Re: Patch Notes 18/03/2021
Posted: Fri Mar 19, 2021 7:57 am
Was about to post the same math:
Without Turret dmg = 100%
With 8 stacks 5% each (pre patch) dmg = 140%
With 5 stacks 4% each (post patch) dmg = 120%
bonus dmg reduction (40% vs. 20%) = 50%
overall dmg reduction (140% vs. 120%) ~ 14,3%
But let's adress the base issue here.
The rework from 5 stacks 4% each to 8 stacks 5% each has been years ago (viewtopic.php?f=42&t=17514#p190175) and has also been part of the Wiki (https://wiki.returnofreckoning.com/Engi ... ss_Changes) for about the same time, not to mention the tooltips in game stated exactly the same behaviour.
Now many people these days know the common City scoreboards with Magi / Engineers dishing out 8, 9, 10+ mil dmg, which under certain circumstances from good players is indeed possible, but has several reasons:
- Staying out of blob range and thus Challenge rotations OR using Flame Turret to hit even more stacked targets with AoE
- Being pressured too less / freecasting and thus keeping their stacks
- Such Cities usually have very long fights (1h+) with high sustain dmg which adds up over time, especially with mentioned classes during long champ fights in S3
- Debuffs
- Napalm bug as mentioned before
Add endgame gear with high crit and crit bonus dmg while stacking offensive stat and power, not to mention most of their AoE ignoring Armor in general.
The only way to justify an across the board dmg reduction is as a temporary bandaid until single issues are adressed, to revert it afterwards. It's not like the single-target dmg from those classes has been an issue in all scales of the game before, sure they can burst and time their DoTs accordingly, but it's not like they're doing it better than all other classes.
Without Turret dmg = 100%
With 8 stacks 5% each (pre patch) dmg = 140%
With 5 stacks 4% each (post patch) dmg = 120%
bonus dmg reduction (40% vs. 20%) = 50%
overall dmg reduction (140% vs. 120%) ~ 14,3%
But let's adress the base issue here.
The rework from 5 stacks 4% each to 8 stacks 5% each has been years ago (viewtopic.php?f=42&t=17514#p190175) and has also been part of the Wiki (https://wiki.returnofreckoning.com/Engi ... ss_Changes) for about the same time, not to mention the tooltips in game stated exactly the same behaviour.
Now many people these days know the common City scoreboards with Magi / Engineers dishing out 8, 9, 10+ mil dmg, which under certain circumstances from good players is indeed possible, but has several reasons:
- Staying out of blob range and thus Challenge rotations OR using Flame Turret to hit even more stacked targets with AoE
- Being pressured too less / freecasting and thus keeping their stacks
- Such Cities usually have very long fights (1h+) with high sustain dmg which adds up over time, especially with mentioned classes during long champ fights in S3
- Debuffs
- Napalm bug as mentioned before
Add endgame gear with high crit and crit bonus dmg while stacking offensive stat and power, not to mention most of their AoE ignoring Armor in general.
The only way to justify an across the board dmg reduction is as a temporary bandaid until single issues are adressed, to revert it afterwards. It's not like the single-target dmg from those classes has been an issue in all scales of the game before, sure they can burst and time their DoTs accordingly, but it's not like they're doing it better than all other classes.