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Old 12-24-2005, 01:57 AM   #1 (permalink)
Slagar
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Will post-AQ dps be out of hand?

Not making the claim that the PvP system is currently well-balanced or anything, but isn't what they're doing just going to exacerbate an already seething problem?

I haven't taken the time to break down the numbers for other classes, but I have for my mage so take a look:

With my current gear my base frostbolt damage: 925-950.
In AB with zerked, AP, ZHC, ToEP, crits: 4600-4800.

Now right off the bat with 1.9 I'm getting about 25-30 points dmg increase on my Netherwind upgrades, and a 20 point enchant on my gloves (hot!). With Rank 11 Frostbolt, that gives me another 60 base damage. So at the very least I'll be looking at a 10% increase in damage (1k-1.1k base) just for logging in after 1.9 goes live.

Then there's the intangibles: new +dmg gear from AQ, wizard oil (looks like that will be fairly easy to keep stocked up on), 5% bonus from warlock debuff, resist reduction gear. It's hard to quantify precisely how much this will increase damage capacity but safe enough to assume that it's going up not down.

---

What I do know is that none of the gear from AQ comes with like fuckloads of stamina or something that would make help to counter the large increases in damage that's coming. I mean, if a warrior can MS me for 3k and I can frostbolt him for 6k, shouldn't we just be playing Counter-Strike?
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Old 12-24-2005, 01:59 AM   #2 (permalink)
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Yes, have you seen that retarded axe Dark Edge of Insanity? I'm near the end of pvping with my priest as it is, next patch will end it most likely.
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Old 12-24-2005, 02:07 AM   #3 (permalink)
Mazuli
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Wow. At least EQ took a few years before its items got out of hand.
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Old 12-24-2005, 02:12 AM   #4 (permalink)
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It's been talked about in other threads, but an overhaul of how PvP damage is calculated really is in order. I don't care the exact numbers, but something like a 30% or more PvP damage reduction would help people live longer. Without healer support it often feels like [insert average lifespan of X type of soldier in Y war/battle].
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Old 12-24-2005, 02:13 AM   #5 (permalink)
Neppy
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Wow PVP needs a global damage reduction modifier. Everquest did it for casters, wow should do it for everyone.
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Old 12-24-2005, 02:22 AM   #6 (permalink)
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They are ALREADY out of hand. But the problem is NOWHERE the high values as everyone is saying.

The problem is that the power differential between those without loot and those with epic stuff is just CRAZY. There are weapons in AQ with 90 dps, where the average of someone dinging 60 would be 47 or so.

Give a look to this.

Reducing the damage at this point is just laughable in the same way Raph defined CoH's sidekicking:
Quote:
Lastly, sidekicking and mentoring, which I believe were first seen in City of Heroes — wow, what a brilliant hack! We’ll allow people to temporarily change level to get past all the barriers we just put up because we included power differentiating levels in the first place!
If they had to increase it this much, why the hell now they would need to mitigate it?
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Old 12-24-2005, 02:57 AM   #7 (permalink)
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Whats the best melee dps weapon that isnt an insanely rare drop and can be obtained from someone not in a raiding guild? The Unstoppable Force, The lobotomizer must be pretty close.

The gap between Raiders and casuals is getting out of hand, pretty soon they'll need a new section of battlegrounds, the level 60++ group.
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Old 12-24-2005, 02:58 AM   #8 (permalink)
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Gotta wonder what they were thinking when they decided to put 30% damage modifiers in the BG. And on that note, gotta think it's highly unlikely that mentality would be reversed with a blanketed pvp damage reduction.

DAOC came the closest of any game to actually implementing it (33% PvP damage reduction made the test servers but not live), because when they tried it they realiezd it fucked up more than it fixed.
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Old 12-24-2005, 03:13 AM   #9 (permalink)
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totally OMG, i just ran some numbers and I found a warlock with +400 shadow gear, ToEP, hakkar heart, shadow power potion, flask of supreme power, 1.9 CoS (+10%), 25% demonic sac buff, AB zerk buff, and +25% shadow damage from a shadow priest would have a 3k base damage shadow bolt!! WOW

If you felt that the above had any importance on this discussion at all, go hurt yourself. It's late and I'm bored.
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Old 12-24-2005, 03:25 AM   #10 (permalink)
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%25 demonic sac? It's %15 foolio...unless you are refering to the jumper cables exploit, which needs to be fixed IMO.

There's too much theorycraft going on here in anycase.

Doing 1012902109 damage with your bolts means shit if a rogue sneaks up on you and keeps you perma-stunned as he assrapes you and is smart enough to stay out of your LOS so you cant DC him.
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Old 12-24-2005, 03:27 AM   #11 (permalink)
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doh, ya. youre right, 15% And I don't feel like redoing my worthless math, so... jumper cables exploit it is! Making it even more meaningless.
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Old 12-24-2005, 03:38 AM   #12 (permalink)
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I'd have to agree on the BG berserking buff. While it's definetly fun to kick some ass for 60 seconds, it really makes the "rich" all that much richer and exasperates the problem. I know quite a few healers who wish they could spend more time you know, healing, than at the GY.

Less damage means longer battles and who knows perhaps more strategy than seeing who can destroy the other sides healers and cloth faster.
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Old 12-24-2005, 03:47 AM   #13 (permalink)
Elerion
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The real issue is that their 60+ itemization formulas are fucked. Survivability comes at too high a cost compared to damage output.
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Old 12-24-2005, 04:41 AM   #14 (permalink)
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After 1.9 (if you couldn't already), I think you could sum up the Priest PVP experience in 2 words: "Omaha Beach"

And uhm, priest shadow weaving is only 15%
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Old 12-24-2005, 05:17 AM   #15 (permalink)
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Quote:
Originally Posted by Remfin
After 1.9 (if you couldn't already), I think you could sum up the Priest PVP experience in 2 words: "Omaha Beach"
HAHAHAHAHAHA.

I'm going to borrow that one.
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