See post seconds before this. ;P It shouldn't be a massive increase to our DPS as it is now, but that won't stop the masses from seeing it as yet another benefit to our already powerful PrE. Here's to hoping things don't get too out of hand.
Your last line about the helplessness change is interesting, please share.Guessing it may be what others have said concerning no more auto crit, but changed to double all damage? Could see that pushing Khopesh Str Rogues much farther ahead of Heavy Picks if you were to count the auto critting and burst/blast damage for them. shr plz!!1~
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Since it actually works now: Malothar
Hows about some details? All we have now is speculation. Current trends show we think it will stop auto-crits, but instead give a +50% to all incoming damage on the mob.
Which I can see why, if you're boosting SA by 50% would be a concern. My assassin is already a DPS nightmare. Increasing that 50% would be crazy.
Assuming it's 50%.
And assuming thats how it works.
Long Live New Xoriat
"I wish I had a chest so big you could zone into it." - Tolero at Gencon '07
Thank you Gary - 3/4/08
But it's situational, great in EDA and EColonoscope but not so hot against non-lawful targets.
Don't get me wrong, it's a great weapon and if it does start giving that extra 100 on 20s to bosses I'll be farming the **** out of EDA for Devil's Ruin Crystals until my eyes start to bleed.
Sounds like casters throwing high level aoe damage nukes mixed with melee that have Vorpals equipped just became a style of epic trash killing.
Also, very cool on the rogues getting a spotlight in epics. They have been unfairly regarded as just trapmonkeys in epics for too long.
Kudos!
GROAN-1 (Melee/Casting Horc FVS)
I used to be with it, but then they changed what it was, now what's it is weird and scary to me.
*drool* I knew I shouldnt have tr'd my rogue just yet guess ill have to tr again back to a rogue at lev 20 were talking MoPG 30-50 reg dam 60-120 SA dam (100 vorpal dam) +24 enhancement damage +1 force dam +1-6 PG dam all i can say this is the greatest change I am all on board 200+ potential damage per swing build depending.
Can I get some + rep love I miss my green squares =-(
Repeat Offenders-Leader and currently only member woot!
Quazicotl, Quazihealz
See this is tricky. You're right, the player base at large does look at rogues as such. However, the ones that are more informed of the game, its workings, what different classes are capable of, etc, know that rogues rule epics as they are now. Hold + Haste Boost IV + Picks = most epic mobs beaten down solo by a rogue in 6 or 7 seconds. Toss in the better geared rogues, good builds, Lit II picks, Human Vers Damage Boost IV, H-Orcs additions from more PA damage and Str, etc. It gets sickening.
As you put it, I'd love a spotlight with the player base as a whole. However (depending on the changes to helplessness state...seems like its going to do more with Eladrin being worried..) we're already in the spotlight for those that know what we're capable of. Its going to be a slippery slope trying to balance such additions and improvements so that everyone understands rogues are good additions to any group, while not making us so OP that we get the nerf bat down the line.
Since it actually works now: Malothar
Gianthold - 'Big' trashmobs have ~1k HP on Elite (Giants, Madstone trolls, etc)
Vale - Outsiders have ~1k HP on Hard (Shroud Orthons have a LOT more; ~3300 on Normal)
Refuge - Giants have a LOT more HP - similar to Shroud orthons; other trash mostly has ~1k hp on Elite
IQ/DD - most trash has ~2k on Hard and ~5k on Elite (EDIT: 5k is the red/blue/green Quori; the other mobs have wildly varying HP on Elite. Humanoids are probably ~2k, Dream Reavers may be 8k, but Polar Ray tests on the red Quori make me certain they have 4300-5100 hp)
Amrath - most trash has ~1k HP on 6-player Normal and ~2k on Elite (Amrath has very low mob HP)
Epics - most humanoid trash has ~4k HP; most of the tougher trash (Giants, Outsiders, etc) has ~6-10k; some have far less like the Devil Assault Tiefling Wizards (~1200; note the Master Warlocks have 3k).
EDIT - Eladrin has more accurate stats later; Normal only tho. 6 posts down.
Last edited by sirgog; 03-18-2011 at 08:29 PM.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
Leaving aside the helplessness change (I assume that's making Helplessness change from 'all incoming melee attacks are criticals' to 'all incoming damage is doubled, subject to Fortification'), IMO Rogues *should* do the most damage of all the melee classes.
They have the worst HP of any melee class, few prospects of acquiring a workable AC, no class-based DR, and overall poor defenses.
A Kensai Fighter that takes Epic Turigulon's aggro can usually survive just fine until the designated tank pulls it back (or maybe they were the designated tank all along). A rogue that pulls the aggro of a fast-attacking boss that deals 105 damage a swing is probably dead.
They are the glass cannon melee class - and their vulnerability should be rewarded with the highest damage.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
Now more than ever rogues will need to work at leasrt 40% threat reduction into their builds. Glass-cannon have a tendency to shatter.
That's essentially how we arrived at the 100 number. We wanted it to be good, but we wanted Greater <x> Bane to also have a place.
Non-boss monsters on normal difficulty creep past the 1000 hp mark around Amrath, but we're talking numbers like "The bearded devils and orthons have an average of 1050 hit points". Raid monsters tend to be higher - the giant skeletons in the Subterrane average around 1225, but Shroud orthons are around 3750. Some especially beefy monsters, like the Frost Giants in Reaver's Reach, have a ton of hit points while the things around them don't. (Ah, I see I got beaten to this list.)
That's true - it shouldn't function on beholders or other non-vorpalable creatures.I assume that 100 damage doesnt apply to non-vorpalable mobs however...
That's a pretty good assumption. A very good one.Hows about some details? All we have now is speculation. Current trends show we think it will stop auto-crits, but instead give a +50% to all incoming damage on the mob.
Which I can see why, if you're boosting SA by 50% would be a concern. My assassin is already a DPS nightmare. Increasing that 50% would be crazy.
Assuming it's 50%.
And assuming thats how it works.
- Monsters that are helpless take 50% additional damage from all sources, including normal attacks, spells, or environmental effects (before damage reduction is applied). A critical hit on a helpless monster will deal 50% additional critical damage as expected.
- Players that are helpless take additional damage based on the dungeon difficulty:
* Solo/Casual: +5%
* Normal: +10%
* Hard: +15%
* Elite: +20%
* Epic: +25%- Creatures that are helpless are denied their dexterity bonus to armor class, and suffer an additional -4 penalty to armor class.
Yes. Major changes have been made to any spell with HD and HP caps. We'll talk about more of the spell changes soon.Do those spell changes include amendments to the HP caps for the power word spells?
I agree with this. Their attacks are situational, and they're highly explosive. They're going to be very strong though, and we may end up having to adjust something. (Which could simply be "sneak attacks are no longer affected by the helplessness vulnerability", but I hate that for thematic reasons. That's one reason I'm willing to watch and see how things play out.)Leaving aside the helplessness change (I assume that's making Helplessness change from 'all incoming melee attacks are criticals' to 'all incoming damage is doubled, subject to Fortification'), IMO Rogues *should* do the most damage of all the melee classes.
Wipe your feet, there's beer in the fridge....and for the love of all that's (un)holy, put some pants on!
After five years, we might finally get the opportunity for a real, honest, class-targeted, OP nerf...brings a tear to the eye.![]()
Last edited by SableShadow; 03-18-2011 at 10:35 AM.
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The Dancing Rogues of Argonnessen
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