Lamannia U76 - Balance Pass

ChickenMobile

Well-known member
However, I disagree with removing the Dex-To-Hit and Dex-To-Damage grants from Ninja Spy.

Even in-Class, Dragon Disciple can gain Centering with Axes, Picks and Hammers, so I feel like the extra flexibility would be necessary to ensure class cohesion. This is completely disregarding Centered Kensai, which is also affected by these changes.
I just tested this on lamm and equipping non-finesse dragon disciple specific weapons are now forced using STR or WIS.
Not sure I super like this change either, but seeing as DD's get a wisdom trance, Wis to hit/dmg, and attack DCs also scale with highest of Wisdom/Strength/Dexterity anyway - this isn't a huge deal.

Swinging around a dex-based maul in kensai was always one of my favourites though 😆
 

Neain

Well-known member
Depending on how this stacks, this may make negative energy absorption items relevant at cap again.

Neg energy absorb items probably shouldnt have existed. they have been ignored because they have not been needed. we dont need yet another item type to try and gear on our already stretched gear slots. between all the different sources of stats, damage, prr/mrr, etc. its already a pain. we dont need to add in neg energy on top of that.
 

Anurakh

Little Nixie
Neg energy absorb items probably shouldnt have existed. they have been ignored because they have not been needed. we dont need yet another item type to try and gear on our already stretched gear slots. between all the different sources of stats, damage, prr/mrr, etc. its already a pain. we dont need to add in neg energy on top of that.
It's like the items that grant Abjuration bonuses, when there are only two Abjuration spells with DC and both are bugged and don't work in 99% of the game... the devs have to add useless items because they run out of loot ideas.

But do you know what items with negative absortion are actually good for? So that undead characters can't use them. Nothing like seeing an item you like for your character, then seeing that it has Lifesealed, and discarding it in frustration.
 

Ooblagato

Hiding in plain sight
Major issue, core end game items like Raellia become unviable for dexterity based builds due to the removal of dexterity to hit and damage on them. Some unique items like Raellia, despite being a dagger or otherwise categorized as a finessable weapon, do not have dexterity to damage. This needs to be addressed by either properly apply dexterity to hit and damage on relevant weapons or leaving that part of the enhancements/feats in the game.

Edit: I logged into lamannia to check if this is indeed behaving in this undesirable manner with a character using this weapon/build and it is indeed not able to use Dexterity to hit and damage with their dagger (Raellia, the Frostblade)
 

nicholas

Well-known member
Major issue, core end game items like Raellia become unviable for dexterity based builds due to the removal of dexterity to hit and damage on them. Some unique items like Raellia, despite being a dagger or otherwise categorized as a finessable weapon, do not have dexterity to damage. This needs to be addressed by either properly apply dexterity to hit and damage on relevant weapons or leaving that part of the enhancements/feats in the game.

Edit: I logged into lamannia to check if this is indeed behaving in this undesirable manner with a character using this weapon/build and it is indeed not able to use Dexterity to hit and damage with their dagger (Raellia, the Frostblade)
THIS!!! Thank yooouu!!!!
 

pirotessa

Well-known member
How is giving the DPS tree double the defensive stats of the tank trees for less investment an attempt to balance?

This is a big mistake.

To anyone who supports this madness I really hope not to see you complain when they inevitably raises the mob damage to compensate.
If you think vanguard is the DPS tree, please pass what you are smoking. KOTC/Kensai are the DPS trees...Vanguard is the flavor, funsy tree (or was).
 

Rincewind

Well-known member
Mostly great changes.

Mechanic still lacks a damage boost ability which is a fundamental gap in the tree. I have to go 4 Artificer to get Endless Fusillade, but doing that I can no longer get Sniper because core 5 requires 18 levels of rogue. A gxbow build without some kind of sustained damage action boost is pointless when content is designed for burst damage scenarios. Example: 25 seconds to burst down a hydra head in DOV.
I agree Mechanics need Endless Fusillade to compete. Also buff the capstone plz
 

pirotessa

Well-known member
Definitely need to take a look at some of those capstones hanging out there like Warchanter that are severely outdated please...Overall changes look like a good balance pass to try and make it so everyone isn't playing 3-4 builds only.
 

Jasparius

Well-known member
Lots of good stuff in here. On the IPS change for bows this means you get +50% for PS and +50% for IPS meaning +100% stat bonus to damage even with IPS turned off (so now double the addition it used to be) but still zero change for GXB ?

For the melee changes, QC is a bit of a nerf but all the other AOE are getting buffs so overall melee AOE damage likely doesnt change. Just the ratio of damage sources.

And not even a comment on the R7+ caster nerf. Can only assume whichever great mind came up with that nerf is in a senior position and the designers/devs are too scared to upset them by admitting that it is just bad.
 

Abax11

Well-known member
while i agree that inquis need a nerf, i think this should be achieve more in the endgame than makes heroics more painful (were all the other playstyles got better times). IPA nice change. Would love to see something about the lacking options on aoe attacks for bows (i mean, aoe that actually do something not scattershot)

souls on reapers raids seems more like a joke than nothing, considering bosses have more and more life every update


edit: lot of thing i didn't use so no idea how good or bad are
 
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Torc

Systems Developer
bugs:
reed in the wind can be activated when on cooldown. it plays the attack animation and sound, but gives no damage or proc
expert builder in t5 mechanic requires 18 rogue
uWBrjrv.png

something is wrong with time bomb. it should not have any damage variance (testing character has 0% crit chance)
line up and sit down plays the aoe crossbow animation (hella giga slow that interrupts animations) but isnt aoe
tanglefoot has an ungodly slow animation. please auto quicken it and the other traps
tangle foot has no initial dot tick

everything else i tried seemed to work, soo good job (didnt test the finesse stuff, and some of the class trees as well as misc and epic changes)
Thanks for finding these
 

seph1roth5

Well-known member
I do also think Warchanter could use a little buff too.

Like if their t6 core could help their ballad aura somehow, that would be cool.
Ya warchanter definitely needs a lot of love. Their capstone has what, a 2min CD? Should be more like 30 sec, and the damage needs a big boost as well.

A lot of these balance changes look pretty nice. The DW change kind of sucks, but as long as enemies get it too that's ok I guess. Inquis loses what, 15 RP? Seems kind of pointless lol. Few things though.

Time Bomb - The main problem w/ the bomb was that it fails to hit enemies 90% of the time, if not more. They need to be perfectly level with the bomb.

Archon's Fury - I tried this out once a few years ago and the damage was SO BAD. I don't think the tiny bump is going to mean anything. I'd rather it be completely changed
 

rabidfox

The People's Champion
iii. Divine healing now scales with 50% positive spell power (only 50% since the duration is so long). Will now have a line of sight check, double spell range (ray range)
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)

iv. Reactive Heal will either scale with spell power or be increased to 2000. (these kinda effects are tricky sometimes)
It's still healing 250 x Hamp without spell power scaling (nor the 2000 value).
 
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