & FRF. Looks interesting :)*

Don't get me wrong, I think these changes are fine and the fact two classes are getting to a point where they strike as much fear as a bw/sorc would is exciting. From a squig herder pov having played actively since Changelog 29/11/16 with the 65ft/70%hp(now 80ft/85%hp) on Spikey and now with these further tweaks to the pets - basicly scaling them down to our actually level. I think it would make sense once again to try out more range on Spikey and maybe adjust the HP% again(75%HP?). As several Squig herders has suggested, would it be possible to link pet range to SWDW? This making the standard spiked pet 65ft and the pet with SWDW equipped 98ft like the other QS abilities? Reason I bring it up is as I have mentioned on previous occasions, the fact that Squig Herder's stances are linked to pets, resulting in way less dmg output when either "Your pet is too far away from you and has been dismissed", reliable counterplays or the pet dies trying to desperately disarm some engineer's turret who - now - has 140ft at max stacks against Spikeys 80ft.
Last edited by Teefz on Thu Dec 08, 2016 1:16 am, edited 6 times in total.

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Lektroluv
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Posts: 243

Re: Changelog 07/12/16

Post#17 » Thu Dec 08, 2016 12:38 am

Azarael wrote: The Gun Turret's range enhancement now matches that of the Engineer (40% max.)
Before this patch, the range in turret was 20% isn't it? now is 40%

Maybe this is what enginers get in exchange for trade those 7 hits for 4 ones.... i don't think they need anything in exchange, they are still over the top range dps spot right now, miles away of others, as long as the diference in range respect others range dps classes, or in burst speed over Magus.

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Grunbag
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Re: Changelog 07/12/16

Post#18 » Thu Dec 08, 2016 4:32 am

Lektroluv wrote:
Azarael wrote: The Gun Turret's range enhancement now matches that of the Engineer (40% max.)
Before this patch, the range in turret was 20% isn't it? now is 40%

Maybe this is what enginers get in exchange for trade those 7 hits for 4 ones.... i don't think they need anything in exchange, they are still over the top range dps spot right now, miles away of others, as long as the diference in range respect others range dps classes, or in burst speed over Magus.
No turret range has been reduce to 20% at change log 6/12/2016 and back to 40% at change log 07/12/2016
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Nirawen
Posts: 87

Re: Changelog 07/12/16

Post#19 » Thu Dec 08, 2016 6:06 am

The Gun Turret's Machine Gun ability now hits 4 times instead of 7. DPS remains the same.
The Gun Turret's range enhancement now matches that of the Engineer (40% max.)
The Flame Turret increases Dodge and Disrupt by a maximum of 32% rather than 48%.
Good....

Still a nerf of the engineer after an Up while the magus does not move ....


Engi Flame Turret 32 % ( IG = 26 % not 32 % getstats ) and after 20 % ....and the range Does not evolve. No interest again this turret. You get DPS at the CAC and at a distance you turn on ....

No logic 26% ... with the distance we have. The distant classes will laugh at the engineer. The time to change turrets to have stacks ... you're dead.

In the end the basic engineer was very good. My engineer will be able to return to the closet.
Morale 2 always nerf ? Not because if morals do not return as before while nerf engineer what is the principle?

Thank you for the work done on this class which in the end does not suit me. Too much change kills change ...
Standing on an Alpha, we're going to play another class.


GG destro who cries and gets changes in not even a day.

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Glorian
Posts: 5002

Re: Changelog 07/12/16

Post#20 » Thu Dec 08, 2016 7:02 am

The Gun Turret's Machine Gun ability now hits 4 times instead of 7. DPS remains the same.
The Gun Turret's range enhancement now matches that of the Engineer (40% max.)
The Flame Turret increases Dodge and Disrupt by a maximum of 32% rather than 48%.
Good....
Still a nerf of the engineer after an Up while the magus does not move ....
Engi Flame Turret 32 % ( IG = 26 % not 32 % getstats ) and after 20 % ....and the range Does not evolve. No interest again this turret. You get DPS at the CAC and at a distance you turn on ....
No logic 26% ... with the distance we have. The distant classes will laugh at the engineer. The time to change turrets to have stacks ... you're dead.
Devs wrote 32% so I expect 24% to be a bug.
Read Aza's post. 4 hits to 7 hits on machine gun affects you only if you had BW buff on you. Elsewehre it is the same.
In the end the basic engineer was very good. My engineer will be able to return to the closet.
Morale 2 always nerf ? Not because if morals do not return as before while nerf engineer what is the principle?
Thank you for the work done on this class which in the end does not suit me. Too much change kills change ...
Standing on an Alpha, we're going to play another class.
Let's pretend yesterday didn't happened. Then get your Gunturret out with +40% range and go rifle.
Snipe has been back to live, yes, but Gunblast, Focused Fire, Hollow Point makes currently also good damage.
GG destro who cries and gets changes in not even a day.
Well that is also what rages me a little. But players whine allways at changes here in the RoR Forum. Thats the deal. If something great happens, the next day the buff is nerfed. That is called development. So don't put Grombrindal back into the cupboard, but join us in our now totally-OP-TM dwarf Gunline. Totaly safe to watch out of 30 feet. :lol: :D

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