Sholekar
Well-known member
Can this scale with Spellpower so the fire portion can... not suck?Ranger (and Elven) Arcane Archer:
- Inferno Shot
- This ability is now an AOE.
- This ability now deals +10% damage (was 30%)..
Can this scale with Spellpower so the fire portion can... not suck?Ranger (and Elven) Arcane Archer:
- Inferno Shot
- This ability is now an AOE.
- This ability now deals +10% damage (was 30%)..
In preview one it did work with AOE (pin and scattershot were avaialble). So you could HE and pin for a large AOE dmg. Once that was revealed without Devs coming in and saying, "Yeah, that's intended" it was likely gonna get changed do disallow the combo. Either you couldn't use HE with an AOE attack or HE no longer affected the next shot. They, not suprisingly, chose the latter.I am not sure what other's peoples dps numbers look like, but I went down a ton for me, not just a little. I am talking about HE + sniper shot including all other damage sources inherent to my build (such as SA). Hunt's end on Lamannia is delivering about 1/3 to 1/10 of the damage, depending on the roll and SA damage, than what I am able to produce on live servers.
Also, maybe not related to the quote above, I am not sure why folks are brining in the AOE aspect of nerfing HE. It doesn't work with AOE on Lammania anyway. it is just flat out nerfed with no impact to AOE since only pin seems to have any AOE affect.
- Artificer Battle Engineer:
- Shatter Defenses (Ranged)
- This ability is now an AOE.
- Thunder-Shock Weapons (Ranged)
- This ability is now an AOE.
- (We left the +% unchanged on these, in part because they are reducing from 3x shots to 1x shot in most cases.)
Fire portion of Inferno Shot needs some sort of scaling, may be damage should be instantaneous, currently DOT is useless. You don't throw a match in the crowd and call it inferno.
- Ranger (and Elven) Arcane Archer:
- Inferno Shot
- This ability is now an AOE.
- This ability now deals +10% damage (was 30%).
- Final Strike
- This ability is now an AOE, and reads "AOE Ranged Archery Attack: +20% Damage. Enemies hit take 7 stacks of Vulnerability. (Cost: 5 spell points. Cooldown: 18 seconds.)", replacing all previous functionality.
- (It was performing its own odd AOE so far, as well as a weirdly-formatted set of damages - Instead, we've added +20% damage and given everyone in the AOE many stacks of Vulnerability, which we think is ultimately a buff.)
This. I couldn't have said it more perfectly. I really hate having my single target damage lowered, simply because I have AoE options now. Hunts end should lock out AoE skills, but still allow us to use things like shoot later. IPS lets you target an archer in the distance, killing him while hitting all the melee chasing you as well. The AoE arrows do not have that option, only hitting people very close and bunched up, making it slightly more convenient for groups, where IPS could still work decently well.I tested the AOE shots in Lammania in some dungeon areas mostly using Pin. When it came to moving targets it was very hard to hit more than 1 target. The area of effect is simply not that large. Non-moving targets I could hit 2 or 3 if they were bunched up but they most often weren't. Which is a shame because players should be excited for this new attack form. But those combining hunt's end with Sniper shot, Shoot later, or arrow of slaying are going to see a big drop in damage. Repeaters will lose so much damage from AOE attacks compared to normal attacks that their users simply won't use AOE attacks. And these AOE attacks simply can't make up for it.
My suggestion is this. Return Hunt's End to how it worked before and simply have a restriction that it doesn't work with AOE shots. Either make AOE only work with the first shot of a repeater or not work with repeaters at all. Otherwise AOE which is supposed to be improving ranged combat will be blamed for nerfing it.
I disagree. Sitting on a perch, kiting out of range or hiding behind a tank is far less risky than being in face slap range of several mobs when cleaving. The comparative damage is IMO an attempt to reflect that risk-reward balance and is entirely appropriate. Indeed one could argue it doesn't go far enough, but I'll leave that line alone for now. ?I have also noticed that a lot of the ranged AoE shots that have a cleave melee counterpart are still running half the % dmg which makes no sense at all. If the melee counterpart is AoE then the ranged should scale similarly.
Pins upgrade gives "Overwhelming Force: Pin now applies 10 stacks of Track to enemies struck"I tested the AOE shots in Lammania in some dungeon areas mostly using Pin. When it came to moving targets it was very hard to hit more than 1 target. The area of effect is simply not that large. Non-moving targets I could hit 2 or 3 if they were bunched up but they most often weren't. Which is a shame because players should be excited for this new attack form. But those combining hunt's end with Sniper shot, Shoot later, or arrow of slaying are going to see a big drop in damage. Repeaters will lose so much damage from AOE attacks compared to normal attacks that their users simply won't use AOE attacks. And these AOE attacks simply can't make up for it.
My suggestion is this. Return Hunt's End to how it worked before and simply have a restriction that it doesn't work with AOE shots. Either make AOE only work with the first shot of a repeater or not work with repeaters at all. Otherwise AOE which is supposed to be improving ranged combat will be blamed for nerfing it.
I would argue that while kitting you are only liable to hit 1-3 mobs vs a melee who would be hitting say 6-9 mobs in a clump, which is inherently a lot more so melee damage is much higher which is fine because kitting. Perching is a valid point, but if you are perched damage is mostly irrelevant. Also balancing around that is a bad idea.I disagree. Sitting on a perch, kiting out of range or hiding behind a tank is far less risky than being in face slap range of several mobs when cleaving. The comparative damage is IMO an attempt to reflect that risk-reward balance and is entirely appropriate. Indeed one could argue it doesn't go far enough, but I'll leave that line alone for now. ?
The problem with that is there is one build, Arcane Archer, that does use spell DCs for paralyzing arrows and the Hunt's End boost with arrow of slaying or sniper shot.What if the old hunt's end was put into the T5 as a multi-selector with the spellcaster DCs? The two are (almost never) useful on the same build, but that would allow ranged DPS to maintain their single/priority target niche. Make it not interact with AoE attacks if needed, but I have friends and many of my own build which, with the loss of the Hunt's End boost are heavily impacted. Their entire capacity for single target dps heavily reduced.
This, from top to bottom, is pretty not good.So Shatter Defenses. Reduced from 4 shots ( repeater builds take the extra clip feat ) to 1.
So if I shoot at a single target that would be a 75% reduction in damage
Hit 2 targets that would be a 50% reduction in damage.
Hit 3 targets that would be a 25% reduction in damage.
Hit 4 targets that would finally break even.
But having tested this on Lamania the AOE is not that big and hitting 4 targets at the same time would be quite rare.
End Result? These changes go through as they are I gotta remove Shatter Defenses and Thunder-shock from my hot bar as its a severe losses of DPS. Even the epic strikes aren't any good anymore. My hot bar is going to get pretty empty.
Even if the doubleshot penalty was removed that wouldn't have much of an effect as I don't prioritize doubleshot in my repeater build because of the penalty. ( which will still apply to 95% of my attacks )
The best solution if the devs are deadset against making all shots explosive would be that only the first shot explodes while the other 3 are non-explosive. If that is not possible then make it a multi-select option whether the attack is AOE or not. Or maybe just have it so repeaters don't have AOE attacks at all.
Ranged will continue to be the red-headed stepchildren of DDO until damage between melee and ranged isn't a huge chasm like it is now. There will be niche situations where ranged are desired in a raid, such as the LOB pillars. Or maybe you like to solo kite as a ranged and take much longer to complete content than if you were a melee. But beyond that? Just bring a melee instead.I disagree. Sitting on a perch, kiting out of range or hiding behind a tank is far less risky than being in face slap range of several mobs when cleaving. The comparative damage is IMO an attempt to reflect that risk-reward balance and is entirely appropriate. Indeed one could argue it doesn't go far enough, but I'll leave that line alone for now. ?
But sniper shot is literally +2 mult and sneak attack triggering, and the stats on Hunt's End are I think the same, you just cannot combine them? Is there some bug with the new HE stats then? Maybe it is not properly double shoting?I am not sure what other's peoples dps numbers look like, but I went down a ton for me, not just a little. I am talking about HE + sniper shot including all other damage sources inherent to my build (such as SA). Hunt's end on Lamannia is delivering about 1/3 to 1/10 of the damage, depending on the roll and SA damage, than what I am able to produce on live servers.
Also, maybe not related to the quote above, I am not sure why folks are brining in the AOE aspect of nerfing HE. It doesn't work with AOE on Lammania anyway. it is just flat out nerfed with no impact to AOE since only pin seems to have any AOE affect.
Yes but speaking from my own repeater arty who has a combat mastery item, very high int, and uses the harper int trance .... he still doesn't have enough tactical DC to get that to take effect against most of his attacks. While its probably possible to get DC high enough that it debuffs reliably artificers have a lot of gear needs ( spell power, spell crits, etc ) and most of the tactical gear was designed for fighter types. For me at least it just isn't worth the sacrifices of other needs to max out Sunder tactical DC.This, from top to bottom, is pretty not good.
I very much like to play 'peeters on occasion, and this would suck.
However... I never used shatter defenses (maybe I should have), but is the effect being applied 4 times?!?! So -20 ac, -40% fort? Because that is pretty strong if it is...