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  1. #18
    Community Member Requiro's Avatar
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    Jan 2010
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    Thumbs down Very poor ability

    Quote Originally Posted by Cordovan View Post
    The Vulnerability portion of Final Strike works the same as other Vulnerability effects, which is why the duration is as it is.

    There's been some folks recently who are interested in learning more about Final Strike, so we'd like to explain this effect a bit more.

    Unfortunately, we have discovered a bug with Final Strike post-today's-hotfix in that the initial AOE damage is not accurate. That said, in addition to Vulnerable, the benefit should be:

    On-Hit: 2d6+1d6 per Ranger level
    Additionally, if the target is at 50% health: 5d20 damage
    Additionally, if the target is at 25% health: 25d20 damage
    Additionally, if the target is at 10% health: 100d20 damage

    This damage does not scale with Ranged Power.

    Again, the On-Hit initial damage is not correct in either the Ranger or Elven Final Strike currently.
    First: Thanks for description on this new ability.
    Second: It is very poor designed ability.

    Why?

    Because it look great only on paper. You are caught on that trap as well:

    Quote Originally Posted by Cordovan View Post
    Up to 130d20+22d6 is low, low damage as an AOE?

    TO BE CLEAR: IT IS NOT 130d20+22d6 AOE DAMAGE ABILITY.

    So what it is?

    It's AOE ability that pretend to be mighty on paper. But is turn out poor when you go to the numbers (buged version is below terrible now):

    For Pure 20 Ranger:

    AOE Average damage: 3,9 per second per mob (70dmg per hit every 18 second). This is true AOE ability. Poor because of low damage, and depends on Ranger Levels.

    The rest of this ability is only when you meet proper circumstances. AOE ability should be used against multiple targets, thus you must wait for proper timing, looking at multiple HP mobs bar to get ANY advantage. If you are persistent to do so, you can have additional benefits:

    Quite reasonable: For mobs below 50% - additional average 50 damage per mob (or 2,77 DPS increase)
    Possible but requite great discipline: For mobs below 25% - additional average 250 damage per mob (or 13,85 DPS increase)
    Almost impossible to archive without extraordinary discipline or reserved only for boss fight (“mighty AA finisher, lol”): For mobs below 10% - additional average 1000 dmg per mob (or 55,42 DPS increase)

    Any of these benefit requite:
    - Turn on HP bar on mobs (thus turn game to ugly looking game)
    - Constant looking at that HP bar to get proper timing.
    - Change target one to another to get any benefit then one target (this is AOE ability - just to remind)
    - Fight against target that will not die too fast
    - Be very good at math, to calculate in fly when target gets 50/25/10% HP (especially 10% - monster with regeneration will be your nightmare )

    Simple question: Who design this kind of ability, and why this guy hate AA so much?

    Simple solution:

    On-Hit: 2d6+1d6 per Character Level plus any imbuement effect
    Additionally, if the target is at 50% health: 5d20 damage
    Additionally, if the target is at 30% health: 25d20 damage
    Additionally, if the target is at 20% health: 100d20 damage

    Damage scale 50% with Ranged Power
    Ability can proc on Doubleshoot

    Explanation:
    - Character level with scale well with Epic levels, and with Elf version of AA
    - Imbuement effect allow some great tactics and ability uses for all AA users, not only “looking-at-the-HP-bar-players”
    - Changes 25% to 30% and 10% to 20% - more uses if you are this “looking-at-the-HP-bar” player
    - Scaling with Ranger Power – mostly for Epic levels
    - Doubleshoot – for Pure Ranger that have 20% capstone

    Harder but cooler solution:

    Requirement: Improved Elemental Arrows
    Cost: 2 AP, Cooldown 15 second

    On-Hit: Any AOE imbuement effect (no other effects)
    On-Critical-Hit: Any above plus Fireball effect with proper Element (Acid/Fire/Cold/Electrical/Force) depend of Elemental or Force Arrow Imbuement
    On-Vorpal-Hit: Any above plus AOE +500 Elemental or Force damage

    And The simplest solution:
    Cost: 2 AP, Cooldown: 10 second.

    On-hit: AOE damage, same as you get single target (base damage, effect from bow/arrows, effect from imbues, ED effects, other effects ect.)

    Why you guys try to developed so complicated abilities, then simple one? Idk…
    Last edited by Requiro; 03-03-2016 at 05:20 AM.
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