Agreed, everyone can say all day long I feel it is to high or to low but without any proof then it is meaningless and I also agree they have done a ton of work already and if you can show something is not working correctly they will take care of it but do some work yourself and show it is not working otherwise drop it.noisestorm wrote:That is exactly the point why we do NOT want to see any "hurrdurr but i feel back on live X and Y was different" without actually posting any valid testing results and proof of what has been stated. If someone has a feeling that something is then fu*king test it out and give us a solid proof of what is wrong.Tklees wrote: @Noise, I agree, my damage bonus only goes up by about 50% from here on out, but the defense almost doubles in t4
Question on damage multipliers
Re: Question on damage multipliers
Ads
Re: Question on damage multipliers
>wanting to nerf damage output in this games meta
Hey lets buff healing too it's seems lower than live :^)))
Hey lets buff healing too it's seems lower than live :^)))
Spoiler:
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: Question on damage multipliers
Jaycub wrote:>wanting to nerf damage output in this games meta
Hey lets buff healing too it's seems lower than live :^)))
Spoiler:
if there would not be overheal, yes

- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
Re: Question on damage multipliers
A lot more defensive stats on the later tier armor sets, more armor, and toughness. Lots of ppl spec crit reduction.
Nown spec points are skimpy right now so most ppl are going glass.
I know for my WP WE doesn't hit for all that much. Like AA crits for 50.
I'd also like to add, certain classes are doing way more damage then they did in t3 on live
Take the WH, when we were all leveling at release WH was abysmal, dps WP could deal better damage then them because of the way mythic decided to divide their stats.
SW was also another class that was bad, and received numerous improvements in the later years of the game.
There is certainly a lot of power creep from the class's being "rebalanced"
Nown spec points are skimpy right now so most ppl are going glass.
I know for my WP WE doesn't hit for all that much. Like AA crits for 50.
I'd also like to add, certain classes are doing way more damage then they did in t3 on live
Take the WH, when we were all leveling at release WH was abysmal, dps WP could deal better damage then them because of the way mythic decided to divide their stats.
SW was also another class that was bad, and received numerous improvements in the later years of the game.
There is certainly a lot of power creep from the class's being "rebalanced"
Re: Question on damage multipliers
In pre T4 before tovl I had 250 bonus damage. If you think 100-200 toughness is going to help, sorry to say it won't.noisestorm wrote:Basically the difference we have to t4 now is a lack of ~63-70 bonus dps (from ~200str+ ~23dps from weapons). On the other hand enemies will have about 100-500 more toughness as well as 2-3k more armor. Now do the math
This is not true. Enemies meaning Tanks and WP will have armor and toughness. But, that does not really matter as WE/WH bypass armor and AM, RP, BW, SW, Slayers and WH run with no toughness.
100 toughness won't be doing much. I will pull the data I have if I can find it is my combat log with a WH hitting for a 800-900 AA. That damage is almost the same as in my nerf this class video which was pre sov and I had so much melee power it was crazy.
I had crapped str and like 150 melee power before back items from tovl. If the damage a T3 WH AA is 700-800 ( WITHOUT the tactic for extra damage 15% damage) that is as much as I had with way more gear.
Now, there is one thing. If they limit the amount of gear you can mix and match and don't have the normal set bonuses there won't be a big issue.
The whole thing is damage right now is higher. I will collect more information and post it.
- TenTonHammer
- Posts: 3806
Re: Question on damage multipliers
Jaycub wrote:>wanting to nerf damage output in this games meta
Hey lets buff healing too it's seems lower than live :^)))
Spoiler:
oh the swtor meta?
>nerf dmg and burst
> leave healing as it is


Re: Question on damage multipliers
Nice video! Whats the addon you use that shows all the ability cooldowns?
(left of of your character)
(left of of your character)
Nasty - R8X Squig Herder
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress
- noisestorm
- Posts: 1727
Re: Question on damage multipliers
I like the way how you say they bypass armor and refer in the next sentence to Autohits - topkek.shebali wrote: But, that does not really matter as WE/WH bypass armor and AM, RP, BW, SW, Slayers and WH run with no toughness.
100 toughness won't be doing much. I will pull the data I have if I can find it is my combat log with a WH hitting for a 800-900 AA. That damage is almost the same as in my nerf this class video which was pre sov and I had so much melee power it was crazy.
All that is _relevant_ and interresting for now is that you actually prove that t3 dmg with similar gear back on live was lower. nothing else matters for now. you can draw as many t4 lines as you want, but i am quite sure the dmg we will see won't be much different eitherways.
Ads
Re: Question on damage multipliers
noisestorm wrote:I like the way how you say they bypass armor and refer in the next sentence to Autohits - topkek.shebali wrote: But, that does not really matter as WE/WH bypass armor and AM, RP, BW, SW, Slayers and WH run with no toughness.
100 toughness won't be doing much. I will pull the data I have if I can find it is my combat log with a WH hitting for a 800-900 AA. That damage is almost the same as in my nerf this class video which was pre sov and I had so much melee power it was crazy.
All that is _relevant_ and interresting for now is that you actually prove that t3 dmg with similar gear back on live was lower. nothing else matters for now. you can draw as many t4 lines as you want, but i am quite sure the dmg we will see won't be much different eitherways.
I can prove T3 current is as high as T4 pre Sov. That is what matters. The damage from T3 should be 20% lower if not more depends on how much T4 gear is out.
I am going to pull my data and look at things. But, I already know something is off.
Re: Question on damage multipliers
I see a lot of threads like these, that seem to assume if it is not like live then it is somehow bad/wrong and needs to be changed.
Even if the values are higher, why should they be changed? Because it was that way on live isn't an answer.
I know TTK is a touchy subject in this game because depending on how you play it, whether it be casually as a solo player in ORvR in PUG warbands, or maybe just soloing in ORvR... or solo queing scenarios, or only playing in a 6 man premade your views are probably a lot different.
When two properly formed warbands/6 mans meet each other (every group has 2 healers and at least 1 tank per MDPS) the TTK is atrociously long. However when PUGs meet each other with improperly formed group etc...the TTK can be under 10 seconds most of the time.
In the current state of the game I think just nerfing dmg output would be irresponsible. Game needs to be balanced from the top down (perfect setup premades to the most random pug groups) and that means putting less emphasis on certain mechanics like guard/healing etc... that make a proper/perfect group comp so central to success in this game, that or promote/encourage even the most casuals players to understand how important those aspects of the game are, while throwing solo and small scale players under the bus.
Otherwise you will be alienating a large portion of the playerbase with blanketed changes, lengthening the overall TTK will make play in the higher levels / premades worse while making it better for casuals/PUGS who do not form perfect meta groups, the opposite will have terrible effects on casual/pug players who will ever more so than before need the proper support from healers/tanks etc...
Even if the values are higher, why should they be changed? Because it was that way on live isn't an answer.
I know TTK is a touchy subject in this game because depending on how you play it, whether it be casually as a solo player in ORvR in PUG warbands, or maybe just soloing in ORvR... or solo queing scenarios, or only playing in a 6 man premade your views are probably a lot different.
When two properly formed warbands/6 mans meet each other (every group has 2 healers and at least 1 tank per MDPS) the TTK is atrociously long. However when PUGs meet each other with improperly formed group etc...the TTK can be under 10 seconds most of the time.
In the current state of the game I think just nerfing dmg output would be irresponsible. Game needs to be balanced from the top down (perfect setup premades to the most random pug groups) and that means putting less emphasis on certain mechanics like guard/healing etc... that make a proper/perfect group comp so central to success in this game, that or promote/encourage even the most casuals players to understand how important those aspects of the game are, while throwing solo and small scale players under the bus.
Otherwise you will be alienating a large portion of the playerbase with blanketed changes, lengthening the overall TTK will make play in the higher levels / premades worse while making it better for casuals/PUGS who do not form perfect meta groups, the opposite will have terrible effects on casual/pug players who will ever more so than before need the proper support from healers/tanks etc...
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Who is online
Users browsing this forum: Bing [Bot] and 13 guests