Malamar1229 wrote: »How much do overload light attacks consume?
Malamar1229 wrote: »How much do overload light attacks consume?
The set doesn't work with overload
WrathOfInnos wrote: »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.
Lord_Ninka wrote: »btw, it behaves exactly the same with Incapacitating Strike IV as it does with Soul Harvest IV and as I've described above. I'm kinda sorry to say this (and kinda not) but I think the guy who was so quick to call my explanation a lie just didn't look properly at the numbers himself if he doesn't have a unique bug that only happens to him.
It also doesn't matter if you use two different ultimates, the bonus is still twice the ultimate you had saved up (the previous time). I think BohnT agrees, even though I'm not sure they realise this - note that 2*(y-x) + 2*x = 2*y
So again, it's clearly a bug that it gives the bonus according to the previous ultimate cast instead of the current, but apart from that you get a 1k wp dmg and sp dmg bonus (more with modifiers) if you save up 500 ultimate before firing, no matter the cost of your ultimate.
Will be this set with moon hunter and clever alchimist the new burst meta?
Will be this set with moon hunter and clever alchimist the new burst meta?
I went from 18k hit on target dummy (cast at 200 ulti) to 24k hit (cast at 500 ulti) to give an idea of the damage increase.
WrathOfInnos wrote: »I went from 18k hit on target dummy (cast at 200 ulti) to 24k hit (cast at 500 ulti) to give an idea of the damage increase.
Those numbers sound ridiculous. Are you sure there wasn’t anything else contributing to this difference? Even 1000 spell damage should not result in anywhere near a 33% damage increase. Were the 18k and 24k meteors crits?
Using my sorc as an example, I have about 8200 effective spell damage (SD + Mag/10.5). My meteor hits for about 36k on a crit, 22k on a non-crit. If I were to add 1000 spell damage (meaning saving up 500 ulti for a single meteor instead of dropping 3 meteors at 170 ulti each) with my 1.3 spell damage multiplier that would put my effective spell damage at 9500, and my meteor should hit for 42k crit (or 25k non-crit).
So assuming I am willing to spend nearly 3 minutes light attacking NPC’s to build ulti between every encounter, and give up a 5pc set, my meteor would hit about 16% harder than before. Why are your results more than double this? Is something bugged to give double the tooltip values? Are you also using Master Architect?
Keep in mind that a meteor dropped immediately when ready is only worth 340 Spell Damage (before multipliers) and a 5.4% damage increase for 10s.
Savos_Saren wrote: »I've been testing it out on PTS. It's an "Okay" set. It doesn't go off of your maxed out Ultimate, though... only the amount "consumed" by the ultimate (ie: Ferocious Leap only gets 125x2=250spell damage even if I don't leap until it reaches 500 ultimate saved... so, no, definitely not 1000 spell damage!)
I just tested it out on a controlled target dummy (3mil health):
Ferocious Leap (buffed with Molten Armaments) tooltip damage: 21020
Non-Crit Leaps at ~125 ultimate:
17678
18491
18435
18435
16749
Critical Leaps at ~125 ultimate:
27969
27679
25123
31029
Non-Crit Leaps at 500 ultimate:
18435
20686
20686
Critical Leaps at 500 ultimate:
27967
I apologize for not having more numbers from 500 ultimate- but it's incredibly boring to wait to build up to the max!
As I said in my other post in the PTS: if you want guaranteed damage- I'd still recommend Slimecraw, 1pc Kena+Domihaus, 1pc Kena + 1pc Balrogh, or even 2pc Domihaus (it procs quite often).
Hope this helps!
Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.