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Blade Flurry in 1.2.47 and a few minor suggestions

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    #16
    Forgot to add, I would like to see a properly maximizing shield warrior actually need different attributes on the eq and such so that it is truly more than just a dual wielder who is using a shield at a moment. To do that you need to deemphasize attack speed in a shield warrior. Attack speed is dual wielder's calling card. Shield warrior needs to focus on hitting hard, blocking attacks, throw out more deadly throws( either from shorter cooldown from blocking as I suggested or have defender's 6 piece bonus being a triggered on block deadly throw. Or both! That would be my wet dream). Making blocking as advantageous as attack speed for dual wield will naturally lead people to build shield specialists. That is proper diversity.

    In that world, dual wield wins in damage, ties in durability (better LoH vs better armor of shield), and loses in skill output to a properly constructed shield warrior.

    Then let the player's skills and imagination take hold.
    GAQO KITO REZO 1934

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      #17
      How about 6 pice jug bonus '20percent armour count is also added to power''
      or ' 10 percent chance to cast DT'
      or ' blocking attacks automatically activates a shield slam on target'

      4 piece bonus could be ' blocked amount doubled'
      Led

      The needer of Nerfs,
      The greatest sheepshagger of all

      Killed 1970 frogs...and plans to kill 1 more
      HALU RALO ZEYO 0519

      Comment


        #18
        I think those set bonuses will definitely help bridge the gap between dual wield and shield warrior. Although I'm not sure trying to get on par with dual wield on damage is the path I would like to see. Shield warrior is stylistically speaking very distinct from the speed demon dual wield. I prefer to see the defender set to enhance the shield warrior attributes instead of let's boost its normal damage output.

        I like the current 6 piece set bonus of 700 hp on blocks. That is unique and fits the motif of tank build/ armor and health. It is just it is weak as the ultimate set bonus. Let's make it the 4 piece bonus instead.
        For 6 piece, I really like the 10% deadly throw on blocked attack. The reason I prefer that instead of your suggestion of 10% DT on attack is then you are incentizing attack speed for a shield warrior build. I prefer to make blocking more valuable so that shield warriors will really gear themselves to maximize that set bonus.

        The sword and board passive is great. Don't get me wrong. I just think shield slam is crap. Instead of that bonus, make it 20% chance to speed skill cooldowns by 2 seconds when blocking an attack.

        Now you have many positive benefits all related to blocking an attack. That becomes the central theme of a shield warrior. Then this build's players will naturally gear for that. Instant distinct, real diversity and gameplay style.
        GAQO KITO REZO 1934

        Comment


          #19
          The problem of making any effect happen when blocking an attack is mobs hit veryvery slow. so its pointless. not to mention you will dodge or pary most attacks anyway leaving only about 20% or less getting blocked. if a mob with a fast attack speed hits once per second...(most are much slower) then you will only get 1 block every 5 seconds, with 10% chance on block thats 50seconds between effects. (Asuming your 1v1 vs a boss)
          Aleady my duel wield dps (with 150k life) can out tank my best posible defence warrior, so duel wield is current best dps and best surviable.
          About that 700 life on blocked attack....it should be 10,000 or more. when you have over 150,000 life and 5k life on hit and in battle rage about 20 attacks per second i make 100k life a second. 700 for a block is terrible bonus.
          Led

          The needer of Nerfs,
          The greatest sheepshagger of all

          Killed 1970 frogs...and plans to kill 1 more
          HALU RALO ZEYO 0519

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            #20
            LED, I actually asked a question in player help about how the damage mitigation stats work. You seem to know and suggesting, if I'm reading you right, that the game first proc dodge and parry. Only those attacks that get through dodge/parry will get a block check. If that is the case, actually I like it. That means to maximize block, you need to purposely keep dodge and parry to the minimum. And the fact one has to sacrifice dodge/parry increases the cost of focusing on block. Which should lead to the Devs more willing to up the special effects on block. Shield warrior should be tanking in the middle of a mob. So I think when properly constructed, 10% trigger on block will be plenty. Or maybe up the chance to 20%. Remember DT is quite powerful so we don't want shield warrior to get overpowered. If the life on block is weak, then perhaps make that the 2 piece set bonus. Make the 4 piece +15 block %. Then it will be awesome.
            GAQO KITO REZO 1934

            Comment


              #21
              The issue with block is only a small amount of damage is blocked. it is way better to just dodge and avoid 100percent of the incomming or parry and avoid 50percent of ranged damage. If you block an attack from a boss then he is still going to almost 1 shot you if you playing at your limits. The only real benifit is the increased armour count...but i would rather just stack vitality, life on hit and attack speed if you want to be a tank.
              Led

              The needer of Nerfs,
              The greatest sheepshagger of all

              Killed 1970 frogs...and plans to kill 1 more
              HALU RALO ZEYO 0519

              Comment


                #22
                So:
                1) why don't we buff block and nerf dodge/parry? i.e. make block as effective as dodge, dodge like parry and parry like block? And change order of check to block->dodge->parry.
                2) give a power over time bonus (similar to power infusion) to block?

                Comment


                  #23
                  Originally posted by BAgate View Post
                  So:
                  1) why don't we buff block and nerf dodge/parry? i.e. make block as effective as dodge, dodge like parry and parry like block? And change order of check to block->dodge->parry.
                  2) give a power over time bonus (similar to power infusion) to block?
                  Or, 3) forget the whole derailment and focus on the QUESTION: how much damage does Blade Flurry provide?

                  Comment


                    #24
                    Originally posted by Jose Sarmento View Post

                    Or, 3) forget the whole derailment and focus on the QUESTION: how much damage does Blade Flurry provide?
                    Depends if you taking into account the time involved to deliver that damage. In story mode its quite a lot as your not racing a clock, in a trial as it does not slow the game timer so you probably would have been better of not using it in the 1st place.

                    In regards to block parry dodge,.....Block should never be as good as the other stats. If you dodge an attack it never hits you so you avoid all damage. If you parry then it slightly glances you so you take a little bit. If you block you take the full hit, so its logical you take most.
                    Led

                    The needer of Nerfs,
                    The greatest sheepshagger of all

                    Killed 1970 frogs...and plans to kill 1 more
                    HALU RALO ZEYO 0519

                    Comment


                      #25
                      Originally posted by Led View Post

                      In regards to block parry dodge,.....Block should never be as good as the other stats. If you dodge an attack it never hits you so you avoid all damage. If you parry then it slightly glances you so you take a little bit. If you block you take the full hit, so its logical you take most.
                      Logically yes, I agree. The main problem is the fact you can get parry and dodge on more eq than block. Easier to hit the 95% cap. 70% to 95% is a 6x difference. One of few things in this game that every additional % becomes exponentially more powerful. I could even go with block mitigate less damage per attack as LED illustrated above. To balance that, perhaps make block not bypassable by special attacks. If a ghost is blasting me with a red beam of ghoul essence, I'm hiding behind a metal shield, perhaps I don't take the full damage. Etc. I touched on this in my thematic shield warrior post.
                      GAQO KITO REZO 1934

                      Comment


                        #26
                        Originally posted by Led View Post

                        Depends if you taking into account the time involved to deliver that damage. In story mode its quite a lot as your not racing a clock, in a trial as it does not slow the game timer so you probably would have been better of not using it in the 1st place.

                        In regards to block parry dodge,.....Block should never be as good as the other stats. If you dodge an attack it never hits you so you avoid all damage. If you parry then it slightly glances you so you take a little bit. If you block you take the full hit, so its logical you take most.
                        YYY, never mind that... for sure it is proc'ed as "6 attacks for X damage each", and all I want to know is the X. If it's 200%, 300%, 500%, etc.

                        Also because it used to be more than Frenzy/Cleave (not talking tactics/gameplay-wise; I mean just the X%), but since those got beefed up it might be that Flurry was left unadjusted.

                        Comment


                          #27
                          I have no idea how strong it is. have you been in the testing rooms and looked
                          Led

                          The needer of Nerfs,
                          The greatest sheepshagger of all

                          Killed 1970 frogs...and plans to kill 1 more
                          HALU RALO ZEYO 0519

                          Comment


                            #28
                            Originally posted by Led View Post
                            I have no idea how strong it is. have you been in the testing rooms and looked
                            Why should I? It's a number that can be easily looked up by a dev and should, by all accounts, be published, just as other attacks are. Plus, there's the chance it might have just been "forgotten" when they beefed up the normal Warrior attacks, so asking them also serves as a reminder.

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                              #29
                              While I agree with your answer of why should I, they normally reply back that's why we have a testing room to that sort of question
                              Led

                              The needer of Nerfs,
                              The greatest sheepshagger of all

                              Killed 1970 frogs...and plans to kill 1 more
                              HALU RALO ZEYO 0519

                              Comment


                                #30
                                Well, even if I were inclined to "measure" it, I'm kind of unsure how, since Flurry uses a different "timescale" than the normal attacks.

                                I guess the best comparison would be to Bash (no DoT, no AS bonus), taking a single non-critical Bash attack and comparing it with a full Flurry hit (ItZ / Lightning Reflexes) divided by 6 (nr of Flurry attacks). Still leaves the matter of Flurry attacks critical'ing, as well as the question, is the Flurry's proc speed the same as the animation speed?

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