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Invorial

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First of all I want say the new rebalance is good, but not for chieftain type "HYBRID", we getting nerf with this:

icon_skill_dual_wield_specialization.png Dual Wield Specialization

  • Added a 30% reduction in magical damage from a weapon in the left hand.

With this we getting a nerf, I know about elfs saying we are very stronger in damage killing their partys in t4 and t3 quests, but this is totally using pvp set even they not, I am freeplayer and since this character was released I play it, I think this nerf of "30% reduction in magical damage from a weapon in the left hand." Is totally bad! is very hard to get much magical damage, this update is just for rich people that can amp +10, my chieftain at the moment have 850 magical damage with guild, ring greatness, cape craft lvl30 and lvl32 amulet horror %, and I calculed after update of game i just will have 700 of magical damage, now look in aspect "PVP"...

 

PVP ASPECT

  • The chieftain in this aspect just work using physical damage because in aspect "PVE" we are stronger for criticals, then eagle is 60% of magical damage, imagine I have 700 magical damage 60% is 420 dealing magical damage, now count that 420 with -45% for resilience of enemy, it is 231 magical damage now count defense of enemy... Normally is -45% with penetration of 15% we got reduction of 30%, then (231 - 30%)= 162 of magical damage dealed, ok I will count ferocity +45% of damage dealed then is (162 + 45%= 239), we can see with this a chieftain can deal 239 magical damage with eagle eye per tick.... Do you think this fair? now let's see this "30% reduction in magical damage from a weapon in the left hand." ¡SO BEAUTIFUL!

 

PVE ASPECT

  • The chieftain in this aspect is so good... Why I say this? well, I delicately armed each armor of my chieftain to try to achieve as much as possible and to serve with my relics, and well it is so good, critical hits are going good and strongers by the critical damage of the guild and well, I just can say we are good damagers because criticals hits but in aspect "PVP" I can't say it for the resilience....

 

Here's the other problem... 

icon_skill_two_handed_hammer.png icon_skill_spear.png Change of magical power in two-handed maces and spears

  • For all two-handed maces and spears the value of magic power was increased by ~18%

This new mechanism is good... but.... I still thinking on the same thing that I told before, we got nerfed in the aspect magical damage of 2 weapons of 1handed mace so this is one thing for make we don't become angry? For be good damagers in this class being magicals, ¿Are we obliged to use spears and 2handed maces? So ¿Can't we be hybrids? ¿Is this serious?

 

SKILLS REWORKS

 

icon_skill_8679_09.png Rugged Hide 

  • Reduced the skill’s duration: from 6 \ 8 \ 10 \ 12 seconds, to  6 \ 8 \ 9 \ 10 seconds.

Is necessary to reduce the duration of skill? We are already weak class and for tears of sentinnels we are being nerfed? Even them have shields of long duration and much reduction damage and they don't think on their nerf?

 

icon_skill_8907_02.png Frenzy 

  • Reduced the skill’s damage: from 40 \ 45 \ 45 \ 50 % of physical power to 40 \ 40 \ 45 \ 45 % of physical power.
  • The skill will now additionally apply the “Stun” effect to the target for 2 \ 3 \ 3 \ 4 seconds if it’s under the effect of the “Thrashing” skill.

Im totally agree with this rework, I don't think -5% of physical is bad, anyway it does a lot of damage, and I like the new stun skill, it is so good but here I come again... before I was talking about hybrid class nerf, you guys just buffing chieftain in the aspect pvp but being physical, not magical, with rework of "30% reduction in magical damage from a weapon in the left hand." we are already more destroyed because we become low damage being hybrids for this reason many that likes magical need become full magical and stop being hybrids, so they are losing the new rework of stun for long time and the people that likes full physical damage but still was hybrids they become full physicals with this update and they become weaks in pve because don't have area damage?

 

Is this nerf will be granted for next update I just think I won't play anymore, it really hurts me, I am a freeplay because in my country I can't buy miracle coins so I get all with effort and I have 10 months saving a lot of things and making my chief stronger, then I finally built my chieftain for be stronger and we get nerf? So you telling that I have 10 months of my life threw to the trash just because sentinnels are crying all the time? And sorry I don't want touch this topic of sentinnels but ¡is the true! all the time we get any buff or we are strongers than sentinnels ¡they just cry for all! I really think this things I told is bad get fix because is very unfair for freeplayers, you guys making this very very good game become to game type "pay to win"? No bro... I no want this for a good game...

Greetings and I really hope fix this as soon as possible...

Edited by Zedeght
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ur dmg from second mace wont be reduced by 150 if u got 850, it doesnt work like that.

The dmg reduction u will get its 30% just from ur second mace so actually a 300 magic dmg mace (+10 and great charmed) would be affected by 90 but thats only if u got +10 and great charmed and since u said u a free player i doubt u got the mace +10 great charmed so at the end u wont be losing 150 as u said it would be way less.

Also the calculation u did with the fero stat and ur dmg doesnt work like that too fero works as a viseversa of resil stat ( if u have 50% fero and ur enemy got 50% resil both stat get neutral so u will hit as if u got 0 fero and ur enemy will receive dmg as if he doesnt have resil, basicly like if both are pve players)

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8 hours ago, Yuuuu said:

ur dmg from second mace wont be reduced by 150 if u got 850, it doesnt work like that.

The dmg reduction u will get its 30% just from ur second mace so actually a 300 magic dmg mace (+10 and great charmed) would be affected by 90 but thats only if u got +10 and great charmed and since u said u a free player i doubt u got the mace +10 great charmed so at the end u wont be losing 150 as u said it would be way less.

Also the calculation u did with the fero stat and ur dmg doesnt work like that too fero works as a viseversa of resil stat ( if u have 50% fero and ur enemy got 50% resil both stat get neutral so u will hit as if u got 0 fero and ur enemy will receive dmg as if he doesnt have resil, basicly like if both are pve players)

Actually if it is 90 and he is full greatness it would be 90 x 1.60 (counting all accessories and guild buff) for a total 144 magic damage loss.

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I think that the specialization of 2 weapons is fixed, it was actually logical, look at the 1-handed weapons and add their magic damage and compare them with the magic of 2-handed weapons.

1420970713_Maza1mano.JPG.14e6f02f35ae24f854345a905127c917.JPG2007578984_MAZA2manos.JPG.0ffd1c813e15fd7ba992e7b7ad27c0d0.JPG

 

I go use +0 and without enchants for kick explain:

Chieftain Before Update Magic Damage:
1h Weapon = 132 + 132 = 264

2h Weapon = 225

So is better use 1h Weapon than 2h weapon in chieftain magic hybrid builds.
 

After update is this
1h Weapon = 132 + [132 - (132 / 30%)]

1h Weapon = 132 + [132 - 39.6]

1h Weapon = 132 + 92.4

1h Weapon = 224.4

2h Weapon = 225 + (225 / 18%)

2h Weapon = 225 + 40.5

2h Weapon = 265.5

 

So 2h weapon is better for magic build but for hybrid build is like use 2h weapon without buff

 

I think Magic damage skills Swooping Army Eagle's eye Needs more magic dmg

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  • 2 months later...

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