Astreya the Unturning
It's always a shame when the hammer of poor design choices smashes the fun of player tactical adaptation.
SWFing is still getting 2x stat-mod, this wasn't fixed in the last patch.
why should one weapon and a shield be stronger than an axe?
And why should a Kensai fighter be weaker than a Bard using a small shield and a single sword?
Same goes with monk, why is a bard with a single weapon and a small shield stronger than fists. Has monks lost their balance? Stay toon until next era...
I am not mistaken that my damage went down after the patch went live; virtually all of my crits were in the 290s the day before the patch, then the next time I logged on (after the patch) virtually all my crits were in the 250s. (I was expecting them to go down to 270s, but whatever.) As a swashbuckler, my melee combat is a long string of crits, so I see a lot of those floaty numbers. The change was clear and obvious.
It may indeed just be a bard fix for all I know, but something was definitely fixed.
Just confirmed that the extended inventory screen still shows 2x str mod, but I think that's just a display bug. We know that the numbers in the inventory aren't tied directly to actual damage because it doesn't list crit multiplier benefits. (Like from holy sword, swashbuckling, or tier 5 staff specialization.)
Astreya the Unturning
It's always a shame when the hammer of poor design choices smashes the fun of player tactical adaptation.
White dragon plate, a certain Tempest enhancement as well as the shield spell act as a shield for certain things too, a monk with a shield wand getting benefits from shield mastery is as laughable as a paladin with an orb.
SWF really did just add more problems than it solved, Turbine could have just pushed swashbucklers into shield masteries for their abilities and called it a day but instead now we have all these issues with different fighting styles being sort of exclusive front and centre.
For the same reason that wolf forms with both SWF and TWF need to be fixed, they're over performing.
Give me a breakdown because I do not believe you.
Below is the breakdown on my SWFing pally who is absolutely getting 2x STR mod (72 STR with Divine might)
STR 62 (31 Mod from 72 STR x2)
Deadly 11
PA 5
Claw 4
Litany 4
Potions 2
Divine Favor 3
Weapon 12
Damage bonus 103
Sorry, it's nerf hasn't actually happened yet.
Regarding DPS, on the Cabal Beatdown test is breaks 4k DPS. When the toon was TWFing it couldn't break 3k DPS. SWFing is horribly broken.
Easiest way to test if its a display issue or not is to build a Lv 15 iconic and buy him a masterwork longsword then hit the dummy a few times it will prove this easily enough as it will be really noticeable with no gear and only the base 10 MP what your non crit damage numbers will be. Was going to test this last night but couldn't find any one to give me a guild invite ...
OK, snuck on and did a couple dummy beat downs... I really wish the dummys damage wouldnt change after you beat it down. Luckily we have 3 dummys on the ship so these numbers are from fresh dummys.
L25 SWF Melee Mage.(18Wiz/2Fighter/5Epic) Harper tree INT to damage
Test gear.
+1 Light pick 1.3[1d4] damage (Inv screen reports Damage: 1.3[1d4] +32)
INT: 40 (+15)
+1 Harper (Add +1 to weapon Enh)
(So this appears to be showing double damage in the INV Screen)
+15x2 +1 Weapon +1 Harper = +32
Melee Power
15 (EPic evels)
2 Harper Tree
10 SIngle Weapon FIghting line)
---
27
Dummy beat down
Lowest Damage: 49
Highest damage: 55
Bump INT up to 51 (+20)
Lowest Damage: 64
Highest damage: 70
Conclusion: These numbers make no sense at all. Something is definitely still screwy. (But I agree. Still getting [at least]double Damage from my Int modifier)