10 and 3 would be fine since the other PL also gives 3 DS.
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Fury Eternal: Passive Bonus: +1 Adrenaline max use. Whenever you Vorpal Strike on melee or ranged attack, 33% chance to regain 1 Adrenaline use.
Does this mean we will regain Adrenaline charges at a much slower rate as doubleshot/strike no longer adds more chances but just the one 33% chance?
Hey Lynnabel,
Currently, KI generation procs on a doublestrike, does this mean we are losing 50% of ki generated if we have 100% doublestrike at cap?
Thanks,
Nico
Question: How does this factor in Damage Reduction?
Is the damage multiplied before DR? Is DR multiplied?
Same question, but with energy resists and on-hit damage procs?
who cares, if this really helps lag i want it now. who cares about hardcore. hardcore should not dictate the whole game schedule. do you like hcl? well be glad if you won't lag to permadeath meh. guess you'll still die when the game lags while it generates the mimic detect + aggro list + maybe reaper spawn + maybe shared detection\aggro info + loot list.
btw, i am bad with numbers, i hope this won't mess up some players build. in principle less calcs sounds good, i'll try to follow the discussion to better understand it though.
Well for things that are per hit (like some ki generation and archer's focus) they could simply multiply them up as well the same way they do with elemental damage etc. The awkward ones are the ones with a percentage chance to go off or only do so on critical / vorpal. Certainly noticed my paralysis going off less frequently on the test server, though wasn't tracking how fast my archer's focus increased.
(Combat): You sneak attack DPS Test Kobold for 172,671 points of slash damage.
This is with a one-hander.
You've just made FoTW insanely good, brokenly good. As it this is now one DPS destiny with the rest being flavor builds.
So Adrenaline Overload will finally work for doublestrike like it does for doubleshot? Cool.
It’s been asked by players here multiple times, and been ignored by devs just as many times:
W.T.F. are you guys going to change feats & enhancements to that are currently giving bonuses to offhand doublestrike? You’ve made no mention of those in your Lam notes.
Ive got to think that there's another bug in there somewhere especially as sneak attack damage is apparently not scaling up which would mean you should actually have seen an even bigger number ;) Having said that I've seen a bit over 100K in total for a combination of Hunts End and the new manyshot but again that seems to be a bug due to the second arrow also benefitting from the Hunts End multiplier.
First, thank you for identifying and making changes to a system that causes large spikes of lag.
Second, with these changes, please consider adjusting the threat system.
If damage output will have higher highs, it will be very difficult to intimidate a boss off someone who could be throwing out massive damage. Tanks already have it hard enough when high DPS players don't slot threat reduction or watch their aggro.
Thank you,
Chickenplucker, Argo
I'm not convinced on this. Ranged builds have already been seeing those kind of numbers forever, and will see even higher now. I haven't ran any numbers or tests, but I highly doubt this is enough to push FoTW ahead of fatesinger for TWF or SWF builds. Perhaps over the long run (longer than turn the tide duration) with regenerating adrenaline it might, but I'd consider that a good thing balance-wise.
This.
Plus seeing as how Adrenaline Overload seems to work with the changes...
Look I have no idea how to balance an online RPG. No idea how much effort is involved.
But when the "this is what we're going to test" says basic things like "abilities and enhancements that used to give X no longer will" and players ask "uh what replaces it" as well as poitning out how an ability that now adds a massive amount of damage on hits...
It does kind of seem like this hasn't been well thought out..
I'm probably wrong, and no one has simply had time to post, but the impression is certainly there ..
Yes, ppl already tested it on lama and it takes twice as long to recharge for THF builds and at least 3-4 times as long for throwers/ranged in Fury ED.
This makes it painful for THF builds but outright kills any Ranged wanting to use Fury. All ranged builds will have to go back to Shiradi for consistent Hunt's End.
These are both from reports in the Bow thread. Both seemingly from playing solo in a regular quest within hours of Lam coming up. If that gives such lag then the update unfortunately does not seem to work well enough concerning Game Performance.
Quote:
Originally Posted by droid327
Lag still bad, so hard to test hit-for-hit.
Quote:
Originally Posted by GoldyGopher
There was lots of lagged moments during testing. Interact with a door, lag for 10 seconds. Mobs spawn, 10 seconds freeze lag.