While I definitely agree with, and have argued in favor of nerfing keen, this seems to go too far. Fortification bypass on 20 is going to have very limited usefulness on builds with low threat range weapons. On high threat range weapons with high fort bypass builds this may be mostly useless.
Please consider changing it to +0.1W per rank (+0.5W at level 30 for Keen V). This would keep it desirable on a large range of builds without completely overpowering other damaging effects.
Thelanis
This is the right focus for sure, but I will point out that decreasing gear stats means a larger % of stats, hp and abilities comes from past lifes and reaper trees compared to now. Max stat bonus will be +14 and I get +3 charisma from racial lifes, +2 charisma life from racial completionist, +2 charisma from completionist, +5 from reaper trees.
So that's 14 pts from a regular item and 12 points from grind compared to 22 and 12.
I personally think the way the scaling of difficulty should work is that elite should not factor in grind benefits since grind stats are automatically baked into reaper mode with save, stat and debuff increases per skull. If grind stats aren't factored into elite than it's fine, otherwise people without those benefits are at a bigger disadvantage than prevoiusly.
I like this as well. My suggestion would have keen surpass a typical 10d6 weapon effect at around 150-200 melee power depending on weapon/build (which may still be too strong after factoring debuffs). Whereas limiting it to crits would require 300+ melee power and/or multiple debuffs.
Thelanis
you also must change monsters saves, by a lot. my caster cleric lost 15 points of wisdom with this nerf, so a lose of 8 on the dc of spells just from that. with the upcoming nerf to epic destinies there will be another -3 on spell dcs from stat loss and another -3 from not being able to twist in spell school specialist from magister. then there is the loss from spell focus on items being nerfed. in legendary content pre sharn on live my cleric can land most spells, sharn and feywild with the massive boost to saves mobs got, spells land less than 40% of the time. now on Lam spells in sharn don't land at all on anything.
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Not sure if this is addressed somewhere,
Will the outdated named items in epic levels get adjusted? The old epic content, Gianthold, stormhorn, etc.
Reducing stat to rebalance the game is in focus, but bringing old content up to date is not mentioned.
Will the recently adjusted epic raid loot to readjusted as well? i.e. Mark of Death, Defiler of Just, etc.
Question - is this across the board itemization change? Why? Because there's a ton of useless items that have been left in the game that are really awful prior to lvl 20. Or is this purely for lvl 28-30?
I believe it is because historically top level guilds have used test servers to work out exploits in a cost free manner. The longer it is open, the longer the experiment period and the greater likelihood that something will be uncovered that they will then turn around to apply to prod
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Eliminating the 2[W] from Keen is a good move. It opens up many more viable weapon options, and more choices benefit the game.
You'd get a more positive reception from players if you took the time to explain the in-the-weeds mechanical details about monster fortification. It's one of the most misunderstood mechanics in DDO. Don't be afraid to show the math behind it.The +W bonus from Keen has been adjusted to instead provide complete fortification bypass on a Natural 20.
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Ya all the gear changes affects the non-minmaxers much more harshly.
My static group mostly runs elite/r1 at heroic, EE til 29, then start dipping into r1 for legendaries. Though the reason for that was because of the big power boost at 29, so not sure when/of we'll swap to reaper now.
Like other people have mentioned, this change makes past lives/reaper much more effective and widens the gap between newbies and vets by a lot.
Before, one of my first life characters could trap in EE with legendary gear, buffs, and maybe a skill boost. My main completionist could probably do it with just the gear. Now, my first lifer probably has no chance to find EE traps.
People have been showing all the math time and again in discord and best we've gotten is something along the lines of "we may look into it" in regards to traps.
People forget that while, skills from gear is only dropping 2, there's also exceptional, insightful, quality. Your ability scores are dropping by 7-8 alone, not to mention quality/insightful/exceptional abilities. Stats are being removed from epic destinies as well. So it's not just a matter of losing a couple points to skills.
Traps are probably the biggest need for skills, alongside intimidate. But there's also bluff/diplo that people sometimes use, and come up in quests like feywild.
I think the monster balance is coming along pretty well, I'd just like for devs to be aware that there are a lot of other ramifications to the gear standardization.
I asked a question about it in cordo's stream today and steel said something about the team looking into it at least.
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If you have an artifact, insightful and quality stat @L29 then you will be losing -14 off that stat (going from 22/10/5 to 14/6/3) which is
-7 from ability score modifier. PRR, hamp, spell crit and spell power are also hit. The cummulative hit for casting is about
30 - 40% of effectiveness on live currently. On the plus side, DCs should be easier to hit in legendary difficulty.
Also, Doublestrike WAS 24% (Raid) or 23%. It's now down to 14% I believe though one can craft 15% at L30. This
makes the the 9% from EPLs much more significant.
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TL;DR / Balance Summary
I think you guys are disproportionately nerfing DPS casters more than other groups with regard to damage output capability.
Pre-Update 50 Meta Top Tier DPS:
1 melee is worth 2.2 top tier DPS casters
1 archer is worth 1.5 top tier DPS casters
Post-Update 50
1 melee is worth 2.5 top tier DPS casters
1 archer is worth 2 top tier DPS casters
CONCLUSION (See data further below if interested)
Dmg Casters: Lose 21% spell crit chance and 13% spell power (33% overall dmg loss)
Melee: Lose 20 dmg per hit (from deadly + stat adjustments), but gain from mob's fortification loss (Estimated net 10-20% damage loss)
Ranged: Lose 20 dmg per hit (from deadly + stat adjustments), but gain from mob's foritification loss (Estimated net 10-20% damage loss)
Solution Suggestions:
- Leave our spell power alone! You already took 25% of our damage with the loss of the ravenloft belts
- Give us access to more mana so we can stay in fights that look like they will be lasting longer
- Stop picking on damage casters! I don't want to swing a stick to do relevant damage, that's what sports games are for!
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Here's the data I used for this logic:
DMG CASTERS
Crit Chance Nerf:
Exceptional: -5%
Equipment: -10%
AutumnSet: -1%
BoundRingSet: -5%
Note: 21% less effective damage (assuming 1000 spell power and 100 spell crit dmg)
Spell Power Nerf:
Equipment: -77
Insightful: -37
Quality: -15
Total: -129 Spell Power
Note: 13% less effective damage (assuming 1000 spell power)
MELEE
Doublestrike nerf:
Enhancement: -8%
Insightful: -5%
Note: -9% dmg'ish at cap
Stats nerf
Equipment:-8
Insightful:-4
Quality:-2
Note: -7 hit/dmg
Deadly nerf:
Competence: -7
Insightful: -4
Quality: -2
Note: -13 dmg at cap
RANGED
Doubleshot nerf:
Enhancement: -5%
Insightful: -3%
Note: -5%'ish dmg at cap
Stats nerf
Equipment:-8
Insightful:-4
Quality:-2
Note: -7 hit/dmg
Deadly nerf:
Competence: -7
Insightful: -4
Quality: -2
Note: -13 dmg at cap
Other data to validate my conclusion:
I used to be able to kill R5 Gardak in 12s, and in u50 it takes me 16s over multiple attempts. This experiment lines up nicely with the decrease in damage I would have expected from the paper math.
Last edited by Tchtutax; 06-23-2021 at 03:22 PM.