For Longbow it is super easy to bypass slash/bludgeon with 6AP in Arcane Archer, Morphic Arrows secondary imbue.As far as I know, there's no way at all for a bow or crossbow user to bypass slashing.
For Longbow it is super easy to bypass slash/bludgeon with 6AP in Arcane Archer, Morphic Arrows secondary imbue.As far as I know, there's no way at all for a bow or crossbow user to bypass slashing.
And you still will have more dps than casters, that's how bad nukers are atm.
Enemies have immunities and some enemies get healed by certain types of spells. As an example, my palemaster that invests 2 feats and 1 AP to bypass negative energy immunity still gets massive damage reduction against enemies with deathward which is also super prevalent in the game.
I also ran into a construct in the illithid chain that never took damage even when I used the bypass ability.
In the past 10 years this has only been an issue for casters. The new feats help, but don't totally solve the issue.
The elemental damage of a weapon / imbues area already been subject to immunities and the ability to heal enemies based on that damage type.
While I agree with your overall point, to pick nits, that's not the most optimal quarterstaff progression for leveling.Exactly this. It's Bloom->Oak|Sireth->SOS and that's it for Staff. Others are more than 20% behind and lack slots to bypass enough material DR. As a sub-cap staff, Sireth works because you can use GMOF for bypass, but that's too gimpy for at-cap.
Is an option if you play ranger, but F if you play Dark hunter and let's be honest, AA really need a rework for a ranged toonFor Longbow it is super easy to bypass slash/bludgeon with 6AP in Arcane Archer, Morphic Arrows secondary imbue.
My fire sorc is taking a big hit from this balance pass, but my warlocks and wizard are making out ok.
As for my other builds...
I have quite a few casual martial raiding alts and they all only have 1 sentient weapon - mostly undying age weapons except for my tanks.
The short-term solution may be to swap over to viktranium weapons on my casual raiding alts which gives me 2 dr breakers + 2 from augments with one being deconstructer for adamantine.
But part of the issue is that dr breaking has been such a nothing burger I don't even know what I need or all the raids on our schedule. I'll have to do some research and put something together as a reference for myself and others I raid with.
I know I need bludgeoning for threats and of course silver/cold iron/good for any demons and devils.
Much like casters have a tier 3 multi-selector in every tree for school DC, martial trees need a multi-selector in T3 of martial trees with 3 choices - 1 alignment / 1 metal type / 1 damage type (slashing, etc.).
It would also be great if we had a way to get weapon augments with multiple dr breaking types like the old guild augments, e.g., silver+good devil's bane or whatever that old guild augment was called.
This is not the end of the world, but it's difficult regearing one or two alts, but with this release I have to rethink almost every build.
One option is to punt and turn a bunch of casual raiding alts into ranger archers and melee monks because they made out well with this balance pass and they have the best built-in support for dr breaking.
To be honest they could absolutely offer "spears" and "glaives" as piercing and slashing quarterstaves in expansion weapon suites, especially the ones with raid tier upgrades.Exactly this. It's Bloom->Oak|Sireth->SOS and that's it for Staff. Others are more than 20% behind and lack slots to bypass enough material DR. As a sub-cap staff, Sireth works because you can use GMOF for bypass, but that's too gimpy for at-cap.
You know, I'm still waiting for an answer as to why martials are expected to eat massive mob damage mitigation without complaint, but casters should be able to completely ignore resistances and always make their spell penetration checks. Maybe stripping should be limited to half damage and spell resistance applied to all damaging spells as a type of "spell fortification"? "What do you mean? I don't land spell crits a 100% of the time? Illegal!"And like most of these threads are people wanting it to return to being meaningless so they can continue to completely ignore it lol (swapping to a reflavored clone weapon once per content qualifies as ignoring it IMO).
It's like Fortification on enemies or something - what do you mean, I don't land crits 100% of the time? Illegal! And somehow we make build tradeoffs and load gear, enhancements, etc to get past it.
Sure, uncapped doublestrike is nice (I'd argue that this isn't truly a "buff" as it should've never had a ceiling in the first place) but it doesn't kick in for most before 30. It's also not going to come close to offsetting the dps loss in quests where significant effort is spent while failing to break dr, and those are the times it's going to matter the most. Boosting damage on third and fourth attacks is going to add little as it's easy to reset the attack chain performing any number of actions; also, the lower your attack speed and the more specials you use, the more likely you are to miss/override the bonus damage. I don't use two handers so Lock In does nothing for me.It's not like this is dropping in a vacuum; we're getting uncapped doublestrike, boosted basic attacks, and even Lock In for THF. Etc etc.
I'm a bit dubious. Three of those are pieces of Yeenoghu's flail, so the piercing damage could just be a consequence of flavor, and the wand is a caster stick. All four are suboptimal weapons nobody uses.Several of the weapons (that are normally just bludgeon) in the upcoming raid have piercing on them. So these DR changes may open up SSG weapon design space to offer different perks and side-grades with variations on them. At the time of the raid preview, the piecing just seemed meh, but with the DR changes, those weapons get more interesting.
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Is an option if you play ranger, but F if you play Dark hunter and let's be honest, AA really need a rework for a ranged toon
I guess if this is how the meta gets shaken up so be it ... but its still a design decision I don't support to have unavoidable DR delegimitze an entire playstyle.
Without complaint? I feel like you might have missed ~19 pages of this thread!You know, I'm still waiting for an answer as to why martials are expected to eat massive mob damage mitigation without complaint, but casters should be able to completely ignore resistances and always make their spell penetration checks. Maybe stripping should be limited to half damage and spell resistance applied to all damaging spells as a type of "spell fortification"? "What do you mean? I don't land spell crits a 100% of the time? Illegal!"
Idk, it's called "Double"strike lol. Pretty sure Doubleshot should have capped at 100% XDSure, uncapped doublestrike is nice (I'd argue that this isn't truly a "buff" as it should've never had a ceiling in the first place) but it doesn't kick in for most before 30. It's also not going to come close to offsetting the dps loss in quests where significant effort is spent while failing to break dr, and those are the times it's going to matter the most. Boosting damage on third and fourth attacks is going to add little as it's easy to reset the attack chain performing any number of actions; also, the lower your attack speed and the more specials you use, the more likely you are to miss/override the bonus damage. I don't use two handers so Lock In does nothing for me.
I have multiple theories but none of them fit perfectly. Low dps players will be helped at endgame while the higher your dps, the more you'll suffer, and the highest burst damage dps'ers will likely suffer the most. That'll probably be seen as a positive by the devs as they understand the upper limits of martials far less than those of casters. But then why apply it at every level and difficulty? Then you have the change to doublestrike, which will alleviate that penalty *somewhat* at cap. I also doubt that they would have made the ds change without the change to dr, which makes it feel like the devs are paying off part of a credit card with another. And of course all of this will probably shave some time off of store pots and sell more shards for rerolls, because who wants to bother with aggravating dr-filled quests.I guess if this is how the meta gets shaken up so be it ... but its still a design decision I don't support to have unavoidable DR delegimitze an entire playstyle. Literally we just spent years dealing with casters on this and finally implemented a solution to permit all damage type. Have yet to hear SSG explain the reason for the DR changes here yet we've heard the "why" from them on many other design decisions. Not understanding the "why" is frustrating and annoying.
Yes, I've read them all, and within those pages are casters that were furious over an extra 2% damage reduction in r8 but totally dismissive over a 50% reduction on martials everywhere there's a mob possessing a trace of dr. Also, nobody said they want dr to be meaningless, but any significant amount that isn't bane-typed leads to pointless micromanagement that ruins builds and the viability of interesting weapons.Without complaint? I feel like you might have missed ~19 pages of this thread!
Nothing should cap. Not doublestrike, not mrr, not strikethrough... nothing. There should always be a benefit if one goes to the effort of getting more of it, especially given how difficult it is to pull loot nowadays. Even if they gave only 2 melee power for every point of doublestrike past 100, it would've been something for our efforts. Also, it's called a 'fire' elemental. It shouldn't take any damage from fire, ever.Idk, it's called "Double"strike lol. Pretty sure Doubleshot should have capped at 100% XD
25-50% damage absorption is fine if you can't manage your attack chain with mechanical precision around a multitude of special attacks? Is that your contention? Okay.For certain you can break your attack chain - but if you're worried about maximizing your DPS you'll work around it, and if you're not worried about maximizing your DPS than -25% from DR sometimes is fine.
Counterproposal: DR mechanics remain the same on sub-reaper modes. At reaper difficultly, all mob dr becomes bane-typed absorption at 5% * skulls. If we absolutely must have sizable damage absorption, and this seems to be your intent, then this at least ensures that every martial is impacted equally apart from the odd energy weapon user.Howdy all! Thanks for your feedback so far and for trying things out on Lamannia!
You all are right that changing weapon types is much harder than finding augments or a friendly artificer for things like Good or Adamantine, and that monsters with dr/- are getting a huge boost to their defenses. So, for Preview 2, we're thinking that monsters with Bludgeon, Piercing, Slashing, or Bane (the internal name for dr/-) DR will only have a 25% reduction to damage taken, rather than the full 50%.
This is going to be hard to explain succinctly, but as a note, if a monster has both b/p/s/bane DR and another kind of DR, and the b/p/s/bane DR is higher in original magnitude, it will take 25% less even if you are also not breaking the other DR. For example, a Clay Golem with DR/Bludgeon 10 and DR/Adamantine 1, if you use a regular ol steel dagger, you'll only do 25% less damage because that bludgeon DR is higher than the adamantine DR in original magnitude. If it had DR/Bludgeon 1 and DR/Adamantine 10, you'd do 50% less for not breaking Adamantine, since the Adamantine is higher. If you were using an Adamantine dagger, you'd do 25% less, because now the only DR that applies is Bludgeoning. If you switched to a steel mace, you'd do 50% less, because of the Adamantine DR.
Of course, all of this is still subject to change, so please keep the feedback coming! Thank you!
Nice catch on the damage types for new weapons. I think you found the "reason" for the DR change. BUT ..Several of the weapons (that are normally just bludgeon) in the upcoming raid have piercing on them. So these DR changes may open up SSG weapon design space to offer different perks and side-grades with variations on them.
I think you missed the part about material DR not being that big a deal. The fuss is over blunt/slash/pierce.Hot take, carrying a CC keen/metalline weapon would solve most of the issues with this patch, now they just need to add sentient to cannith crafting.