Yea that really threw me. Like, I don't even have a response to how ridiculous that Concealed buff is.Concealed weapon however, it really needed that buff though right?
xylena_lazarow wrote: »
Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
GusTheWizard wrote: »Well when 80% of pvp builds are abusing this set I understand the change, the main Arcanist build was to throw MDW on and stack max health to be a tank with a 15k damage shield in pvp now those players will need to use a real weapon or spell damage set in turn making them less tanky.
Also, Undeath and Elemental Susceptibility (also more responsible for status effect spam than MDW is), are actually far more common than MDW in PvP, and yet they aren't getting any adjustments whatsoever for some reason...Oh right, they don't show up on your death recap, so they're completely fine as they are I guess.
See the earlier post by @Arcanasx for why 7815 is a ridiculous number and not even aligned with their proc standards.Twohothardware wrote: »This was a good change that wasn't over the top and it's how every proc set should be dealt with. You used to have to get really high weapon/spell damage to get the max damage from proc sets and then they decided they wanted to make proc sets more accessible to the casual player and made them deal a flat damage value regardless of your stats. In doing that they created the current terrible meta we've been in where everyone has 40K health and deals damage with procs.
MDW's damage cap should have matched maelstroms 2h weapon damage value of around 6300. The current 7815 is "My weapon damage comes from other player's sets buffing my weapon damage for me." Yet another buff for playing in groups. Master's 2h didn't get the same treatment either, despite being a flat damage bonus.
Concealed weapon however, it really needed that buff though right? I guess all those NBs will finally be able to drop MDW in favor of concealed weapon, because only NB and DK should have access to good instant melee spammables. /s
gariondavey wrote: »MDW's damage cap should have matched maelstroms 2h weapon damage value of around 6300. The current 7815 is "My weapon damage comes from other player's sets buffing my weapon damage for me." Yet another buff for playing in groups. Master's 2h didn't get the same treatment either, despite being a flat damage bonus.
Concealed weapon however, it really needed that buff though right? I guess all those NBs will finally be able to drop MDW in favor of concealed weapon, because only NB and DK should have access to good instant melee spammables. /s
Yeah 6300 would be the more appropriate number
xylena_lazarow wrote: »See the earlier post by @Arcanasx for why 7815 is a ridiculous number and not even aligned with their proc standards.Twohothardware wrote: »This was a good change that wasn't over the top and it's how every proc set should be dealt with. You used to have to get really high weapon/spell damage to get the max damage from proc sets and then they decided they wanted to make proc sets more accessible to the casual player and made them deal a flat damage value regardless of your stats. In doing that they created the current terrible meta we've been in where everyone has 40K health and deals damage with procs.
Those 40k hp builds do stalemate amounts of damage when on their own, procs or not.
GusTheWizard wrote: »Also, Undeath and Elemental Susceptibility (also more responsible for status effect spam than MDW is), are actually far more common than MDW in PvP, and yet they aren't getting any adjustments whatsoever for some reason...Oh right, they don't show up on your death recap, so they're completely fine as they are I guess.
I don’t really care about the status effect spam of Elemental Susceptibility or Rending by all means use them for that. as far as undeath goes I’ve never had an issue killing anyone through it, really the only people who complain about undeath are pure dot builds, just burst them down there’s so much damage in the game rn (undeath also comes with downsides increased costs to skills/block/dodge/bash/ults, 0 health recovery, 12% flame damage taken). What I do care about is MDW giving 1635 free damage to both initial hits of rending and the 10 ticks that follow, that’s 19620 not including crits or the skills base damage just for free, plus it can be applied with no cooldown on multiple different individuals, off of one 2 piece front bar set, imo this should’ve never made it to live like that and I’m surprise it didn’t get the nerf sooner.
As if ele sus wasn't used enough, Vate Destro also does about two to three times the amount of DoT than the DoT from the MDW bonus itself while also capable of hitting multiple players at the same time with a single free cast. Meanwhile, how many players decide to use rending slashes without MDW? But whatever, Its clear you've got tunnel vision on wanting any purely offensive, dedicated damage sets nerfed even if TTK becomes higher as if heal stacking and stalemating wasn't already an issue.
Twohothardware wrote: »gariondavey wrote: »MDW's damage cap should have matched maelstroms 2h weapon damage value of around 6300. The current 7815 is "My weapon damage comes from other player's sets buffing my weapon damage for me." Yet another buff for playing in groups. Master's 2h didn't get the same treatment either, despite being a flat damage bonus.
Concealed weapon however, it really needed that buff though right? I guess all those NBs will finally be able to drop MDW in favor of concealed weapon, because only NB and DK should have access to good instant melee spammables. /s
Yeah 6300 would be the more appropriate number
I don't think so because 6300 weapon/spell damage isn't that hard to hit while still running a defensive set. The point of this change was so that you cannot deal the current MDW damage unless you're a glass cannon.
Undeath is more of a counter against burst builds than DoT builds...especially since it comes with a health recovery reduction which indirectly helps pressure builds while the % damage reduction really mitigates kill secure potential.
Twohothardware wrote: »gariondavey wrote: »MDW's damage cap should have matched maelstroms 2h weapon damage value of around 6300. The current 7815 is "My weapon damage comes from other player's sets buffing my weapon damage for me." Yet another buff for playing in groups. Master's 2h didn't get the same treatment either, despite being a flat damage bonus.
Concealed weapon however, it really needed that buff though right? I guess all those NBs will finally be able to drop MDW in favor of concealed weapon, because only NB and DK should have access to good instant melee spammables. /s
Yeah 6300 would be the more appropriate number
I don't think so because 6300 weapon/spell damage isn't that hard to hit while still running a defensive set. The point of this change was so that you cannot deal the current MDW damage unless you're a glass cannon.
Interesting how it went from "tanks shouldn't be able to take full advantage of MDW and that's why it needs to scale" to "you should have to be a glass cannon to be able to get most of the value from MDW now, unless you play with others who can buff your weapon damage for you."
Regardless, 7.8k weapon damage is absurdly high even for "glass cannon" builds (can't forget about pen and crit damage investment you know) unless you play in a group where you can benefit from multiple group buff sets. Even the uncapped scaling damage sets are around 6.6k weapon damage (for original flat damage values), so Imagine how much better these other sets will be for a build that does manage to get 7.8k weapon damage...
Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
It actually have no cap of 1635 at 7,8k wep/spell dmg and it continues to scale further above that value although somwhere around 10k wep/spell dmg scaling seems to be getting weaker. Here is a value with 12,9k wep
Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
It actually have no cap of 1635 at 7,8k wep/spell dmg and it continues to scale further above that value although somwhere around 10k wep/spell dmg scaling seems to be getting weaker. Here is a value with 12,9k wep
GusTheWizard wrote: »As if ele sus wasn't used enough, Vate Destro also does about two to three times the amount of DoT than the DoT from the MDW bonus itself while also capable of hitting multiple players at the same time with a single free cast. Meanwhile, how many players decide to use rending slashes without MDW? But whatever, Its clear you've got tunnel vision on wanting any purely offensive, dedicated damage sets nerfed even if TTK becomes higher as if heal stacking and stalemating wasn't already an issue.
Elemental Susceptibility Is completely different from Elemental Susceptibility with vat desto I don’t like that set either, Elemental Susceptibility and Rending without vat or masters are balanced skills.
MashmalloMan wrote: »Twohothardware wrote: »gariondavey wrote: »MDW's damage cap should have matched maelstroms 2h weapon damage value of around 6300. The current 7815 is "My weapon damage comes from other player's sets buffing my weapon damage for me." Yet another buff for playing in groups. Master's 2h didn't get the same treatment either, despite being a flat damage bonus.
Concealed weapon however, it really needed that buff though right? I guess all those NBs will finally be able to drop MDW in favor of concealed weapon, because only NB and DK should have access to good instant melee spammables. /s
Yeah 6300 would be the more appropriate number
I don't think so because 6300 weapon/spell damage isn't that hard to hit while still running a defensive set. The point of this change was so that you cannot deal the current MDW damage unless you're a glass cannon.
Interesting how it went from "tanks shouldn't be able to take full advantage of MDW and that's why it needs to scale" to "you should have to be a glass cannon to be able to get most of the value from MDW now, unless you play with others who can buff your weapon damage for you."
Regardless, 7.8k weapon damage is absurdly high even for "glass cannon" builds (can't forget about pen and crit damage investment you know) unless you play in a group where you can benefit from multiple group buff sets. Even the uncapped scaling damage sets are around 6.6k weapon damage (for original flat damage values), so Imagine how much better these other sets will be for a build that does manage to get 7.8k weapon damage...
Really unfortunate. I can't see my Stam Sorc ever coming close to 7.8k weapon damage unless every one of my sets was dedicated to damage bonuses instead of trying to get some penetration or crit to which I need to proc Crit Surge reliably.
Gee it sure would be nice to get Surge heals for dealing any type of damage. It would also be nice to get Major Savagery/Prophecy passively for having my most common class skill slotted. Maybe I could find a way to get +600 weapon damage coming out of stealth or +100 from guaranteed sundered.. Too bad, I forgot I'm not a NB. It's not like they don't already have a great instant melee spammable other classes use a 2 piece set to replicate.
Lol yeah jokes aside, 7800 is just too high, without the full bonus upfront, it starts to dip out of spammable territory and into hot dog water. Not sure why they chose this number when 6600ish for sets has been the go to.
GusTheWizard wrote: »As if ele sus wasn't used enough, Vate Destro also does about two to three times the amount of DoT than the DoT from the MDW bonus itself while also capable of hitting multiple players at the same time with a single free cast. Meanwhile, how many players decide to use rending slashes without MDW? But whatever, Its clear you've got tunnel vision on wanting any purely offensive, dedicated damage sets nerfed even if TTK becomes higher as if heal stacking and stalemating wasn't already an issue.
Elemental Susceptibility Is completely different from Elemental Susceptibility with vat desto I don’t like that set either, Elemental Susceptibility and Rending without vat or masters are balanced skills.
I am not sure about elemental susceptibility after new patch. These new values on status effects can be a bit too much tbh and can make ele sus pretty unbalanced especially for classes that have passive buffs to status effects. From what I've seen on PTS ele sus is dealing damage equal to 40-50% of regular spammable ability while being completly free to cast and that was on a sorc which doesn't have buffs to status effects like DK, warden or necro so these classes could deal even around 60% of regular spammable dmg with ele sus spam. Let's keep in mind that we're talking about very long range, long lasting, undodgable free to cast ability.
MashmalloMan wrote: »Twohothardware wrote: »gariondavey wrote: »MDW's damage cap should have matched maelstroms 2h weapon damage value of around 6300. The current 7815 is "My weapon damage comes from other player's sets buffing my weapon damage for me." Yet another buff for playing in groups. Master's 2h didn't get the same treatment either, despite being a flat damage bonus.
Concealed weapon however, it really needed that buff though right? I guess all those NBs will finally be able to drop MDW in favor of concealed weapon, because only NB and DK should have access to good instant melee spammables. /s
Yeah 6300 would be the more appropriate number
I don't think so because 6300 weapon/spell damage isn't that hard to hit while still running a defensive set. The point of this change was so that you cannot deal the current MDW damage unless you're a glass cannon.
Interesting how it went from "tanks shouldn't be able to take full advantage of MDW and that's why it needs to scale" to "you should have to be a glass cannon to be able to get most of the value from MDW now, unless you play with others who can buff your weapon damage for you."
Regardless, 7.8k weapon damage is absurdly high even for "glass cannon" builds (can't forget about pen and crit damage investment you know) unless you play in a group where you can benefit from multiple group buff sets. Even the uncapped scaling damage sets are around 6.6k weapon damage (for original flat damage values), so Imagine how much better these other sets will be for a build that does manage to get 7.8k weapon damage...
Really unfortunate. I can't see my Stam Sorc ever coming close to 7.8k weapon damage unless every one of my sets was dedicated to damage bonuses instead of trying to get some penetration or crit to which I need to proc Crit Surge reliably.
Gee it sure would be nice to get Surge heals for dealing any type of damage. It would also be nice to get Major Savagery/Prophecy passively for having my most common class skill slotted. Maybe I could find a way to get +600 weapon damage coming out of stealth or +100 from guaranteed sundered.. Too bad, I forgot I'm not a NB. It's not like they don't already have a great instant melee spammable other classes use a 2 piece set to replicate.
Lol yeah jokes aside, 7800 is just too high, without the full bonus upfront, it starts to dip out of spammable territory and into hot dog water. Not sure why they chose this number when 6600ish for sets has been the go to.
You have to wonder where they even got the idea to have 7800 as the number to reach the original damage value (and apparently supposed to be capped as well) when maelstrom's capped value is at 6300. What arcane spreadsheet methods are they using now to determine why an arena weapon that was last changed over 44 months ago with the intention of having near spammable levels of damage suddenly needs a significant nerf while the class that already has the best spammable gets even more buffs for PvP?
MashmalloMan wrote: »Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
It actually have no cap of 1635 at 7,8k wep/spell dmg and it continues to scale further above that value although somwhere around 10k wep/spell dmg scaling seems to be getting weaker. Here is a value with 12,9k wep
I'd equate that to a bug seeing as they said "up to 1635" in the patch notes. It seems unreasonable to allow it infinite scaling like that.
Did you test it on a target to see if this is just the tooltip?
Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
It actually have no cap of 1635 at 7,8k wep/spell dmg and it continues to scale further above that value although somwhere around 10k wep/spell dmg scaling seems to be getting weaker. Here is a value with 12,9k wep
That doesn't seem intended according to how the PTS notes were written. Now, it would also be interesting to see what tooltip values you'd reach with sets like Rushing Agony, Zaan's, Relequen, Vate destro, etc at 12.9k weapon damage, if they still do continue to scale to that point.
MashmalloMan wrote: »Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
It actually have no cap of 1635 at 7,8k wep/spell dmg and it continues to scale further above that value although somwhere around 10k wep/spell dmg scaling seems to be getting weaker. Here is a value with 12,9k wep
I'd equate that to a bug seeing as they said "up to 1635" in the patch notes. It seems unreasonable to allow it infinite scaling like that.
Did you test it on a target to see if this is just the tooltip?Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
It actually have no cap of 1635 at 7,8k wep/spell dmg and it continues to scale further above that value although somwhere around 10k wep/spell dmg scaling seems to be getting weaker. Here is a value with 12,9k wep
That doesn't seem intended according to how the PTS notes were written. Now, it would also be interesting to see what tooltip values you'd reach with sets like Rushing Agony, Zaan's, Relequen, Vate destro, etc at 12.9k weapon damage, if they still do continue to scale to that point.
Yuu both seem to be reading patch notes incorrectly. They don't say new value is set up to 1635 they are saying old value was up to 1635.
It says quote "This set’s damage done bonus now scales off 20.925% of the higher of your Weapon or Spell Damage, RATHER than offering a flat bonus based on the item level, up to 1635"
Word rather is a key here. It means now this set will be scaling from 21% of user's wep/spell dmg rather than having old value of up to 1635. Why they've used phrase "up to"? Because it was maximum value when user had 2x CP 160 gold quality weapons but not having that perfect combo would result with slightly lower value.
MashmalloMan wrote: »Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
It actually have no cap of 1635 at 7,8k wep/spell dmg and it continues to scale further above that value although somwhere around 10k wep/spell dmg scaling seems to be getting weaker. Here is a value with 12,9k wep
I'd equate that to a bug seeing as they said "up to 1635" in the patch notes. It seems unreasonable to allow it infinite scaling like that.
Did you test it on a target to see if this is just the tooltip?Necrotech_Master wrote: »my understanding of the change is its ~21% of the highest of your weapon and spell dmg, capping at the current value of 1635 additional dmg
so it only really hurts low dmg specs from benefitting from the bonus too much
It actually have no cap of 1635 at 7,8k wep/spell dmg and it continues to scale further above that value although somwhere around 10k wep/spell dmg scaling seems to be getting weaker. Here is a value with 12,9k wep
That doesn't seem intended according to how the PTS notes were written. Now, it would also be interesting to see what tooltip values you'd reach with sets like Rushing Agony, Zaan's, Relequen, Vate destro, etc at 12.9k weapon damage, if they still do continue to scale to that point.
Yuu both seem to be reading patch notes incorrectly. They don't say new value is set up to 1635 they are saying old value was up to 1635.
It says quote "This set’s damage done bonus now scales off 20.925% of the higher of your Weapon or Spell Damage, RATHER than offering a flat bonus based on the item level, up to 1635"
Word rather is a key here. It means now this set will be scaling from 21% of user's wep/spell dmg rather than having old value of up to 1635. Why they've used phrase "up to"? Because it was maximum value when user had 2x CP 160 gold quality weapons but not having that perfect combo would result with slightly lower value.
But sure, MDW was more of an issue according to those who still think concealed weapon and elemental susceptibility needs PvP buffs, and sets like Ice Vate Destro with ele sus, Jerral Mountain's, Relequen and rushing agony are currently fine.
MashmalloMan wrote: »But sure, MDW was more of an issue according to those who still think concealed weapon and elemental susceptibility needs PvP buffs, and sets like Ice Vate Destro with ele sus, Jerral Mountain's, Relequen and rushing agony are currently fine.
This is the weird part for me, if they're aware of MDW being a problem, why did they leave every other culprit the same.
Not even just Vat Destro, Ele Sus is even more of a must have seeing as status effects were buffed too.