Though these stats are looking solid, and you surely put some effort in this post, i think the conclusion you make out of it goes the wrong direction. I'd rather sugest to adjust Jabs than buff all of the other stam spamables on such a rediculous amount of damage output.
Solid post and conclusion. One thing needs clarification though. Channeled abilities have drawbacks instant abilities dont have. Did you take this in consideration?
Out of curiosity, do you have the numbers for jabs without a burning light proc? I’d be interested to see how it would compare. Other than that, great work.
Lmfao at Jabs.
That's AoE too (albeit slightly weaker on non-primary targets), what monkeys are balancing these skills.
No cast time, procs Major Savagery, 40% snare, AoE, chance to proc almost spammable levels of free damage from passive.
Lmfao at Jabs.
That's AoE too (albeit slightly weaker on non-primary targets), what monkeys are balancing these skills.
No cast time, procs Major Savagery, 40% snare, AoE, chance to proc almost spammable levels of free damage from passive.
DocFrost72 wrote: »Don't forget that jabs is the only thing on that list that can passively be reduced by 25% (less since burning light proc won't be affected) by any medium armor or nightblade build.
Buff flurry and uppercut!
DocFrost72 wrote: »Don't forget that jabs is the only thing on that list that can passively be reduced by 25% (less since burning light proc won't be affected) by any medium armor or nightblade build.
Buff flurry and uppercut!
DocFrost72 wrote: »Don't forget that jabs is the only thing on that list that can passively be reduced by 25% (less since burning light proc won't be affected) by any medium armor or nightblade build.
Buff flurry and uppercut!
It also ignores dodge so the damage reduction is a moot point. On average dodge avoids a lot more damage than major evasion.
DocFrost72 wrote: »Don't forget that jabs is the only thing on that list that can passively be reduced by 25% (less since burning light proc won't be affected) by any medium armor or nightblade build.
Buff flurry and uppercut!
It also ignores dodge so the damage reduction is a moot point. On average dodge avoids a lot more damage than major evasion.
Jabs/sweeps is fine. Easy to avoid. I make my APs killing templars. Just walk through them and apply pressure! Easy as a pie. The BIGGEST thing to fix is the sorcerer row and class column, N/A
In all seriousness OP suggestion has merit and he included the math. Respect. Cant argue with mathematics, buff uppercut/flurry, let us know when its done ZOS
It deals less than half the damage on AOE, not "slightly" less.Lmfao at Jabs.
That's AoE too (albeit slightly weaker on non-primary targets), what monkeys are balancing these skills.
No cast time, procs Major Savagery, 40% snare, AoE, chance to proc almost spammable levels of free damage from passive.
It deals less than half the damage on AOE, not "slightly" less.Lmfao at Jabs.
That's AoE too (albeit slightly weaker on non-primary targets), what monkeys are balancing these skills.
No cast time, procs Major Savagery, 40% snare, AoE, chance to proc almost spammable levels of free damage from passive.
Your bias is showing.
It deals less than half the damage on AOE, not "slightly" less.Lmfao at Jabs.
That's AoE too (albeit slightly weaker on non-primary targets), what monkeys are balancing these skills.
No cast time, procs Major Savagery, 40% snare, AoE, chance to proc almost spammable levels of free damage from passive.
Your bias is showing.
Oh sorry, the strongest Stam spammable in the game is ONLY 61% weaker against AoE targets.
Its the ONLY AoE on the list, giving it another distinct advantage.
I dont understand this conclusion.
You get snipe with 25% longer cast time than dizzy which puts it at 1sec which is arguably worse than the cast time difference between flurry and dizzy all while doing only 14% more damage than dizzy.
And your conclusion is dizzy damage needs to be considerably increased? Really? What is considerable damage increase for ability like Uppercut (both morphs) which is currently literally and objectively one of strongest spammables in the game
I dont see how your comparison table reflects any of that therefore the conclusion can only be inaccurate at best but probably just simply wrong.
I dont understand this conclusion.
You get snipe with 25% longer cast time than dizzy which puts it at 1sec which is arguably worse than the cast time difference between flurry and dizzy all while doing only 14% more damage than dizzy.
And your conclusion is dizzy damage needs to be considerably increased? Really? What is considerable damage increase for ability like Uppercut (both morphs) which is currently literally and objectively one of strongest spammables in the game
I dont see how your comparison table reflects any of that therefore the conclusion can only be inaccurate at best but probably just simply wrong.
If working properly, snipe is not a big deal to counter play.
I dont understand this conclusion.
You get snipe with 25% longer cast time than dizzy which puts it at 1sec which is arguably worse than the cast time difference between flurry and dizzy all while doing only 14% more damage than dizzy.
And your conclusion is dizzy damage needs to be considerably increased? Really? What is considerable damage increase for ability like Uppercut (both morphs) which is currently literally and objectively one of strongest spammables in the game
I dont see how your comparison table reflects any of that therefore the conclusion can only be inaccurate at best but probably just simply wrong.
Snipe is ranged. Ranged abilities have lower damage than melee abilities
MartiniDaniels wrote: »I dont understand this conclusion.
You get snipe with 25% longer cast time than dizzy which puts it at 1sec which is arguably worse than the cast time difference between flurry and dizzy all while doing only 14% more damage than dizzy.
And your conclusion is dizzy damage needs to be considerably increased? Really? What is considerable damage increase for ability like Uppercut (both morphs) which is currently literally and objectively one of strongest spammables in the game
I dont see how your comparison table reflects any of that therefore the conclusion can only be inaccurate at best but probably just simply wrong.
You may see from this table that even without going into bow-optimized build, snipe has higher damage even before hawk eye's stacks and distance bonus.. so that's ok that 35m+ ability has comparable damage (with defile and poisoned on top) as melee cast time? Snipe requires total re-work.. maybe it should hit really hard, but that should require skill and aim.. now snipe is auto-aimed unless target hide behind LOS. Just press snipe and turn to other side of screen without breaking LOS... snipe will fly to the target even with crosshair put 90 degrees out of target.
Anyway, of course I'm not advocating for 15k dizzy tooltip in no-CP on average build. I think 10-15% increase will be fair.
As for the jabs.. again, they were not overperforming before and there were no massive buffs to them.... it's just how meta turned out that they became so powerful.. because a whole lot of another abilities was nerfed. Dots - nerfed, stamDK - nerfed, NB - nerfed. Even sorc received a fair share of nerfs. So imo it is better to buff all those back instead of nerfing jabs to the ground.