peterthepan3 wrote:So what if you lose a few talis here and there: this is alpha. Im a dps wp and these changes would mean having to farm again - but it's beneficial in the long run.
Wouldn't it be easier if we could just remove and add talismans at will without them being "locked" to gear?
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:04 pm
by navis
Genisaurus wrote:
rmpl wrote:Should we expect new sets within weeks or months?
Lastly, I need to get a swap merchant in place, and the team needs to discuss pricing and how swapping should be handed.
Could be a week or two before everything is ready to go.
Just a thought man, but can you just offer value for selling the items? eg sell for 100 medallions?
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:10 pm
by peterthepan3
To be honest I'm happy the currency for these new sets is only attainable via sc. The less zergy RvR we have the better the standard of PvP will be on the server, in my honest opinion.
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:12 pm
by cervaes
Vote for mele Squig !!!! Waaagh
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:15 pm
by Genisaurus
navis wrote:
Genisaurus wrote:
rmpl wrote:Should we expect new sets within weeks or months?
Lastly, I need to get a swap merchant in place, and the team needs to discuss pricing and how swapping should be handed.
Could be a week or two before everything is ready to go.
Just a thought man, but can you just offer value for selling the items? eg sell for 100 medallions?
Currently, the only way to get an item from a merchant interaction is to buy it, and a merchant can only sell one "thing" at a time. This is a restriction from live, and it might be restricted by the client. That's why you have to buy "boxes" of medallions when you convert down. You buy a single "box", and use it in your inventory, where a script replaces it with 5/25/125 medallions.
We would have to make a "box" type item for every piece of gear.
Just as an FYI and a reminder, we are investigating options for an exchange merchant, and the ideal prices for the gear; the sets will not go live until the devs have decided upon a course of action.
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:24 pm
by Zhentarim
Spoiler:
Genisaurus wrote:
Crak wrote:I don't know if it is the right place to mention that but I would like to talk about Slayer and Choppa devastator stuff and more especially about set bonuses.
I feel like these 2 classes have a weaker devastatot set than other melee classes. Indeed, the 4th bonus is +5% Parry Strikethrough which is in my opinion weaker than +5% melee crit since squishy classes (so classes you need to focus as a slayer or choppa) in most of the cases have a very little chance to parry.
I would have thought that the current set modification would have change this bonus but no.
What do you think about this ? Would you think it would be fair to change the current bonus into +5% melee crit ?
Parry Strikethrough is generally stronger than Melee Crit, so long as your Parry Strikethrough is less than or equal to their parry chance (i.e., you are not wasting it) because a crit can be parried. There may be other factors, but let's look at a general case:
Let's say your regular attacks hit for, on average, 100 damage. You have a 10% crit rate, and your crits have the standard +50% damage. Your opponent has a 10% parry rate.
Base:
90% of your attacks will be normal, 10% will be crits. Your total average damage will be
(.9 * 100) + (.1 * 150) = 105 damage.
10% of your attacks will be parried, so your actual net average damage is
105 * .9 = 94.5 damage avg.
With +5% Crit:
85% of your attacks will be normal, 15% will be crits. Your total average damage will be
(.85 * 100) + (.15 * 150) = 107.5 damage.
10% of your attacks will be parried, so your actual net average damage is
107.5 * .9 = 96.75 damage avg.
With +5% Parry Strikethrough:
90% of your attacks will be normal, 10% will be crits. Your total average damage will be
(.9 * 100) + (.1 * 150) = 105 damage.
5% of your attacks will be parried, so your actual net average damage is
105 * .95 = 99.75 damage avg.
Unless I'm doing something wrong, parry strikethrough in this case results in more damage at the end of the day (though perhaps less burst, which is important for other reasons).
How much parry does the average squishy target have? Because if I go for twohanded that 10% parry is already not a problem. I personally would much rather have 5% crit just like the BW/Sorc, WH/WE and tanks seems to get.
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:35 pm
by blackout
Thanks for "Initiative" on new Zealot set, I really dreamed to stack some.....
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:41 pm
by Genisaurus
Zhentarim wrote:
Spoiler:
Genisaurus wrote:
Crak wrote:I don't know if it is the right place to mention that but I would like to talk about Slayer and Choppa devastator stuff and more especially about set bonuses.
I feel like these 2 classes have a weaker devastatot set than other melee classes. Indeed, the 4th bonus is +5% Parry Strikethrough which is in my opinion weaker than +5% melee crit since squishy classes (so classes you need to focus as a slayer or choppa) in most of the cases have a very little chance to parry.
I would have thought that the current set modification would have change this bonus but no.
What do you think about this ? Would you think it would be fair to change the current bonus into +5% melee crit ?
Parry Strikethrough is generally stronger than Melee Crit, so long as your Parry Strikethrough is less than or equal to their parry chance (i.e., you are not wasting it) because a crit can be parried. There may be other factors, but let's look at a general case:
Let's say your regular attacks hit for, on average, 100 damage. You have a 10% crit rate, and your crits have the standard +50% damage. Your opponent has a 10% parry rate.
Base:
90% of your attacks will be normal, 10% will be crits. Your total average damage will be
(.9 * 100) + (.1 * 150) = 105 damage.
10% of your attacks will be parried, so your actual net average damage is
105 * .9 = 94.5 damage avg.
With +5% Crit:
85% of your attacks will be normal, 15% will be crits. Your total average damage will be
(.85 * 100) + (.15 * 150) = 107.5 damage.
10% of your attacks will be parried, so your actual net average damage is
107.5 * .9 = 96.75 damage avg.
With +5% Parry Strikethrough:
90% of your attacks will be normal, 10% will be crits. Your total average damage will be
(.9 * 100) + (.1 * 150) = 105 damage.
5% of your attacks will be parried, so your actual net average damage is
105 * .95 = 99.75 damage avg.
Unless I'm doing something wrong, parry strikethrough in this case results in more damage at the end of the day (though perhaps less burst, which is important for other reasons).
How much parry does the average squishy target have? Because if I go for twohanded that 10% parry is already not a problem. I personally would much rather have 5% crit just like the BW/Sorc, WH/WE and tanks seems to get.
Using a 2-Handed weapon only grants 10% block strikethrough, not parry. That being said, you're right, most healers will have low parry. pRDPS might have some, but BW/SO will have almsot none. The value of parry strikethrough is probably lower than melee crit in those cases.
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:50 pm
by blackout
Genisaurus, do we get an option to leave current devastator set or is it completely reworked?
Re: [DEVELOPER PREVIEW] Armor Set Redesigns
Posted: Mon Jan 11, 2016 9:55 pm
by Genisaurus
blackout wrote:Genisaurus, do we get an option to leave current devastator set or is it completely reworked?
It will be reworked. The amount of Willpower (or Intelligence) that Runepriests and Zealots get thanks to their mechanic will be brought into line with every other healer. As a result, they get slightly more defensive stats.