Re: [Engineer] Cannon Smash
Posted: Tue Nov 15, 2016 1:12 am
That may not be reliable to cite. As you can see, that patch fixed a number of issues with the Magus daemon, and it may have evened the odds.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=18261
Great to hear! I'm lvling a magus currently.Azarael wrote:That may not be reliable to cite. As you can see, that patch fixed a number of issues with the Magus daemon, and it may have evened the odds.
Gachimuchi wrote:You do realize this was still when the devs were under the impression the range buffs to engineer/magus also affected the range of their morales?porkstar wrote: (3) The reason for starting this thread was because someone mentioned that if Engineer cannot be brought more closely in line with Magus through range changes and mastery tree adjustment, Cannon Smash would be adjusted next. (I believe it was AZ in one of the change logs).
And no. Engineer is not outperforming Magus. Engineer has less damage due to multiple-attribute dependancy(ballistic/WS) compared to Magus needing only int. Additionally, Magus usually has around 40% or less mitigation to get through. Engineer has much higher armor values to contend with when dealing with something other than light armor classes.
To gain that WS you have to give up not only a tactic slot, but also renown, and tali slots. This means that your crit and BS are much much lower. Your defensive stats also take a heavy hit in a weaponskill setup. The benefit of said weaponskill is hardly noticeable because you'll face roughly the same mitigation against high armor targets. Tanks, doks, mara's. It just doesn't work, and it has been tested a lot. You simply can't get enough WS without gutting everything else, and WS is just not an effective stat to stack. Even at 600-700 WS the upper limit of what you can stack most tanks / doks / maras will still being in the 60-75% mitigation range. The turret armor debuff can drop the mara / dok lower but it has very low BS, so it gets dodged constantly. It is also cleanse-able via dok group cleanse.Tesq wrote:Gachimuchi wrote:You do realize this was still when the devs were under the impression the range buffs to engineer/magus also affected the range of their morales?porkstar wrote: (3) The reason for starting this thread was because someone mentioned that if Engineer cannot be brought more closely in line with Magus through range changes and mastery tree adjustment, Cannon Smash would be adjusted next. (I believe it was AZ in one of the change logs).
And no. Engineer is not outperforming Magus. Engineer has less damage due to multiple-attribute dependancy(ballistic/WS) compared to Magus needing only int. Additionally, Magus usually has around 40% or less mitigation to get through. Engineer has much higher armor values to contend with when dealing with something other than light armor classes.
that's not true at all, engi have the same tactic of choppa slayer which boost 2 stats (so in engi case both bal and wep skill )so you have the same primary and wep skill value of them: on 2/3 of classes you have less than 50% reduction from armor, my dok pre patch had like a 50% armor, now most of physical dd ingore 45-50% of the armor, the armor that is reducing your damages is around 25% or less for medium armor and bellow
25% vs 40% due to capped resistences both with out armor/resistences debuff
vs choppa/we you're damages would be almost pure if it wasn't for guard.
@1: I am talking about the old and the new morale system.porkstar wrote:
(1) I've played engineer constantly since the changes. I've had M3 up before cool down many many times times with +8 regen gear. It's easily possible in a good fight. Dur3al, you seem to be good at maths so you know it is true.
(2) I haven't played rifle spec since months before the changes. I was grenade and now I'm tinker/grenade. I'm usually within 100ft of the fight because it's more fun for me. If you like, PM me for my tanky/brawling build that can do plenty of damage with very high defenses and it is designed for assist dps.
(3) The reason for starting this thread was because someone mentioned that if Engineer cannot be brought more closely in line with Magus through range changes and mastery tree adjustment, Cannon Smash would be adjusted next. (I believe it was AZ in one of the change logs). I love using Cannon Smash so I wanted to start this thread so that everyone has a chance to provide input in case it does get adjusted. Please refrain from speculating about my reasons for starting this thread.
I do however, appreciate your comments regarding my suggested changes. Thank you
1.Tankbeardz wrote: @ Dureal
1. The slow travel time can be as effective as insta cast because it allows you to hit several burst damage abilities at once...the same as you would with the slow traveling BoC.
2. Trivial blows is the most over-rated thing from live...I NEVER ran it and I think you remember how tanky my knight and chosen were. Initiative was much more reliable in keeping burst damage down...the one exception may have been Sorc/BW.
3. FM is probably the best morale 2 available for engi/magus now since Snipe and BOC are on 5 second cooldowns. With the proper rotation you can easily squeeze 2 off and blow someone up. Magus just gives you the option to use another 3 second cast instead but both classes have 2 second casts that you can swap in and out of your rotation, if you like.
I won't that claim I have unfettered access to M3 every 60s whenever I step onto the field and I apologize if that seemed implicit in my statements. I do however, still think you're looking at this from the perspective that engineer has to play from >100ft. An engineer can roll with 4300+ armor, 400+ tou and all soft capped resists. That only requires correct gear config a knight in the group. (this is not taking into account enemy debuff) Engineer can have all that defense with 32% critical chance and 40% damage and range improvement and a self heal (the stats could be pushed higher with 100% top gear and rr60). According to your math, for an engineer to have M3 on cool down, it requires the engineer to be much <100ft from 10? players. With the build above (and of course some decent group support) it is very possible. <---that is a big trade-off in engineer DPS and I think you called it a one-trick pony (I assure you it's not). It may not be some elite meta style but it's very fun and can be very nasty opponent.dur3al wrote:
@1: I am talking about the old and the new morale system.
In the old morale system (10 base + 8 gear = 18 morale/s -> M3 (1800) -> 100s). #math
In the new morale system you have to stand close to the enemy (10 + ((players in group - 1) * 5) * ((Clamp(enemiesInRangeCount - 18, 0, 54) / 54f)) to receive a boost in morale gain. Some would consider it bad positioning but I will just go with risk/reward.
Any good mdps will punish this behavior. No m3 for you other than in pug scs. You lose your morale when you die.
Pressuring the engi/magus is key lately.. I get that its hard in current full range meta though, but that's some other discussion entirely.