Lamannia U76 - Balance Pass

Status
Not open for further replies.

VinoeWhines

Well-known member
If you leave your inventory window up and hit Whirlwind Attack is it suppose to update your Weapon Crit and Multiplier info dynamically since you can see your Attack as well as Crit Range and Multiplier at the bottom of that window?
 

The Blonde

Catalogues Bugs
Divine healing isn't scaling correctly still.
I have 776 postive spell power. So with 50% pos effectiveness 776 *.5 = 388

4d4 * (1 + 3.88). Low of 4x1 * (1 + 3.88) = 19.5. High of 4x4 * (1 + 3.88) = 78.
Hamp = 97

It should heal between 19.5 thru 78 HP each tick before hamp; should be double that because of my hamp.
I was seeing ticks as low 13 and the highest I saw was 27. (this was in wilderness so no reaper scaling involved)


It's still healing 250 x Hamp without spell power scaling (nor the 2000 value).
Any idea if these were fixed?
 

VinoeWhines

Well-known member
Still Unbalanced when Some Trees get it and other Trees don't get the same rules.
Same way I think with Casters, they should get the same balance and not just favor certain damage. They need to remove the flat penalty to damage on R7+ and just fix the damage type vs abilities to be on par.

The build up to Quick Cutter damage makes sense.
Make it make sense so other Epic Destinies Epic Strikes get the same build up to damage/defense and Damage Dice.

Quick Cutter: 3d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Dire Charge: 3d6 Piercing/Bludgeoning damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Shadow Strike: 3d6 Untyped damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Drifting Lotus: 3d6 Force damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

The Sword Swings: 3d6 Sonic damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
 
Last edited:

VinoeWhines

Well-known member
The way mob aggro works now and game design-development. Everybody has to play and Love, Barbarian/Nuker/Machine Gunner style combat.
Might as well just make the game two button smash and run Arcade 1up Track and Field Summer/Winter Games 2k26.
Not to disparage game improvements, (as I'm of the few that defends the games developers, and the constraints they are under, even to the detriment, when my class gets stripped and tossed aside) as we can see from this balance pass and its movement in the better direction, hopefully more balance and "rebacked" balanced. (Things taken away from Trees spines when other Trees still keep their same effects/abilities).


61KBYRIWWoL._AC_SL1000_.jpg


 

nicholas

The Titan of Shadowdale
If you leave your inventory window up and hit Whirlwind Attack is it suppose to update your Weapon Crit and Multiplier info dynamically since you can see your Attack as well as Crit Range and Multiplier at the bottom of that window?
It does not show.
 

VinoeWhines

Well-known member
It does not show.
Do other (special)Attacks show the Threat range(increase) or Crit Multiplier addition when clicked on, in that window? Meaning, when you use an attack that increases these things, it suppose to show in that window or you just have to hope these effects are Working As Intended?
 

nicholas

The Titan of Shadowdale
Do other (special)Attacks show the Threat range(increase) or Crit Multiplier addition when clicked on, in that window? Meaning, when you use an attack that increases these things, it suppose to show in that window or you just have to hope these effects are Working As Intended?
image.png
Yes actually.....
 

nicholas

The Titan of Shadowdale
Still Unbalanced when Some Trees get it and other Trees don't get the same rules.
Same way I think with Casters, they should get the same balance and not just favor certain damage. They need to remove the flat penalty to damage on R7+ and just fix the damage type vs abilities to be on par.

The build up to Quick Cutter damage makes sense.
Make it make sense so other Epic Destinies Epic Strikes get the same build up to damage/defense and Damage Dice.

Quick Cutter: 3d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Dire Charge: 3d6 Piercing/Bludgeoning damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Shadow Strike: 3d6 Untyped damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Drifting Lotus: 3d6 Force damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

The Sword Swings: 3d6 Sonic damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Dire Charge does not do Piercing and/or bludgeon damage? I fail to see where this is mentioned
 

VinoeWhines

Well-known member
image.png
Yes actually.....
I was referring to the Character Sheet drop-down window, when clicking special attack, if it reflects it there at bottom. If it changes from 16-20 x4 to reflect the +3 Critical Threat Range, +3 Critical Multiplier. Would it show 16(+ -3)-20 x4(+3)?
 

VinoeWhines

Well-known member
Dire Charge does not do Piercing and/or bludgeon damage? I fail to see where this is mentioned
That suggestion was for each Epic Destiny to be able to do a "type" of damage, like Quick Cutter does and to a lesser effect Drifting Lotus. The Sword Sings would probably be second on that list in damage after Quick Cutter.
I was suggesting that the Epic Strikes be on par with Quick Cutter.
 

woq

Well-known member
That suggestion was for each Epic Destiny to be able to do a "type" of damage, like Quick Cutter does and to a lesser effect Drifting Lotus. The Sword Sings would probably be second on that list in damage after Quick Cutter.
I was suggesting that the Epic Strikes be on par with Quick Cutter.
Standardization like that makes games bland and boring as heck.

Yes, it's harder to balance unique abilities - but that is the price we must pay. There are other ways to balance numbers than to equate them exactly in every way.
 

VinoeWhines

Well-known member
Standardization like that makes games bland and boring as heck.

Yes, it's harder to balance unique abilities - but that is the price we must pay. There are other ways to balance numbers than to equate them exactly in every way.
I can see that point but when it gets skewed, where Cold Casters and certain other types perform 10x better, than it gets "boring" seeing 5 out of 6 Class types entering a dungeon because they can't play other types because they're under powered.
That doesn't change my choice of playstyle but Epic Destinies should each have their strong points, if it's a Martial, it should have similarities in damage as well as other Spheres in.
If you spec in Acid Damage it should do the same numbers damage as Cold Damage. Obviously if the Content is Acid immune then Cold will be better but if all things equal, they should both put out the same damage numbers. Same with Melee. Everyone was choosing Quick Cutter for Melee Strike because other Epic Strikes for Melees didn't do the same amount of damage.
I was just suggesting that it does Slash Damage, while others Epic Melee Strikes can do their damage types.

Fury(wild claw) does seems like a Slash type damage.
Dire(wolf) seems like a Piercing type damage.
Shadow(unseen) seems like un-typed damage.
Sword Sings(musical) seems like (Sonic) Sound damage.
Drifting(inner Pulse) seems like Force damage.

These all thematically do their damage and are not the same Damage but spec for their themed damage. You choose which type you want to focus on and are not penalize for choosing a type of damage by the number but by the Content of where you enter. Same goes for Casting Elemental damage.
 

VinoeWhines

Well-known member
The Unique ability part is ok, but when a certain Class gets triple Unique abilities, while other classes are left un-niqued and not considered, the game becomes one sided, until the next "Unique" class comes out with more unique abilities x2.

What's worse is when a Class gets its "Unique" abilities removed in a stealth update and then gets more "unique" abilities removed again and again after updates. That's called foul play and not a genuine improvement to the game.
This passed Balance Pass, tush pushed a bit of improvements but also caused some removals of improvements to become weaker at the end.
Example: in Mechanic Tree, Locking out Expert Builder to Tier V, when before it was in Core IV in Expert Builder has become unchooseable now as Assassin Tier V was the preferred Tier V to choose. The Tree overall did get some improvement but just superficially. Improved Traps is still problematic, even with a high DC the traps don't work as they should(and when they go off, it should last twice as long, e.g. "Web") and take way too long to place and disappears too soon.
 

Shear-buckler

Master of reactions
Fury(wild claw) does seems like a Slash type damage.
Dire(wolf) seems like a Piercing type damage.
Shadow(unseen) seems like un-typed damage.
Sword Sings(musical) seems like (Sonic) Sound damage.
Drifting(inner Pulse) seems like Force damage.
The damage type for these is largely inconsequential.
 

Solarpower

Well-known member
I can see that point but when it gets skewed, where Cold Casters and certain other types perform 10x better, than it gets "boring" seeing 5 out of 6 Class types entering a dungeon because they can't play other types because they're under powered.
I've never understood arguments like this. Who cares which classes are included in the group ? The goal is not to "assemble a group of different classes", but to "complete a dungeon".
I've never really paid attention to this in any game. Even if a 40-person raid enters a single dungeon and everyone plays the same class, what difference does it make ?
 

EinarMal

Well-known member
I've never understood arguments like this. Who cares which classes are included in the group ? The goal is not to "assemble a group of different classes", but to "complete a dungeon".
I've never really paid attention to this in any game. Even if a 40-person raid enters a single dungeon and everyone plays the same class, what difference does it make ?
People enjoy different things. If all anyone cared about was DPS, plus one healer, plus a tank, then everyone should run repeater/throwers outside of 2 people in your guild to run a healer and tank.

I personally find ranged boring; it tends to be the least involved in terms of active play.

If the game becomes so unbalanced that everyone is forced to play a style they don't like, then the game dwindles and dies. Which is basically what has happened to this game for various reasons (this is certainly one of them).
 

VinoeWhines

Well-known member
The damage type for these is largely inconsequential.
Not necessarily for those that are using weapons or their Enhancement Tree is improved upon.
Bards use Sonic for one their Damage Types, so they get bonus' to this damage type.
Rogues Sneak Damage is Untyped in their Tree.
Monks use Force Damage as well, etc.

All these sequences their damage focus, "type" and would be welcomed for that class.
3d6 Slash damage per Character level every 2 seconds for 8 seconds is nice and each Martial Epic Destiny Tree could benefit from their "themed" Damage like Draconic damage allows players to focus on their element.
They added Elemental Dice in Heroic Enhancement Tree and this would consequentially fall in line. The other issue is allowing Vulnerability to that damage type be available not just to a Few Classes but to those who have it even be a choice in the first place in their Enhancement Trees.
 
Status
Not open for further replies.
Top