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Thread: ToD Sav Sets

  1. #21
    Community Member Ridag's Avatar
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    I have to agree with Shade here.

    The PRE itself should allow +2 CL and +2 MCL per tier, or the whole system should be reworked.

  2. #22
    Community Member fluffybunnywilson's Avatar
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    Quote Originally Posted by Shade View Post
    what the ?????
    Not sure who did your math, but thats some crazy talk.
    Sorry but +2d6 does not equal 660.

    If you have max gear/enhancements/feats/everything.. Your base damage bumps up roughly 700% on average, and thats even accounting for crits.
    So 2d6 = 7*7 = 49 extra damage on average. Not 660.
    The bonuses are pathetic.
    I think you misunderstood.

    The increase took that original 600 damage up to 660 damage (a 10% increase) which would make sense if you're going from 20d6 to 22d6 (a 10% increase).

  3. #23
    Community Member Junts's Avatar
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    Quote Originally Posted by Shade View Post
    what the ?????
    Not sure who did your math, but thats some crazy talk.
    Sorry but +2d6 does not equal 660.

    If you have max gear/enhancements/feats/everything.. Your base damage bumps up roughly 700% on average, and thats even accounting for crits.
    So 2d6 = 7*7 = 49 extra damage on average. Not 660.
    The bonuses are pathetic.

    ... For polar ray yea.
    Thats why savants are broken.
    1 awesome spell, for 1 savant while the other 3 have **** damage.
    Guess what, polar ray maxxed out already does nearly 1000 non crit damage. (and that only represents about a 200 point increase from U9, not +660)
    The fact the other savants have no spells even close to that is a problem, not the other way around.

    Sorcs are still limited by SP, cooldown and casting spells. At endgame 99% still can't compete with my mleee, they are not that powerful.

    Maybe if you compared them to a gimpy paladin dps, sure..
    But think of things on the max melee dps scale, sorcs are still lacking in burst damage, to the point where the best ones are stil relying on freakin insta kills to clear trash - its just dumb to have savants forced to play like palemasters.
    Letting them actually get there full benefits on more then just 1 spell would jus bring them in line, not break anything.

    Shade, you're being obtuse on purpose. A spell that deals 20d6 damage will deal about 600 damgae in the hands of a competent sorceror (maxed damage line, max/empower, clicky present). The actual range is about 570-620ish. This is the performance that polar ray gave prior to the change and what you can see now with a savant set with cone of cold or ball lightning (casting at 20d6 cap). I didn't say that 2d6 increases spell damage by 660: I said it increased a spell from 600 to 660.

    2d6 is 10% of that and is roughly the damage increment that you will see from a 2d6 increase in a given spell - about 60 damage. If you level up a sorc right now, you can easily observe this when you gain levels after you've taken your last spell damage 7 enhancement, since at that point the only progression will be from the 1d6 gained per level.

    There is no melee that clears quests as fast as competent casters of both kinds right now. On fort-present boss fights, sorcs who're maxed in cold and elec (and a savant in one of those) who do niacs and eladars run a dps total significnatly higher than that achievable by nearly any melee. They're not affected by the dps reduction of the 50% fortification.

    You must be running with some pretty poor casters. Mine can solo its way through most epic quests while simply blowing everything up in extremely reasonable amounts of time - I've done full clears of epic claw of vulkoor in about 12 minutes (including the guardians becuase I am lazy).

    Sorcs require relatively few things for damage boosting - lore items, spell clickies, possibly the extra 3% crit items if the element is relevant (air = cloak of the zephyr, fire = red robe), and the savant sets. A freshly capped, poorly geared sorceror can out-dps most epic melee wearing claw+abishai+tower stuff, assuming it takes and casts the right spells and activates the proper elemental curse.

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