Posts by xLutinex

    To close the gap because scouts and rogues are lacking of physical attack atm if you compare with other classes and damage of other classes in several situations (many targets, single target, off-burst, full-burst)

    I did many rofl runs since the class balancing and every day after every patch. the main problem of a scout and rogue (except rogue/warlock because of his strong dark-damage boost) is the low physical attack

    well we have done some runs aswell and i did run with a lot of diffrent classes. it is easy to be on first place in scrut as scout. well maybe not that easy as it is with other classes but it is also the to hard to do. rogues and scouts dont buff them self up to a lot of patt they get crit and attackspeed. And thats also why the extreamly scale with patt and pdmg. i dont know your gear right now but last time if have seen you you did not have a single ultimate pice. so i can say that your dmg will increass by a lot if you start building the first items. i did see the diffrence on my equipment. And to get more patt i think it would be better to just set the scaling for bouth classes to 1.5 patt from str and dex as it is as my last informations from a dev were 1.2 dex and 1.3 str for scout and 1.3 dex and 1.2 str for rogue.

    I compare with classes with same gear. No need to build ultimate gear till balancing is finished. I am just argumenting from a perspective for balancing between different classes in different situations.

    yes, it would be a "problem" for me too, if str does not give any point of patk now, but i don't care. I said scouts and rogues lacks of patk, that's a fact and the devs can see the damage from each class in the instances i guess. so whether they think it should changed or not.

    It was a suggestion and I agreed because I like the idea


    P.S. maybe something around 1.5 - 1.7 patk per point from str/ges is also ok for people already did new Items

    To close the gap because scouts and rogues are lacking of physical attack atm if you compare with other classes and damage of other classes in several situations (many targets, single target, off-burst, full-burst)

    I did many rofl runs since the class balancing and every day after every patch. the main problem of a scout and rogue (except rogue/warlock because of his strong dark-damage boost) is the low physical attack

    @Druid/Scout:

    Healing Arrows (ID: 494021) heals friendly objects, which are not in group/raid.

    I suggest to change it only targetting raid/group members and maybe increase the number from 5 to 12? If you are in a raid, you can not control which 5 people or pets! get the heal.

    If rogues would be pushed, the rogue/warlock should be changed.

    ...

    also the white hits are hitting hard with the new dark damage formula :)

    Mentioned class combo is using physical damage calculation for all primary skills, and physical calculations are still unchanged, therefore you are experiencing pre-class balance results.

    No, what I mean is, that the white hit-skill scales with physical attack now, yes, but also got pushes from dark-damage increasement on targets. That's why the rogue/warlock is far far aways from all other rogues

    I am all for increasing pa from dex BUT then need to have 0 pa from str - that would indeed force leather users to use dex only with things like deftness useable. However, the problem is now all end game leather classes use dex and str stats - how would you fix that? only way is to set up some kind of trade option or compensation, but idk how to do that in an efficient way.

    totally agree with that.

    Changing in right now is no problem. Why? Because if you have 3/3 str/dex stats, then you have nearly the same physical attack (a bit lower, sure) buffed than before. That means, nearly same damage in instances and no problem to clear everything like before.

    If rogues would be pushed, the rogue/warlock should be changed. Because atm the class is very strong at single target. Got two skills dealing more damage each than a snipe from a scout and have a very low cooldown with 4 seconds. also the white hits are hitting hard with the new dark damage formula :)

    @Scout/Druid

    I would suggest to reduce the mana cost from "Elven Eye". Atm it is 5% per seconds, which results in using mana potions at cd to use this skill maybe 20-30% of the time in the instance. 2% mana cost per second or a fix amount instead of percentage would be great.

    In my opinion the healing ouput was definitly too high before class balancing patch.

    Now it is "ok". Recovery does 1kk - 1,4kk heal for the tank if it is critical. With ~50-60k wisdom buffed only. Even this heal output is very high. Priests will heal nearly half of it in half of time.

    I guess every dps is full with just 1 heal skill of a heal class (priest or druid). In my opinion the heal output is not decreased in relation to pre-class balancing. It is a little bit increased if you have a minimum amount of wisdom on your gear

    In view of all changes and pushes, all classes got, i want to mention, that in my opinion it is useless to have a scout in group. There are classes like the champion, warrior and warden which do a lot more aoe damage and there are classes like warlock, mage and warden which do a lot more burst damage (and you don't need to burst a target within 10 seconds).

    Also single target off-burst damage nearly all other classes do a lot more damage than the scout.


    I guess it is the lack of physical attack the scout has (rogue also lacks on physical attack). Changing the physical attack per attribute would close those gaps a bit more in raid damage.


    P.S. After all those class pushes I also would suggest to add more HP to trash and bosses o.o A lot of buffs are raidbuffs now, which pushes the raiddamage to a godlike damage now. (only my opinion and point of view as tank and damage dealer)

    Dont missunderstand me. I agree with the idea of pushing patk from dex and make str/str useless for leather classes. But i wanted to mention, that atm leather class are very low at physical attack.


    Funny. We tested a lot and (i don't want to mention mdds... i hope some mdds will mention themselve, that their classes are too op) I must say: the champion is not useless atm. In our guild, the champion is still the top pdd, even in AOE fights.


    And btw: from me too - the class balancing patch is nice except some classes / calculations of some damage formulas ^^

    Leather classes like rogue and scout does not have more physical attack than class like warrior or champ. Why? Because champion and warrior are getting 2 physical attack per str point. (Warden only get 1,5 points. But wardens are imho very strong, especially the wd/warrior with his 2 physical attack buffs)

    Scouts and rogues become less than 1,5 points physical attack from str and dex. scouts for example are getting only 1,2 physical attack from 1 point dex. If this would be changed, that scouts/rogues does not get any physical attack from str, than the amount from dex should be increased. overall the rogues have the lowest physical attack with same gear of all classes, followed by the scout...


    And btw: as mdd, you can play every mdd class with just 1 gear (inclusive weapon) while pdds need for every class another weapon. And you can play for example rogue/warden with chain gear

    Hello,

    the calculation of the skill "Focus" is still wrong. Sometimes the extra physical attack get bonus from physical attack buffs like aged realgar wine and sometimes not.

    I could not figure out at what circumstances it is. Maybe you can check it? :)


    Kind regards

    it seems that the new heal formula does not include wisdom in the correct way. According to my observations the healing of skills depends 95-99% on healing bonus of items. wisdom is more ignored than before, even for hots (healing over time)


    Also it seems that magical damage does not have any effect on healing skills

    Indeed there is something wrong with wisdom calculation, we will be looking for it.

    Thx for the fix. But now it seems, that only the "normal healing" is calculated with wisdom. Healing over time effects does not use wisdom properly in tests. Can you check it too?

    Scout/Druid is too strong atm. The calculation of the skill "Focus" is wrong. Without any range weapon, you get ~226kk physical attack.

    With ranged weapon and upper + lower set you get fix 1.000.001 physical attack.

    It is in any way buggy with ranged weapon + upper and lower set damage stats.


    Very important is to fix the wrong calculation


    Edited^^

    I guess he means, that in logs are "+ 15 rage points" but in real the rage will be drained by 15 points per auto attack instead of increasing it. (I tested it)

    it seems that the new heal formula does not include wisdom in the correct way. According to my observations the healing of skills depends 95-99% on healing bonus of items. wisdom is more ignored than before, even for hots (healing over time)


    Also it seems that magical damage does not have any effect on healing skills

    Why is rogue/mage even more speed ?, they reach a speed limit of 0.5 at maximum acceleration, damage will give them more parameters than speed.
    And with the champions, the opposite is true, they have enough damage and there is little speed, speed will give them more parameters than damage.


    What parameters?

    Increasing the attack speed, let's say by 4%, the damage of every skill is increased by ~4,16% regardless of any attack speed limit because of the damage calculation. That should be clear (@any dev, correct me if i am wrong^^).

    Increase attack speed is always better than inceasing same percentage of damage.

    1. Language: DE

    2. Client version: 10.2.0.1006

    3. Problem: The names of the purple stats of RoFL have a wrong name in german language. They have an additional "e" at the end. The names should be "... vergessenen Legenden"

    4. Screen:

    1. Language: DE

    2. Client version: 10.2.0.1006

    3. Problem: The item with the ID 239554 has the same name like the item with the ID 239555. I think, that the name of the Item with the ID 239554 should be "Handschuhe der Lichtgeschwindigkeit von Khat". It is also wrong in the Set description

    4. Screen:

    ...I play champ/rogue because I have sta/hp gear in addition to my dps gear, so when needed I could swap and tank or offtank, but not tank with same dps gear - with dps gear I die easily, its not true you can tank in dps gear with shield 0 on ch/r ...

    Sorry?

    A champ, yes i know it from my own perspective of my own gear, can have like 900k+ HP and ~2kk def in FULL dps gear and without skilled shield form. And you will really say to me, that you cannot tank with such stats? O.o

    If this is really the fact, that you can't with that or don't know what to do then: ok, sorry. "You can't" but "I can".


    But ok. Lets push all other classes. It's ok and fine for me. I want to have same def as a scout and mage pls. would be nice :). All should vote for it

    "Scouts do best burst dps?" I never said it, no need to exaggerate, I said scouts do more than champs in burst which is true;

    for 10 seconds...


    Just for clarification: Champs/Rogue CAN tank with unskilled shield form.

    You should think about your suggestions and should know, what happens if it would be a push for something. You are the example for a champ. If you play a warrior or mage or whatever, I would have said the same, that there is no need for it in my opionion, because the raid overall damaget is too high atm. And yes, it is because of the maybe only 5 classes in the game which are doing a lot of more damage than all other.

    To force the people more group play, the overall damage should be nerfed

    Scouts do best burst dps? :D Look Mage/Warrior.... check dingle dps on b3 in ROFL of a Mage/Warrior and a scout

    Champs CAN easily tank in a dps gear, every boss in RoFL


    And because of this OP champ (dps + tank), the classes don't need a buff to reach the champ (scout or mage should be able to tank all mobs and bosses??? that would be a balance if pushing them btw). The game need to balance some classes (even scout) down to some special classes. The wish of the rework of the set bonus system would be a way of a push (even if it is only a little push) in a false direction


    btw: funny if you think the champ is not too op. comparing with classes (mage or scout) which are doing a little more dps than a champ for what - 10-15 seconds every 5 minutes and only on a single target ~.~. Also comparing with classes like rogue, which can't even reach the champ in any fight and cannot take multiple hits in trash in RoFL. The only reason you say/think your way of the champ is, that you play the champ and don't want to loose your OP part in any time at any instance