TB - nice. Now CD/RD and will be fine.
There is only one thing related to this. It would only be necessary to ensure that such a situation was avoided, that classes such as WL, Mara, SL, Choppa would be worth giving up on investing in Critical Chance and primitive armor penetration would be better. The easiest way would be to add set bonuses from Critical Damage bonus instead of others like 2nd warlord set bonus - Weapon skill. Also BL 1st bonus - Weapon skill change for Critical Dmg bonus ect.
Patch Notes 18/03/2021
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Re: Patch Notes 18/03/2021
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
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Re: Patch Notes 18/03/2021
making them defendable had been on todo list a long time, it was just a bug from a previous change.Cqengi wrote: ↑Thu Mar 18, 2021 11:05 amSo I'll explain it all here once and for all, because the devs balanced according the info I gave them but not according to my suggestions on how to balance them. (maybe because they think im always out for personal class gain, why would I report this then?), now their whole perception of the classes are skewed because they look at total damage numbers in city and just label it as broken. I'll order the events according to time.
A statement to make first, napalm/mist is a majority of the total aoe output you see from these classes in city.
Napalm/Mist changed to defendable - this change happened because I revealed to lotharic that these abilities were not calculating resists properly and doing bonus unmitigated damage (which is why youd see over 1k tick crits from them), I also advised that making it defendable would not fix this (as the issue was the damage calculation) and cause unintended side effects, like allowing engi to proc pierce defenses and allow WP to proc exalted defenses off of mist defense.
After defendable napalm/mist change- In changing the properties, the devs didnt even realise the domino effect they caused, and still havent, to date. Napalm/mist is now benefitting from the 40%+ damage bonus from the class mechanic, previously it was not. And additionally they are proccing the side effects I was talking about, and those kind of things can change realm balance. > The devs are seeing the increased damage from cities and maybe extra kills in orvr and forts from engis/magus or they concluded at least that their damage output remained the same despite their attempted nerf.
Which is how we get to the now, they have incorrectly analysed the core issue with the class' aoe spec, which again I reiterate falls down to 1 ability. -NAPALM/MIST- however they are not aware that this ability is the perpetrator for their elevated performance, and have decided to nerf the entire class and every spec as a consequence. Really lazy tbh
They are calculating resists & mitigation properly, but they have low stat multiplier but high base damage, which is why toughness doesn't help much against them.
And well, reverting them to their original damage values has been discussed, but there wasn't agreement around it.

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Re: Patch Notes 18/03/2021
and just fyi, i am still getting over 1.2k crit ticks with napalm. So again, great analysis.
And i can provide a screenshot of me critting a black orc for 1600 damage with it
And i can provide a screenshot of me critting a black orc for 1600 damage with it
Last edited by Cqengi on Thu Mar 18, 2021 11:46 am, edited 1 time in total.
Re: Patch Notes 18/03/2021
whatever it is, I dont have the technical exact details, I do know when an ability is doing an unproportionate amount of damage, whether it bc of incorrect toughness calculation, or high base damage, THIS ability is the reason behind everything. And I tried pointing it out long before it got to this point. And now the entire class and non napalm specs are heavily crippled by the change. What class in this game has ever recieved a flat 20% overall damage nerf to everything that they do?dalen wrote: ↑Thu Mar 18, 2021 11:17 ammaking them defendable had been on todo list a long time, it was just a bug from a previous change.Cqengi wrote: ↑Thu Mar 18, 2021 11:05 amSo I'll explain it all here once and for all, because the devs balanced according the info I gave them but not according to my suggestions on how to balance them. (maybe because they think im always out for personal class gain, why would I report this then?), now their whole perception of the classes are skewed because they look at total damage numbers in city and just label it as broken. I'll order the events according to time.
A statement to make first, napalm/mist is a majority of the total aoe output you see from these classes in city.
Napalm/Mist changed to defendable - this change happened because I revealed to lotharic that these abilities were not calculating resists properly and doing bonus unmitigated damage (which is why youd see over 1k tick crits from them), I also advised that making it defendable would not fix this (as the issue was the damage calculation) and cause unintended side effects, like allowing engi to proc pierce defenses and allow WP to proc exalted defenses off of mist defense.
After defendable napalm/mist change- In changing the properties, the devs didnt even realise the domino effect they caused, and still havent, to date. Napalm/mist is now benefitting from the 40%+ damage bonus from the class mechanic, previously it was not. And additionally they are proccing the side effects I was talking about, and those kind of things can change realm balance. > The devs are seeing the increased damage from cities and maybe extra kills in orvr and forts from engis/magus or they concluded at least that their damage output remained the same despite their attempted nerf.
Which is how we get to the now, they have incorrectly analysed the core issue with the class' aoe spec, which again I reiterate falls down to 1 ability. -NAPALM/MIST- however they are not aware that this ability is the perpetrator for their elevated performance, and have decided to nerf the entire class and every spec as a consequence. Really lazy tbh
They are calculating resists & mitigation properly, but they have low stat multiplier but high base damage, which is why toughness doesn't help much against them.
And well, reverting them to their original damage values has been discussed, but there wasn't agreement around it.
Re: Patch Notes 18/03/2021
really engi/magus nerf and u call it bugfix?
sorry but absolutely failed, there is no reason for that nerf
SH needs to be nerfed!
sorry but absolutely failed, there is no reason for that nerf
SH needs to be nerfed!
Re: Patch Notes 18/03/2021
TB makes RR80 characters even stronger than "lowbies".
Re: Patch Notes 18/03/2021
Let's see how trivial blows effects different classes and their critical dmg:
Assuming a crit dmg reduction of 40% by 4 stages trivial blows and a base crit dmg modifier of 45%.
Classes without crit dmg modifier (Slayer, MSH, Magus, Engi...): 45%*0.6=27% increased dmg from crits, reduced by 22%
+50% crit dmg modifier (Mrd, WL...): 95%*0.6=57% increased dmg from crits, reduced by 38%
+65% crit dmg modifier (WH, WE with Sov): 110%*0.6=66% increased dmg from crits, reduced by 44%
+115% crit dmg modifier (BW, Sorc with Sov, no Onslaught): 160%*0.6=96% increased dmg from crits, reduced by 64%.
As you can see, the higher your crit dmg is, the more you will suffer from TB.
If going full TB becomes the new meta, it will gut BW/Sorc damage, nerf the likes of WH/WE and buff Slayer, MSH.
Questionable how this helps the game balance.
Assuming a crit dmg reduction of 40% by 4 stages trivial blows and a base crit dmg modifier of 45%.
Classes without crit dmg modifier (Slayer, MSH, Magus, Engi...): 45%*0.6=27% increased dmg from crits, reduced by 22%
+50% crit dmg modifier (Mrd, WL...): 95%*0.6=57% increased dmg from crits, reduced by 38%
+65% crit dmg modifier (WH, WE with Sov): 110%*0.6=66% increased dmg from crits, reduced by 44%
+115% crit dmg modifier (BW, Sorc with Sov, no Onslaught): 160%*0.6=96% increased dmg from crits, reduced by 64%.
As you can see, the higher your crit dmg is, the more you will suffer from TB.
If going full TB becomes the new meta, it will gut BW/Sorc damage, nerf the likes of WH/WE and buff Slayer, MSH.
Questionable how this helps the game balance.
Last edited by tomato on Thu Mar 18, 2021 1:34 pm, edited 4 times in total.
Re: Patch Notes 18/03/2021
You think they have renown points left to spec it? We don't have the crit creep like on live, where you don't had to spec magic crit via renown.
Dying is no option.
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Re: Patch Notes 18/03/2021
20% dmg nerf for Magus/Engi and you call it a bugfix? Are you Serious devs? Why? Magus/engi were the weakest classes in grp play, the only thing they had was their dmg while not moving around.
And the TB thing... wow.... the worst Patch so far, i think i will stop playing now.
And the TB thing... wow.... the worst Patch so far, i think i will stop playing now.
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- Posts: 5
Re: Patch Notes 18/03/2021
nerfed the eng again...
the tooltip say 40% and now a nerfed to 20%. (just print
![Image]()
the new function of eng will be support, no dmg anymore.
no wb for city etc...
very hard time for engs.
br
the tooltip say 40% and now a nerfed to 20%. (just print
the new function of eng will be support, no dmg anymore.
no wb for city etc...
very hard time for engs.
br
Last edited by companheiros2 on Thu Mar 18, 2021 12:11 pm, edited 1 time in total.
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