From the PTS patch notes:
Balorgh (Monster Mask)
1: Weapon Damage
1: Spell Damage
2: When you use an Ultimate ability, you gain Weapon and Spell Damage for 10 seconds equal to twice the amount of total Ultimate consumed.
Are the values listed here correct? They seem quite low. Let me elaborate.
Most DPS builds can generate ultimate at a rate of about 3 to 3.5 ult per second. If they use an expensive ultimate like Elemental Rage, which costs 250, then they can activate this set at most every 71s for a total of 500 weapon and spell damage for 10s. This modest value of 500 only has an uptime of 14%, resulting in an average of about 70 weapon and spell damage from the 2pc bonus. This is roughly 1% DPS gain, making it the weakest Monster set in the game.
The numbers work out to the same average for cheap ultimates as well, an underwhelming 70 weapon and spell damage. One would be far better off just using a mismatched Kena 1pc for a constant 129 weapon and spell damage.
Now that we see how weak the set currently is, I want to propose what the strength should be with the following statements:
- It should be weaker than the 2pc Kena bonus, because it does not add ability cost
- It should be weaker than Slimecraw 2pc, and therefore only a better option if you already have Minor Berserk
- It should be weaker than Selene or Zaan for melee range single target damage
- It should be stronger than single target monster sets for AoE DPS
- It should be stronger than any combination of mismatched monster sets
- It should be weaker than AoE monster sets for AoE DPS (like Ilambris or Grothdarr)
- It should be stronger than AoE monster sets for single target DPS
I won’t list all the details here for the initial post, but I believe to meet the above criteria, the 2pc Balorgh bonus should result in around a 5% increase to damage. Most end-game DPS builds have anywhere from 7500 to 10000 effective weapon or spell damage after all buffs. Using an average 8500, we can determine that this set should give on average about 330 weapon and spell damage (before buffs, which becomes 400 to 500 after buffs).
So what does this mean for the tooltip values? I believe that the current tooltip is 4-5X too low. The bonus giving 8-10 times be Ultimate cost would ensure it would get used for some situations, while still being inferior to other Monster sets within their ideal scenarios.
Since the 10s after dropping an ultimate is typically the highest DPS part of a rotation, I could see an argument for taking the low end of this range and saying 8X the ultimate cost.
Now most of this has been from a PVE DPS point of view. I predict that some would say that the burst from these proposed values would be too powerful in PvP, where sustained DPS matters less. In this case, why not double the duration and halve the magnitude. For example go with 20s of 4X the ultimate cost as Spell and Weapon damage. You wouldn’t want to go any lower than this, since it is feasible to get cheap ultimates off every 20-25s, which would restrict the use of the set of the duration was clipped by the next use.
One thing I like about this set is that it is more useful to players running less optimized builds. My numbers above were based on end-game DPS with raid buffs, but consider someone new to the game, with non-golded gear, some attributes in health, and regen enchants on their jewelry. Suddenly the same values of weapon and spell damage that result in 5% more DPS for a meta build might give a beginner build around 10% gain.
Edited by WrathOfInnos on July 10, 2018 1:19AM