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NIghtblade's changes to Minor Berserk, Major Fracture and Minor Vulnerability.

  • AScaryDinosaur
    Izaki wrote: »
    Why? They tell you why in the patch notes.
    . Nightblades traditionally, while masters of high single target damage and a wide toolkit, were given too many potent tools on skills they'd continue using even without added bonuses. We've removed the Minor Berserk bonus from this ability since its overall performance is roughly where it should be comparatively to other abilities, and we've introduced a healing bonus to it to help the Nightblade class gain access to more high-risk staying power. Now, the caster will want to ensure their target hasn't prepared themselves with defenses, otherwise the heal will return an unsubstantial amount. Additionally, they must be in the range of their opponent where they are most susceptible to risk.
    .Similar to the other changes, this pass was done to ensure the Nightblade has less moments of redundancy within its own kit. Since Mark Target exists primarily as the class' way to gain access to Major Fracture or Breach, having a morph of your main ability grant the same thing heavily reduced the value of having Mark Target. Note that this effect will not stack per caster, similar to the Crusher enchantment for weapons

    "So we're going to remove Minor Berserk and replace it with an even stronger buff (Minor Vulnerability), then we're going to make Mark Target free cause otherwise this ability isn't worth a slot on anyone's bar, then we're going to give Stamblades a 8m Disease Damage PBAoE that deals as much damage as a single target spammable but in a 360° radius."

    Yeah. They might be telling you their reasoning but they don't tell you why they decided to give Teleport Strike such an insanely strong debuff.

    It is dubious to say that minor vulnerability is stronger then minor berzerk, single target, yes but minor berzerk amps all your damage, so all the targets that are getting hit by you are receiving the amp, the single target minor vulnerability is only for one target.

    Yeah but if say 9 people are hitting that target they are taking 72% more damage instead of your 8% 😁 this game is about team play as it's a mmo and I would say that is way stronger than 8% more dmg from just you

    that is not how it works, the target is still only taking 8% more damage altogether.
    Izaki wrote: »
    Izaki wrote: »
    Why? They tell you why in the patch notes.
    . Nightblades traditionally, while masters of high single target damage and a wide toolkit, were given too many potent tools on skills they'd continue using even without added bonuses. We've removed the Minor Berserk bonus from this ability since its overall performance is roughly where it should be comparatively to other abilities, and we've introduced a healing bonus to it to help the Nightblade class gain access to more high-risk staying power. Now, the caster will want to ensure their target hasn't prepared themselves with defenses, otherwise the heal will return an unsubstantial amount. Additionally, they must be in the range of their opponent where they are most susceptible to risk.
    .Similar to the other changes, this pass was done to ensure the Nightblade has less moments of redundancy within its own kit. Since Mark Target exists primarily as the class' way to gain access to Major Fracture or Breach, having a morph of your main ability grant the same thing heavily reduced the value of having Mark Target. Note that this effect will not stack per caster, similar to the Crusher enchantment for weapons

    "So we're going to remove Minor Berserk and replace it with an even stronger buff (Minor Vulnerability), then we're going to make Mark Target free cause otherwise this ability isn't worth a slot on anyone's bar, then we're going to give Stamblades a 8m Disease Damage PBAoE that deals as much damage as a single target spammable but in a 360° radius."

    Yeah. They might be telling you their reasoning but they don't tell you why they decided to give Teleport Strike such an insanely strong debuff.

    It is dubious to say that minor vulnerability is stronger then minor berzerk, single target, yes but minor berzerk amps all your damage, so all the targets that are getting hit by you are receiving the amp, the single target minor vulnerability is only for one target.

    Minor Berserk is additive with other % damage boni (including CP), so in the end you're getting less than 8%. Minor Vulnerability doesn't work that way since its a debuff, you actually get the full 8%. So it is objectively stronger vs any one given target.

    However, Nightblades didn't have many AoE abilities slotted in PvP to begin with anyway. Plus since the debuff lasts for 8 seconds, you should have no problem whatsoever spamming Teleport Strike on different targets.

    i am fully aware of how minor vulnerability works and how Minor Berserk works. that is what makes me say it is dubious. it is not clear cut as you are saying.

    So you are trying to tell me if I put vulnerability to make them take 8% more damage that it only gets applied to 1 person? Lol I think you need to check your math here because every person that hits that guy deals 8% more damage.

    So that means 1v1 it's 8%
    2v1 it's 16% (I deal 8% you deal 8%)
    3v1 it's 24% (I deal 8% you deal 8% 3rd deals 8%)
    And so on.

    It doesn't mean they take 16% more from everyone, they take 16% more damage total.

    That 8% adds to the GROUPS DPS instead of just your 8% you use to get.

    I understand what you are trying to say, but what @Lightspeedflashb14 is trying to point out is it is still 8%. It does not go up.

    For example, I there are three of us and we all do 10,000 damage to a player. Normally dealing 30k damage (this, obviously, excluding other factors for simplicity's sake).

    If we apply minor vulnerability, we all would do 8% more damage. Meaning we would all do 10,800 damage to the target. Totaling 32,400 damage. So we did 2,400 more damage with minor vulnerability than we did without it. Dividing 2400 by the original 30,000 we can see the damage increase is equivalent to 8%.
    "Courage is not a lack of fear. Rather, it is the recognition there are things more important than fear." -Sai Sahan
  • Supernatural
    Supernatural
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    This one approves of this post.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • WrathOfInnos
    WrathOfInnos
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    Izaki wrote: »
    Considering that the 5% debuff will apply after all the other debuffs (Crusher, Major Fracture, Alkosh, etc) it will be pretty much meaningless. Plus the conditions for activating that debuff are relatively harsh and won't be available on all the bosses, which means that it would be safer for other stamina DDs to keep as CPs in Piercing as right now on live.

    You’re not wrong. In an optimized group it will give 292 Armor reduction, or about 0.6% DPS gain to any stamina players if they have not already invested enough points in Piercing. In groups with only Major Fracture this goes up to 646, which is about equal to what Torugs Pact adds to Infused Crusher.

    IMO it would be better to give Surprise Attack 10% armor reduction for 10s without any special conditions. That would make it 584 Armor reduction in an ideal group, and 1292 in a group with only Major Fracture.
  • Izaki
    Izaki
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    Izaki wrote: »
    Considering that the 5% debuff will apply after all the other debuffs (Crusher, Major Fracture, Alkosh, etc) it will be pretty much meaningless. Plus the conditions for activating that debuff are relatively harsh and won't be available on all the bosses, which means that it would be safer for other stamina DDs to keep as CPs in Piercing as right now on live.

    You’re not wrong. In an optimized group it will give 292 Armor reduction, or about 0.6% DPS gain to any stamina players if they have not already invested enough points in Piercing. In groups with only Major Fracture this goes up to 646, which is about equal to what Torugs Pact adds to Infused Crusher.

    IMO it would be better to give Surprise Attack 10% armor reduction for 10s without any special conditions. That would make it 584 Armor reduction in an ideal group, and 1292 in a group with only Major Fracture.

    Agreed. Either that or they could make it a flat 910 Physical Resistance debuff (which is roughly what it would give on a boss without any debuffs). That would make it better in a group but worse in solo play.
    Edited by Izaki on May 1, 2019 1:50PM
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
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