Regarding Champion/Mage.
The class currently overperforms greatly. However, the onhit procs are a lot of fun and I generally like the change.
I suggest reducing Void Armor damage from 365% to 200%.
Regarding Champion/Mage.
The class currently overperforms greatly. However, the onhit procs are a lot of fun and I generally like the change.
I suggest reducing Void Armor damage from 365% to 200%.
Regarding Champion/Mage.
The class currently overperforms greatly. However, the onhit procs are a lot of fun and I generally like the change.
I suggest reducing Void Armor damage from 365% to 200%.
In addition I think the debuff -45% atkspeed which is basically applied forever is too strong. This reduces dps of targets by 82%.
Imagine Knight/Priest giving you 1kk HP shield every 10 seconds (different topic) + Champ/Mage.
I suggest the debuff to have an internal cooldowns of 10 seconds or to reduce its value to 25%.
Display MoreRegarding Champion/Mage.
The class currently overperforms greatly. However, the onhit procs are a lot of fun and I generally like the change.
I suggest reducing Void Armor damage from 365% to 200%.
In addition I think the debuff -45% atkspeed which is basically applied forever is too strong. This reduces dps of targets by 82%.
Imagine Knight/Priest giving you 1kk HP shield every 10 seconds (different topic) + Champ/Mage.
I suggest the debuff to have an internal cooldowns of 10 seconds or to reduce its value to 25%.
It seems that the damage calculation for npcs differs quite significantly from the melee formula (or the - % atkspeed has already been nerfed without adjusting the tooltip). I didn't test it extensively, but it seems the 45% result in a ~ 30% reduction of damage output for some skills, others aren't affected at all (perhaps they were magical spells?). Neither are whitehits, but that was to be expected.
Pretty hard to test, since npc skills still have a certain damage range, so skill x doesn't always deal y damage.
In any case, 30% is still quite a lot and I think lowering the reduction to 25% from 45% would be appropriate.
Display MoreIn addition I think the debuff -45% atkspeed which is basically applied forever is too strong. This reduces dps of targets by 82%.
Imagine Knight/Priest giving you 1kk HP shield every 10 seconds (different topic) + Champ/Mage.
I suggest the debuff to have an internal cooldowns of 10 seconds or to reduce its value to 25%.
It seems that the damage calculation for npcs differs quite significantly from the melee formula (or the - % atkspeed has already been nerfed without adjusting the tooltip). I didn't test it extensively, but it seems the 45% result in a ~ 30% reduction of damage output for some skills, others aren't affected at all (perhaps they were magical spells?). Neither are whitehits, but that was to be expected.
Pretty hard to test, since npc skills still have a certain damage range, so skill x doesn't always deal y damage.
In any case, 30% is still quite a lot and I think lowering the reduction to 25% from 45% would be appropriate.
Can dev clarify how this works for NPC dps?
Regardless, thanks for the quick change:
Hi,
in the current state of the tanks, the knight tank is by far outplaying every other tank.
Don't get me wrong, I like the fact/idea, that the Knight class itself should be the best tank, because it is a pure tank class in general.
But in the current state of "Threaten" and "Traces of the Cross Sword", the gap is really huge. Therefor I still suggest a second Orkham plate glove with a Threaten effect. (maybe only 75% of the strength?).
Furthermore I suggest for the Champ/Knight:
Change skill ID 1490549 that it will change "Rune Overload" to cost mana instead of rage per second and add a stamina multiplier on the dmg of 0.5 - 1.
Greetings
The change about Champion Knight from Lutine sounds amazing.