It's not like there will be a surrender vote before they are at 500rejndjer wrote: ↑Tue Mar 28, 2023 7:02 amyou clearly lack awerness if you cant see im not even trying there. actually i was trying to die as many times, because when sc is lost best thing you can do is die as many times since it ends sooner and you get more renown that way. why would i try with pug order against 3 destro premades lmao. they have twice the amount the healers and they actually heal, while everyone is guarded. are you for real mate? that certainly is the reason why i had 0.7 kd. because im not afraid to solo die against dessie premades. no moreSpoiler:![]()
One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
#AllClassesMatter
“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”
― John Burroughs
“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”
― John Burroughs
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Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
SW if the weakest char I have ever played. (I have one with RR82).
Posts like this topic are funny.
Posts like this topic are funny.
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Order: Velmires WP, Carnow Knight, Ninjagon BW, Ninjab WL
Destro: Ninjamar mara, Khaininja DoK, Ninjaguard chosen, Ninjamag sorc
Order: Velmires WP, Carnow Knight, Ninjagon BW, Ninjab WL
Destro: Ninjamar mara, Khaininja DoK, Ninjaguard chosen, Ninjamag sorc
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Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
The big thing here is the 80 damage mitigated. Festering Arrow very much counters the current meta of defenses which is to rely on guard and anti-crit to keep you alive. If you're out of guard range and it crits then it hits like a truck as it ignores your resistances (typically 40% damage reduction) with the tactic.
There are different ways to spec to significantly reduce the damage from FA with some trade-offs for other areas, and as with everything being in a well-rounded group shuts down most spike damage.
Firstly, Festering Arrow gets a 3x multiplier from the primary damage bonus (e.g. Ballistic Skill and ranged power). However, this also means that the defender's toughness is also 3x better as the damage reduction from toughness scales up at the same rate as the damage bonus does. Investing in toughness signficiantly reduces the non-crit damage from skills like this.
The next thing that ruins the effectiveness of critical hits is absorb shields which some healers can pump out lots of. The absorb shield applies BEFORE the critical damage is calculated and can completely negate niost or all of the critical hit. As an example (please do not point out absorb numbers like this are rare, I'm just showing the maths behind it):
Without absorb:
Non-crit: 2500
Crit multiplier: x1.5
Crit damage: 3750
With a 1.5k absorb
Non-crit: 2500
Absorb: 1500
Damage remaining: 1000
Crit multiplier: x1.5
Crit damage: 1500
Another way to look at is is that absorbs scale up with the crit damage multiplier.
And then on top of this, somewhere in there the damage reduction from guard gets included.
From the looks of the OP's post and combat log, they are full glass cannon spec without the group support needed to be able to make that build effective, which means they will be destroyed by things that exploit those weaknesses. If you are going to run around with no damage reduction, you should expect to be blown up by things that exploit this.
I'm also not sure why the OP is going on about the Mara as the screenshot shows they're playing a rSH, and some Mara specs have access to good Toughness increasers which as explained above will reduce the effectiveness of Festering Arrow.
In a correctly formed group with buffs in place and healers triggering plenty of absorbs you wouldn't have even noticed that FA hit. The game is not designed/balanced around solo play - like it or not, the "holy trinity" of tanks, DPS and healers working together has always been a core concept of WAR.
There are different ways to spec to significantly reduce the damage from FA with some trade-offs for other areas, and as with everything being in a well-rounded group shuts down most spike damage.
Firstly, Festering Arrow gets a 3x multiplier from the primary damage bonus (e.g. Ballistic Skill and ranged power). However, this also means that the defender's toughness is also 3x better as the damage reduction from toughness scales up at the same rate as the damage bonus does. Investing in toughness signficiantly reduces the non-crit damage from skills like this.
The next thing that ruins the effectiveness of critical hits is absorb shields which some healers can pump out lots of. The absorb shield applies BEFORE the critical damage is calculated and can completely negate niost or all of the critical hit. As an example (please do not point out absorb numbers like this are rare, I'm just showing the maths behind it):
Without absorb:
Non-crit: 2500
Crit multiplier: x1.5
Crit damage: 3750
With a 1.5k absorb
Non-crit: 2500
Absorb: 1500
Damage remaining: 1000
Crit multiplier: x1.5
Crit damage: 1500
Another way to look at is is that absorbs scale up with the crit damage multiplier.
And then on top of this, somewhere in there the damage reduction from guard gets included.
From the looks of the OP's post and combat log, they are full glass cannon spec without the group support needed to be able to make that build effective, which means they will be destroyed by things that exploit those weaknesses. If you are going to run around with no damage reduction, you should expect to be blown up by things that exploit this.
I'm also not sure why the OP is going on about the Mara as the screenshot shows they're playing a rSH, and some Mara specs have access to good Toughness increasers which as explained above will reduce the effectiveness of Festering Arrow.
In a correctly formed group with buffs in place and healers triggering plenty of absorbs you wouldn't have even noticed that FA hit. The game is not designed/balanced around solo play - like it or not, the "holy trinity" of tanks, DPS and healers working together has always been a core concept of WAR.
Zomega
Gone as of autumn 2024.
Gone as of autumn 2024.
Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
Hey OP, nice one:


Just an fyi - you know I still get the kill right? You are just making it easier for me.

I think you should focus on actually fighting people instead of worrying about SWs doing high crit damage.


Just an fyi - you know I still get the kill right? You are just making it easier for me.

I think you should focus on actually fighting people instead of worrying about SWs doing high crit damage.
Veretta the Witch Elf
Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
I am surprised OP hasn't been banned yet considering the amount of evidence against them being a alt+f4 enjoyer. But i suppose it is more important to ban players who type and hurt someone's feelings on the internet.
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Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
We don't take action against people doing that. They're cowards, that's enough punishment for them. Let them be cowards.
Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
99% playersbase make now makro altf4 on button xdwargrimnir wrote: ↑Wed Mar 29, 2023 2:07 pmWe don't take action against people doing that. They're cowards, that's enough punishment for them. Let them be cowards.
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Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
delete it from the game. even better.Battlefield wrote: ↑Wed Mar 29, 2023 4:22 pm I did not read all comments before, but just an offer the first thing that came to mind![]()
Festering Arrow bypass 50% resistance instead of all, otherwise even tanks feel naked.

Re: One ability 3730+ dmg in sovereign Char 5/3 ? maybe that's enough already?
damage cap removed? previous was damage cap for crits (in ror)
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