Before I lose my mind please tell me the changes to the tempest capstone and scrounge pastlives
Nice. While I'm not sure capping doulbestrike is even necessary anymore now that its no longer a limitation of the system, the idea of diminishing returns for doublestrike is much better than a hard cap at least.
Doublestrike boosts are no longer useless, and ninja spy gets a much needed small buff.
Thelanis
But won't that effectively lower the power of all effects that only have a percentage chance to go off? I'm thinking particularly about Shiradi in that most of the damage effects and the paralysis effect etc only have 7% chance per hit to go off - in the past with each attack you'd be getting two (or three if you had sufficient doubleshot) chances for the effects to go off but under the new system , if I understand it correctly, it would have only once chance to go off but if it does go off and is extra damage then it will get multiplied up but other effects will obviously not really benefit from this. So effectively for the likes of paralysis from Shiradi its now half (or less) likely to go off (assuming 100% or more doubleshot). And of course there are quite a few non-damage effects that depend on critical hits or vorpal. So all of these are effectively being nerfed by the change so I would have thought there would need to be either a change in the percentage chance to go off (increasing paralysis to 14% say) to keep it as effective as it is now, or in the case of on critical or on vorpal effects increase the amount of the effect.
Which would likely be a lot of work given how many are in the game between enhancements and epic destinies.
Hope that makes sense?
It would be desirable from a player perspective to preserve equivalent damage from Filigree, Eldritch Knight, Destiny, All-the-weapon-on-hit-damage, and many other procs.
Builds that rely on non-front-number damage are penalized unless those after-front-number effects are accommodated in some way.
Considering the excellent efforts to make every weapon style viable it would be nice to make sure they also maintain current damage levels.
We understand that this change will carry a side-effect of reducing the effectiveness of non-damage procs across the board. However, we believe that the overall benefits of this pass will outweigh these side-effects, and will keep an eye on non-damage procs in the near future to ensure this does not have adverse effects on the player experience. We would also like to invite you to copy over to Lamannia and test out your rotation with these changes so you can better gauge the effectiveness of what's been changed. It's very important that these kinds of changes are put through their paces not just by us but by the players, and we want to iron out any rough edges ASAP so we can improve game performance.
100% radical, enthusiasm enthusiast.
"Have you tried preproccing feat directory?"
So how I understand it:
Hit once:
X damage
Xd = % chance of doublestrike of X damage on the hit = X*(1+Xd/100)
Y = Y damage done on offhand = X*(1+Xd/100) + Y
Yo = Yo% chance of Y damage on offhand = X*(1+Xd/100) + Y*(Yo/100)
Yd = Xd/2% chance of double Y damage on offhand = X*(1+Xd/100) + Y*(Yo/100)*(1+Yd)
= X*(1+Xd/100) + Y*(Yo/100)*(1+(Xd/100)/2)
Total damage in your case = 100*(1+100/100) + 100*(90/100)*((1+100/100)/2)
= 100*2 + 100*0.9*1
= 200 + 90
= 290
So this depends on what your offhand doublestrike is on live. This also means you can go above 100% doublestrike to boost offhand doublestrike chance, according to:
Last edited by Sythe777; 04-06-2021 at 04:19 PM.
This seems to me to be an issue of "death by a thousand cuts". I've worked on similar projects where every piece of the product was inefficient but not so bad as to stand out, due to every other component sucking just as much.
For DoubleStrike/Shot, why not simply make them be a damage multiplier? This would have the added benefit of not needing a separate trip to your RNG routine and simplifying the damage logic. It also seems like the damage multiplier should be done as part of the base weapon damage. This again, would make the effects be more of a 1 time static calculation vs a real time calculation done every hit.
I've often thought that some things like ship buffs should just be permanent in order to reduce the number of timer effects needing to be tracked.
Well I have seen this talk before about finding solutions to the lag issues plaguing the game for some time now, and I have to say I am still not very hopeful to say the least. However maybe something might get accomplished this time.
This is based on my current experiences on the hardcore server. If this is something that is being caused by raids and if the hardcore server is its own independent server, then why is there some much large that it is like your character it a stop motion filmed entity at times and everything else is moving in real time compared to you. I have ran into issues where I was killed 30 seconds later in an entirely different room and I was not lagging or rubber banding. Is it that issue where some of the new champ types can kill through walls like the old beholder bug where the beholder was able to kill you at your respawn point from within the instanced dungeon? I do not see a lot of raiding happening on the hardcore server so what is generating the lag there? Is the hardcore server an instance of another server, because that could possibly make sense as to the lag experienced there. Hell I have logged in and lagged right from the start, and have seen that happen with other players.
I am hoping for an improvement in the lag issues facing the game, but I would probably turn blue and die if I held my breath in hopes of reduced server lag.
Other people have said it, but this change really messes with a bunch of things that are important and/or central to some builds.
Shuriken builds that previously were throwing 4-5 stars per attack also used to get 4-5 chances to proc effects, which was a niche but fun way to play. Damage seems basically unchanged except it appears that sneak attacks aren't being multiplied. The 2 big issues I have with this change are Aimed Shot (from DWS) and nerve venom (from Shiradi). It used to be I had 4-5 chances to paralyze enemies on each throw, which made it pretty reliable.
The even bigger issue, IMO, is aimed shot and to a less extent archer's focus in general. It used to be that even when kiting I'd often have time to stand still a bit (nerve venom, leg shot, other party members cc'ing) and get off 1-2 attack animations, which would recover up to 10 stacks of archer's focus that I had lost while kiting. The same applies for aimed shot. If you know you can't stand still for the requisite time, you could throw an aimed shot and get 3 stacks for each of the 4-5 hits. Now I'm recovering 1 stack per attack and 3 per aimed shot (+1 if standing still for 3s while using aimed shot). This is overall a pretty big decrease to sustainable ranged power in high reaper quests where you have to constantly move to not get one shotted. It also really slows the ramp up time for archer's focus in a way that makes it feel a lot more clunky.
It dilutes what was previously a very fun and interactive playstyle (maintaining archer's focus stacks through timing stationary periods and aimed shot usage) and turns it into "only stand still while firing, or forget about archer's focus entirely". I know there are a lot of moving pieces with a change like this, and consequences can be totally unintended or just missed, but I really hope you guys have a plan that generally addresses 'non-damage' procs that keeps them roughly the same in power level as live.
edit: another huge thing here is improved deception, which previously allowed basically all attacks to be sneak attacks after initial ramp, and now barely procs at all. Testing on Gardak in Cabal for One, it is taking me almost double the time to kill him on Lamannia compared to live (17.89s vs 34s). That can be attributed partly to sneak attack not being multiplied, but I also notice a huge lack of sneak attacks comparatively which I believe is due to improved deception uptime being reduced by ~80%
Last edited by Snormal; 04-06-2021 at 03:36 PM.
Snorm - Khyber
Sneak attack damage is not scaling with doublestrike (and doubleshot) like the base damage is scaling.
Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP
This is going live after hardcore is over, right?