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[DEVELOPER PREVIEW] Armor Set Redesigns

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Vigfuss
Posts: 383

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#221 » Fri Jan 15, 2016 6:01 am

Nameless wrote:fixing stupid itemization is hardly gamebreaking deviation... There is nothing wrong with fixed role configured sets. Class balance is done by changing class skills/tactics/mechanic not by removing the option for using better itemized gear
If the total useful stats become 20% more than I think it's a fair question to ask. Itemization is part of class design to an extent. For example DoKs and zealots have different itemization.
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Scrilian
Posts: 1570

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#222 » Fri Jan 15, 2016 7:04 am

Tesq wrote:@spellbreaker always removed absorb morals the same way rampage always ingore defensive morals.

It's write absorb effect which also mean remove absorb effect, not sure about patch note, but spellbreaker in live both removed my tactic and also my lotd weapon proc, quite buggy indeed. (refering about 1.4.1 more or less)
That is simply not true.
First of all I've tested it back in the day with Choppa M1 and healers M3 and in never ever removed them, meaning that first 2-3 hits were still absorbs. Done tests on many occasions, in duels and rvr, if only I had my old hard drive still alive to provide the screenshots. So here is some story to it.
On my server destros quickly discovered that DoK could boost moral and they used to hide on the balconies with their warbands, where AOE abilities didn't hit them, during stage 1 on the old Altdorf city siege. So we as order had to stop them with single target builds and thats where I used to spec spellbreaker, but it never removed any of those healer M3 destros used to chain one after another. That was a bit of a shock for me and my fellow guildie slayers, we even wrote to mythic at that time but they as always didn't reply to our forum and CS reports.
Second, neither it removed tactics, but even if it did, SB still dealt damage prior to the remove effect and the hit was always harder than any absorb tactic.
On LotD items spellbreaker worked surprisingly well and did remove both pocket and weapon absorbs just as any skill absorb in the game, if such absorb survived the first hit of SB damage and sometimes even auto attack hit prior to it. Thats how it worked until the 1.4, after that I have no knowledge.
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daniilpb
Posts: 591

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#223 » Fri Jan 15, 2016 7:20 am

Some thoughts of mine again:
Let's see how many duelist set will be viable:

All duelist sets for tanks - 6 classes is 25%, but only 30% of tanks are dd now, so it will be near 15%

Less for healers - 10%, because AM will use it (+), shammy - maybe (+/-), WP/DoK (+), RP/Zealot - mostly won't (-).

Then hardest part - damage dealers:

WL/Mar - 3rd trees - mostly will - 4%
WH/WE - mostly no, maybe some insane ones - so 2%
Same for BW/ Sorc, SL/Choppa, SW/SH and Eng/Magus - near 3% for all of them.

Finally, imho only 38%~45% of duelist sets will be viable.
If it's okay let it be.
But when we have near 15% tanks, 60% dd's and 25% healers playing today I think that amount of usable sets will be much lower.
If I'm wrong correct me please.
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Rebuke
Posts: 388

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#224 » Fri Jan 15, 2016 8:30 am

I see no reason why tanks should get duelist in any other build than balls deep loldps. Its better to get the defensive set and augment it with offensive talismans and capes/jewelry than the other way around (mostly due to the 5pc set bonus of defensive devastator being really good for both "deftard" and SnB dps).

Bretin
Posts: 929

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#225 » Fri Jan 15, 2016 9:12 am

daniilpb wrote:Some thoughts of mine again:
Let's see how many duelist set will be viable:

All duelist sets for tanks - 6 classes is 25%, but only 30% of tanks are dd now, so it will be near 15%

Less for healers - 10%, because AM will use it (+), shammy - maybe (+/-), WP/DoK (+), RP/Zealot - mostly won't (-).

Then hardest part - damage dealers:

WL/Mar - 3rd trees - mostly will - 4%
WH/WE - mostly no, maybe some insane ones - so 2%
Same for BW/ Sorc, SL/Choppa, SW/SH and Eng/Magus - near 3% for all of them.

Finally, imho only 38%~45% of duelist sets will be viable.
If it's okay let it be.
But when we have near 15% tanks, 60% dd's and 25% healers playing today I think that amount of usable sets will be much lower.
If I'm wrong correct me please.
well elaborated post with numbers based on profounded statistics, may i see your excel?

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Scrilian
Posts: 1570

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#226 » Fri Jan 15, 2016 9:31 am

Why def set for BW/Sorc give Wounds instead of Toughness?
All other dps duelist set have toughness and only tanks get wounds set bonus.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
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daniilpb
Posts: 591

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#227 » Fri Jan 15, 2016 9:35 am

There are only thoughts with numbers and % for better understating of situation.
If u want u can calculate real statistic ofc if u have real information how many people playing, which class is most popular and etc.
But I haven't this information. Only devs have it
If i did something wrong or we have different prime times u always can correct me. It will be nice ofc
Btw I don't think that my post have no real numbers (they are close to them) or missunderstanding of meta
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Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
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Bretin
Posts: 929

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#228 » Fri Jan 15, 2016 10:44 am

daniilpb wrote:There are only thoughts with numbers and % for better understating of situation.
If u want u can calculate real statistic ofc if u have real information how many people playing, which class is most popular and etc.
But I haven't this information. Only devs have it
If i did something wrong or we have different prime times u always can correct me. It will be nice ofc
Btw I don't think that my post have no real numbers (they are close to them) or missunderstanding of meta
i think it wasnt obvious enough but let me try it this way: if your math is based on non-sense you should rather try to not post some strange numbers :)

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daniilpb
Posts: 591

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#229 » Fri Jan 15, 2016 11:31 am

Bretin wrote:
daniilpb wrote:There are only thoughts with numbers and % for better understating of situation.
If u want u can calculate real statistic ofc if u have real information how many people playing, which class is most popular and etc.
But I haven't this information. Only devs have it
If i did something wrong or we have different prime times u always can correct me. It will be nice ofc
Btw I don't think that my post have no real numbers (they are close to them) or missunderstanding of meta
i think it wasnt obvious enough but let me try it this way: if your math is based on non-sense you should rather try to not post some strange numbers :)
As I said my math is close to be real because I play a lot of time and have eyes. Only one thing that I can do is use Search and see which classes are playing at moment, then make statistic. Sadly I can`t check their gear and specs to make REAL numbers. Btw we all know which specs and gears are most popular
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<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
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Jaycub
Posts: 3130

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#230 » Fri Jan 15, 2016 11:38 am

Scrilian wrote:Why def set for BW/Sorc give Wounds instead of Toughness?
All other dps duelist set have toughness and only tanks get wounds set bonus.
BW/Sorc get more out of wounds than any other class due to their mechanic dealing flat unmitigated damage to themselves. I don't think any sorc/bw would take toughness over wounds.
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