View Full Version : Holy crap!
IllusiveThoughts
09-29-2006, 01:58 AM
<P><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testdev&message.id=11194#M11194" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=testdev&message.id=11194#M11194</A></P> <P> </P> <P>lets discuss!</P> <P>Sounds like skill bonuses are going to be slightly more useful, in that they will be 50% more useful over useless. which by my math makes them 25% better.</P> <P>what it sounds like is the new cap will be 455 for skills, and once you reach that cap you will have a -20% resist modifieyer added to your casts, so in effect making a adept 1 damage spell hit as often as a m1 spell, and a m1 spell have a 60% resist check on it.</P> <P>This is indeed good news, especially against higher con mobs.</P> <P>The other nice effect is that stat caps such as intelligence will now be capped out at 1070, and have diminishing returns over 40% of the cap, which puts it at 428 for the old cap (meaning if your at 510 now your going to receive the same benefit after the changes plus some more) which will make that int gear much much more desireable. and may actually prompt me to wear the wrist reward from claymore with +30 to all stats, in a raid setting.</P> <P>This also will have an effect on spell damage, and we will all be getting additional dps (so will everyone else) for int over 428 up to the new 1070 cap, we'll just have to wait and see how muc of a bonus it is, but I'm going to assume its double than what it is now from 428 to 1070, since that seemed to be the trend in that post.</P> <P>Other good news is that they dont want us to be as squishy as we were before, and actually make mit on our armor meaningful. so we could quite possibly sit at 25-30% mitigation self buffed, and 35-40% with raid buffs, allowing us to live through an aoe or two.</P> <P>It sounds like they're also going to be doing away with unmitigatable and unresistable effects on raid mobs (i'll believe it when i see it) but that will be a welcomed change.</P> <P>NO MORE FIZZLES!!!!!!!! need i say more.</P> <P>this change so far appears very positive, i'm looking forward to seeing how it pans out with EOF.</P>
Cineo
09-29-2006, 02:59 AM
So Far this is a AMAZING step in the right direction. All the numbers are looking to a HUGE buff espcially to the caster/avoidance tank clases. We will see how things progress but as of right now two thumbs up to the EQ2 team!
iceriven2
09-29-2006, 03:34 AM
ok with the cap doubled for a lvl 70 will the stats on items be increase for this as well. I have never seen anyone reach 1070, think the most i have seen is low 700's. Wondering anyone know? or am i just not understanding this?
Tanit
09-29-2006, 03:45 AM
<div></div>Maybe i missed something, but with the way int/dmg scaling works (i havent read that this changed) it'll mean your damage gets halfed if you're around 510 int.He does say that the max benefit stats provide increases so it's probably not that bad, but i can't help feeling sceptical about this.
Tanit
09-29-2006, 03:46 AM
<blockquote><hr>iceriven2 wrote:<div></div>ok with the cap doubled for a lvl 70 will the stats on items be increase for this as well. I have never seen anyone reach 1070, think the most i have seen is low 700's. Wondering anyone know? or am i just not understanding this?<hr></blockquote>Increasing the stats on current items would defeat the purpose of the cap increase - to make it harder to reach it.<div></div>
iceriven2
09-29-2006, 03:58 AM
<DIV><BR> <BLOCKQUOTE> <HR> Tanith_ wrote:<BR><BR> <BLOCKQUOTE> <HR> iceriven2 wrote:<BR> ok with the cap doubled for a lvl 70 will the stats on items be increase for this as well. I have never seen anyone reach 1070, think the most i have seen is low 700's. Wondering anyone know? or am i just not understanding this?<BR> <HR> </BLOCKQUOTE>Increasing the stats on current items would defeat the purpose of the cap increase - to make it harder to reach it.<BR> <BR> <HR> </BLOCKQUOTE><BR>true, but 1070 seems so high lol. Best raid buffed i have seen has been low 700's, curious on why increase a cap and make it to where noone can reach. Or can ppl actually reach that number np atm and i just haven't seen that gear?? just curious on how this is gonna turn out. Or is the curve start at around 510 and anything more only gives a few % pionts each 100 plus u go?? srry trying to figure this out and how it all works.</DIV> <DIV> </DIV> <DIV>Also another topic or AA brianstorm i think. Adds 4% base increase to our damage at 4th lvl. Will having an item now be more benifical b/c of the stats then the 4% any math experts out there to tell me?</DIV>
Noaani
09-29-2006, 04:04 AM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <P><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testdev&message.id=11194#M11194" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=testdev&message.id=11194#M11194</A></P> <P> </P> <P>lets discuss!</P> <P>Sounds like skill bonuses are going to be slightly more useful, in that they will be 50% more useful over useless. which by my math makes them 25% better.</P> <P>what it sounds like is the new cap will be 455 for skills, and once you reach that cap you will have a -20% resist modifieyer added to your casts, so in effect making a adept 1 damage spell hit as often as a m1 spell, and a m1 spell have a 60% resist check on it.</P> <P>This is indeed good news, especially against higher con mobs.</P> <P>The other nice effect is that stat caps such as intelligence will now be capped out at 1070, and have diminishing returns over 40% of the cap, which puts it at 428 for the old cap (<STRONG><FONT color=#ff0000>meaning if your at 510 now your going to receive the same benefit after the changes plus some more</FONT></STRONG>) which will make that int gear much much more desireable. and may actually prompt me to wear the wrist reward from claymore with +30 to all stats, in a raid setting.</P> <P>This also will have an effect on spell damage, and we will all be getting additional dps (so will everyone else) for int over 428 up to the new 1070 cap, we'll just have to wait and see how muc of a bonus it is, but I'm going to assume its double than what it is now from 428 to 1070, since that seemed to be the trend in that post.</P> <P>Other good news is that they dont want us to be as squishy as we were before, and actually make mit on our armor meaningful. so we could quite possibly sit at 25-30% mitigation self buffed, and 35-40% with raid buffs, allowing us to live through an aoe or two.</P> <P>It sounds like they're also going to be doing away with unmitigatable and unresistable effects on raid mobs (i'll believe it when i see it) but that will be a welcomed change.</P> <P>NO MORE FIZZLES!!!!!!!! need i say more.</P> <P>this change so far appears very positive, i'm looking forward to seeing how it pans out with EOF.</P> <BR> <HR> </BLOCKQUOTE> <P>Thats not the way I read it.</P> <P>Rather than the new soft cap of 428 providing the same benifit as the current hard cap, the new soft cap will provide the same benifit as having 428 int does now on live. If you have exactly 428 int now, when/if these changes go live as they are, you will see absolutly no change at all. However, any int above that number will start to have less of an effect than it does now. So, if you have 510 int now, and no way of increasing it at all, you will be nerfed when these changes go live.</P> <P>This could mean a lot for raid setups as well. A Fury will now actually be a useful healer to have in my group, and the temp int buff from an illusionist will actually do something for a mage. A warlock may also be useful for their skill buff...</P> <P>Kinda looking forward to this.</P>
valkyrja
09-29-2006, 04:07 AM
If they design it where having 510 INT does the same damage it does now, and you can get marginally higher beyond that, then this is a cool change. However, I agree that 1070 seems too high. In order to do the best DPS we're back to looking for INT gear only. Personally, I enjoyed the cap of 510 because it finally gave us the chance to stop chasing the cap and get gear that made us more well rounded.<div></div>
<DIV>I agree with Noaani's interpretation on what the crossover point means. if you are currently >428 and <=510 you will be nerfed, if you are <428 you will gain.</DIV> <DIV> </DIV> <DIV>Thats how I read it until devs say otherwise</DIV> <DIV> </DIV><p>Message Edited by Fewson on <span class=date_text>09-28-2006</span> <span class=time_text>05:23 PM</span>
goboy
09-29-2006, 04:31 AM
<P>Hopefully they also change the way spell damage works as well. I hate the fact a spell never gets better if you are at (and maintain) your max intelligence when you level.</P> <P> </P>
Zyphius
09-29-2006, 05:11 AM
<DIV>I cant help but wonder if it means that the max damage per spell at the current cap, 510, will not transfer to the new cap at 1070. Meaning... we will be severely nerfed until we hit 1070... If that's the case, then I will be extremely unhappy about this...</DIV>
Zyphius
09-29-2006, 05:13 AM
<BR> <BLOCKQUOTE> <HR> goboy wrote:<BR> <P>Hopefully they also change the way spell damage works as well. I hate the fact a spell never gets better if you are at (and maintain) your max intelligence when you level.</P> <P> </P><BR> <HR> </BLOCKQUOTE><BR>Or actually gets <STRONG>worse</STRONG> if you are exactly AT or below the cap when you level! I STILL can't believe that hasn't been fixed! The spell damage should be based on Intel (flat).. not intel vs current cap...
eversilence1
09-29-2006, 11:15 AM
<DIV>ahh we all forgetting that with eof there will be new tradeskill</DIV> <DIV>so this maybe doubling out stats roughly if we add the gems to our items</DIV> <DIV> </DIV> <DIV>this is maybe why the change aswell that us casters sucked badly in pvp</DIV> <DIV>as this will be implemented around eof</DIV> <DIV> </DIV> <DIV>but i will be sitting on the fence till i actually see how it works ingame</DIV><p>Message Edited by eversilence1 on <span class=date_text>09-29-2006</span> <span class=time_text>12:16 AM</span>
Nethis
09-29-2006, 11:29 AM
I hope they increase the HP of mobs with this change. With these changes, everyone's DPS will be ridiculously high and mobs will fall too quickly. I don't know about you but I don't crunch out the best numbers in short fights.Besides, longer fights are more fun. I like a challenge. Being able to do trash runs in labs with 2 groups is pushing it already.<div></div>
mutschml
09-29-2006, 01:28 PM
<DIV>The damage is just a number. what actually counts, can you beat a mob or not. And the mobs will be adjusted to the changes as well. So if the changes result in a lower DPS on all classes, and less HPs on the mobs you kill, it evens it out.</DIV> <DIV> </DIV> <DIV>With the new changes SOE just wants to have more possibilities and a progression for the next expansion. If the changes are good or bad for us, I don't know. But sacrificing a bit of my DPS for greater survivability is nice though. And at least these changes give us more freedom to make some individual decisions. you can chase the int, but will still be squishy, or go for more resist gear.</DIV>
hellfire
09-29-2006, 03:34 PM
<DIV>its simple the higher your int is the more damage you will do.......more then what your doing now.</DIV> <DIV> </DIV> <DIV>haveing a max cap that not is easly attainable is a great thing.haveing something to shoot for as far as gear makes the game more fun.haveing some sort of progress is what drives a game so there isnt intrest lost.</DIV>
Cowled_Wizard
09-29-2006, 03:46 PM
<P>Can't say i am overly pleased with this, at the moment my master Fusion on the base dam hits as hard as any other with my being at the int cap, not counting it's potential due to debuffs. With these changes I will be nurfed as i have less chance to reach the higher end of the cap as i do not get to raid so will never be likely to get the max potential from the base spell. Granted my spell may not suffer a loss in dam at the point of the change but it will still be worse off as it will be less than the max potential regardless.</P> <P>I already have less 'effects/benefits' than a raider from my gear except being able to cap int, something i can accept after all there would be little point in raiding but it will make making the switch from 'casual' to raider much more difficult as non raider will become even more sub par and unable to offer acceptable levels of DPS. Tho i have to say i know that 'casual' players can and do invest as much real time into the game as and raider so it is just that they want a difference experience out of the game. </P> <P>And given that i have, like most people i imagine, sacrificed some of the excessive over cap int which is now only just over the cap as a trade off for some proc items i am begining to wonder if that was wise as over time the procs might not make up for the loss in potential damage from the base spell damage.</P> <P>The fizzle problem does not affect me overly as i only have a couple of spells that have the potential to fizzle, mostly i only notice it on Iceshield to be honest, though can see this is a real boon to healers, double fizzles on heals can lead to a scary moment. </P> <P>Still will just have to see how all this plays out (after all i might be bothered about nothing) particularly as nothing players say has ever had any real effect on what Sony intends to do with the game. </P>
claimabstra
09-29-2006, 03:57 PM
<DIV>My thoughts are this:</DIV> <DIV> </DIV> <DIV>I see this as a way of some mages being able to differentiate themselves over others. There are a number of mages that work hard and complete hard raids to get good gear: they should be rewarded. While I, personally, do not take down contested mobs with my guild, I would like to see those mages who do be rewarded with items that improve that int/dmg slightly.</DIV> <DIV> </DIV> <DIV>I am hoping that:</DIV> <DIV>(1) the stats on current items are not monkeyed with</DIV> <DIV>(2) the stats on new items in EoF are only slightly better than those available currently</DIV> <DIV>(3) this new int cap simply indicates that there is effectively no int cap as people will not be able to attain it</DIV> <DIV> </DIV> <DIV>This allows differentiation amongst mages, something that T6 and T7 thus far have removed somewhat. While the difference between the output of two wizards is first skill, then masters and intelligence, I would like to see something for high-end mages to constantly improve on. Whether there will be the gear to support this, I am unsure. The revised stat system might at least support this.</DIV>
Cowled_Wizard
09-29-2006, 04:07 PM
<P>The old int cap would of couse have worked if Sony did not make int items so high in the first place. No doubt they will chuck in some foolishly easy quests that will give us 40 & 50 int stats just as they have always done in the past when an expansion is released. So i do not think I really have anything to worry about this is just something they are trying to correct that they messed up in the first place and are likely to do so again as it is in their nature.</P> <P>The nurf just annoyed me this time for some reason, normally they don't.</P><p>Message Edited by Cowled_Wizard on <span class=date_text>09-29-2006</span> <span class=time_text>05:09 AM</span>
White Russi
09-29-2006, 05:30 PM
<BR> <BLOCKQUOTE> <HR> Cowled_Wizard wrote:<BR> <P>The old int cap would of couse have worked if Sony did not make int items so high in the first place. No doubt they will chuck in some foolishly easy quests that will give us 40 & 50 int stats just as they have always done in the past when an expansion is released. So i do not think I really have anything to worry about this is just something they are trying to correct that they messed up in the first place and are likely to do so again as it is in their nature.</P> <P>The nurf just annoyed me this time for some reason, normally they don't.</P> <P>Message Edited by Cowled_Wizard on <SPAN class=date_text>09-29-2006</SPAN> <SPAN class=time_text>05:09 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>It may technically be a nerf if you are at cap but it also gives people either side (casual and hardcore) the chance to greatly improve on the current situation. The way the curve works is that you get the most benefit the further away from the cap you are. The break even point is 428 int I believe. Getting up to this point each point of int is worth a lot more damage/power but after this point each point of int will still increase your damage/power, but by an ever decreasing margin. Between 428 and probably somewhere around 580 int you will do less damage than you do currently at cap but it gives you options to either go for the new cap or concentrate on proccing gear or both! (choice is the greatest freedom). </P> <P>This way, its relatively easy by farming instances and lower level raids to get yourself to an acceptable standard capable of raiding the easier mobs. The gap between casual and hardcore will become greater in terms of pure stats but in the grand scheme of things, it will probably make the mobs fought by the casual gamer easier to beat as its easier to get to a decent standard now. You then farm these until you have the next level of gear and progress that way. High end raiders need to push for the cap to be able to complete the toughest encounters which gives a sense of progression.</P> <P>Sir Viko Din</P> <P>Wizard of Evolution, Splitpaw</P>
IllusiveThoughts
09-29-2006, 06:24 PM
<BR> <BLOCKQUOTE> <HR> White Russian wrote:<BR> <BR> <BLOCKQUOTE> <HR> Cowled_Wizard wrote:<BR> <P>The old int cap would of couse have worked if Sony did not make int items so high in the first place. No doubt they will chuck in some foolishly easy quests that will give us 40 & 50 int stats just as they have always done in the past when an expansion is released. So i do not think I really have anything to worry about this is just something they are trying to correct that they messed up in the first place and are likely to do so again as it is in their nature.</P> <P>The nurf just annoyed me this time for some reason, normally they don't.</P> <P>Message Edited by Cowled_Wizard on <SPAN class=date_text>09-29-2006</SPAN> <SPAN class=time_text>05:09 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>It may technically be a nerf if you are at cap but it also gives people either side (casual and hardcore) the chance to greatly improve on the current situation. The way the curve works is that you get the most benefit the further away from the cap you are. The break even point is 428 int I believe. Getting up to this point each point of int is worth a lot more damage/power but after this point each point of int will still increase your damage/power, but by an ever decreasing margin. Between 428 and probably somewhere around 580 int you will do less damage than you do currently at cap but it gives you options to either go for the new cap or concentrate on proccing gear or both! (choice is the greatest freedom). </P> <P>This way, its relatively easy by farming instances and lower level raids to get yourself to an acceptable standard capable of raiding the easier mobs. The gap between casual and hardcore will become greater in terms of pure stats but in the grand scheme of things, it will probably make the mobs fought by the casual gamer easier to beat as its easier to get to a decent standard now. You then farm these until you have the next level of gear and progress that way. High end raiders need to push for the cap to be able to complete the toughest encounters which gives a sense of progression.</P> <P>Sir Viko Din</P> <P>Wizard of Evolution, Splitpaw</P><BR> <HR> </BLOCKQUOTE> <P><BR>not to mention you can probably pop an int potion and be right back where you were post nerf</P> <P> </P> <P>if anything I'd be [Removed for Content] off warlock, they have no int buff and we are going to be sitting at 75-85 points higher int self buffed.</P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>09-29-2006</SPAN> <SPAN class=time_text>07:25 AM</SPAN></P><p>Message Edited by IllusiveThoughts on <span class=date_text>09-29-2006</span> <span class=time_text>07:25 AM</span>
IllusiveThoughts
09-29-2006, 07:04 PM
<P>also dont forget guys that when eof comes out we'll have 2 additional slots.</P> <P>which means the average joe will get another 40pts of int, and a raider can get up to 60-70 more int.</P> <P>so if you were able to cap int before eof, with the 2 new item slots i bet it will be close to the same damage that you were pre eof.</P> <P>I dont see most wizards having a problem getting to 600 int self buffed with a potion with the addition of the 2 new slots. I can get to about 570-580 without one. so I should be around 630 with one, and with fury buffs about 750.</P>
Cowled_Wizard
09-29-2006, 07:08 PM
<DIV>Well at least the Alchemist Council will be happy that they will be getting oders from people that have not needed their wares until now just ot get back to a position they were at before so i guess it's not all bad news then.</DIV> <DIV> </DIV> <DIV>I had forgotten about the new slots so it will not be as painful as i first thought, but that will not get us anywhere near the 1000+ mark</DIV><p>Message Edited by Cowled_Wizard on <span class=date_text>09-29-2006</span> <span class=time_text>08:10 AM</span>
White Russi
09-29-2006, 08:08 PM
<P>I think the whole idea is that you are not supposed to reach 1k, its something to aspire to and keep you chasing rather than getting to cap within a week and having nothing else to aim for. I think this is a great change although as I think has already been stated, it will be very interesting to know if dropping a proccing item (giving 1-2% of my current total damage) will be worth it for the extra intelligence. My gut feeling is that it will not, but only time (and illusive and ailees limitless amounts of patience and testing) will tell.</P>
IllusiveThoughts
09-29-2006, 08:13 PM
<BR> <BLOCKQUOTE> <HR> White Russian wrote:<BR> <P>I think the whole idea is that you are not supposed to reach 1k, its something to aspire to and keep you chasing rather than getting to cap within a week and having nothing else to aim for. I think this is a great change although as I think has already been stated, it will be very interesting to know if dropping a proccing item (giving 1-2% of my current total damage) will be worth it for the extra intelligence. My gut feeling is that it will not, but only time (and illusive and ailees limitless amounts of patience and testing) will tell.</P><BR> <HR> </BLOCKQUOTE> <P><BR>lol I'm not the only one posting parse results. It's nice to have that thread as a reference, especially when stuff changes, you'll be able to see right away comparing previous parses any negative or positive impact. It's also nice for me to not have to import any old parse data to act and have two act's open to compare, i can just log on the web and look it up here.</P> <P>I'm thinking of doing a cumulative parse of all my raiding, from start to finish, but I imagine that will take a fairly large amount of time.</P> <P>It should give a sample of over 20 hours of fighting, and i'm interested in seeing resist rates, spell procs vs spells casted ect. I just hope my pc can handle it lol. this way after a month or two post EOF we'll have a nice baseline to compare.</P>
Cowled_Wizard
09-29-2006, 08:30 PM
<DIV>Sorry for the wee rant and thanks for the patience, nice to have the annoyance out my system tho <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> and Illu and Ailees should not be bashfull i have learned a great deal from reading your posts and i too look forward to seeing what you two come up with when the new changes hit live.</DIV>
ailees
09-29-2006, 09:02 PM
<div></div>Don't bother, we still will parse ! my aim being to be a good damager, I'll parse and parse again.Anyway we already know that the spell casting order is much more important than your stats or your AAs.I got almost 50¨% more damages since I started parsing and looking at my spell casting.I don't believe (but I can be wrong) that this will change. : a trained damager with 600/650 intelligence (wich is easy to get; for a raider) will have much more damages than a standard wizzy, even if this one has got 900 intel.Anyway, as I am stocking all parses, zone by zone, in my excel files (I don't publish, the idea is the same than those I published 2 monthes ago, just getting better) I will be able to compare easyly and will tell asap.<div></div><p>Message Edited by ailees on <span class=date_text>09-29-2006</span> <span class=time_text>10:04 AM</span>
<DIV><BR> <BLOCKQUOTE> <HR> claimabstract wrote:<BR> <DIV> </DIV> <DIV> </DIV> <DIV>I see this as a way of some mages being able to differentiate themselves over others. There are a number of mages that work hard and complete hard raids to get good gear: they should be rewarded. While I, personally, do not take down contested mobs with my guild, I would like to see those mages who do be rewarded with items that improve that int/dmg slightly.</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE>Exactly, this is an end game reward; a way to allow advancement without increasing the level cap.<BR></DIV>
Lakespookie
09-30-2006, 09:31 AM
<DIV>i dot really like where this is going but i think its a change me as a result of hot having anywhere ot go they didnt raise the level cap so the new armore setts would be usesless since were all at cap ersonally i enjoyed swaping out int gear for of states but thats just me i made myself more effective by going FT heavy and dumping all the extra in its why the dam AGI/STR lines work so well for me as AA choices well see how this pans out im hopping that the full armor sets are going to help us reach closer to these capps so i can go back to working on off stats ...</DIV>
Silentsta
10-01-2006, 05:36 PM
I think this is a huge step in the right direction for SOE. Really excited about this changes and looking forward to testing them. With the 2 new slots being added as well as new gear with the expansion, everyone will benefit from this. <div></div>
daray
10-01-2006, 08:49 PM
I for one think this is a great change.However, there seems to be a little misinformation in this thread, which i will hopefully try to clear up.Take a look at the following graph that was posted elsewhere in these forums:<img src="http://www.achampion.info/stat-benefit%20graph.gif">We know that the first crossover point between the two graphs occurs at 428 INT (which is 40% of the new hard cap). However SoE have not provided us with a numerical value for the second crossover point yet. I have estimated the second crossover point to lie somewhere in the 600-700 INT range. It could be higher or it could be lower.From looking at this graph, the following will take place to the benefits you receive from your intelligence (power pool and spell damage):1 INT to 427 INT = You will receive greater benefits from your INT than under the current system.428 INT = No change at all (this is marked by the 40% point on the graph where the old linear graph crosses over the new diminishing returns graph)429 INT to ~650ish INT (we have not been given a value for the second crossover point on the graph so this is just a guess) = You will receive less benefits from your INT in this range than under the current system (even if you are already capped at 510). Your power pool and your spell damage will have effectively been nerfed.650ish INT to 1070 INT (the new hard cap) = Increasing your INT into this range will allow you to increase your power pool and spell damage beyond the maximum allowed by the current system which caps at 510.<u>What does this mean?</u>It means that only those who fall into the "Nerf" zone will realize a reduction in the spell damage and power pools of their character. Those who fall either side of this nerf zone, will experience an increase to their power pools and spell damage. The new system actually allows you to increase the power and damage of your character beyond that of the current system. However, notice that the graph is one of diminishing returns. This means that as you close in on the new higher hard cap of 1070, the benefits that you will be receiving from each extra point of INT, will be falling.This is a good change as it will give people something to aim for in this game. The current cap in the current system was all too easy to reach, and to reintroduce some form of progression in this game, this is a very much needed change.<div></div>
Zyphius
10-02-2006, 04:45 PM
The problem is, no one, of importance, actually said that the max spell damage will be raised. It very well could, as currently implemented, cut spell damage severely until you hit 1070. I sent Gallenite a PM asking about this. He hasn't read it yet (kinda like how the devs read the wizard boards), but if/when he does and if/when he responds, I will post with the answer.
Kamuj
10-02-2006, 05:33 PM
Dimished return systems tend to favor the generalist.The classes that derive the most value from the greatest number of attributes will feel the most gain.Wizards are 1 stat ponies and are likely to get relatively weaker from this.
Falcogen
10-02-2006, 05:59 PM
<DIV>The most important thing is surely going to be <FONT color=#ff0000 size=5><STRONG>ITEMISATION</STRONG></FONT></DIV> <DIV> </DIV> <DIV>Theres a real chance if they get this right to create big differences between players of the same class (prolly not to everyones liking)</DIV> <DIV> </DIV> <DIV>However if the best robe and proc drop in EOF heroic instances the changes wont mean jack [expletive haxx0red by Raijinn] as everyone will be wandering around with 800-900int self buffed and capped in raids.</DIV> <DIV> </DIV> <DIV>We'll see</DIV>
Tanit
10-02-2006, 08:32 PM
<blockquote><hr>ShaneFalco wrote:<div>Theres a real chance if they get this right to create big differences between players of the same class (prolly not to everyones liking)</div> <div><font color="#ffff66">One can only hope,</font> </div> <div>However if the best robe and proc drop in EOF heroic instances the changes wont mean jack [expletive haxx0red by Raijinn] as everyone will be wandering around with 800-900int self buffed and capped in raids.</div> <div> </div> <font color="#ffff66">but knowing SOE this is more than likely.</font><hr></blockquote><div></div>
Tanit
10-02-2006, 08:35 PM
<blockquote><hr>putergod wrote:The problem is, no one, of importance, actually said that the max spell damage will be raised. <font color="#ffff99">It very well could, as currently implemented, cut spell damage severely until you hit 1070.</font><hr></blockquote>Yeah, that's what i was thinking.<div></div>
Nastharl
10-02-2006, 08:38 PM
A dev replied to that graph saying it was correct. Therefore max spell damage is going to get raised.<div></div>
Zyphius
10-02-2006, 08:53 PM
That graph was in reference to "benefit of stats" wether it be mitigation, resistance, or hard stats... I look at that as max power pool (which could still be increased beyond the stat cap with +power items). I.e. more intel, beyond the current cap, will continue to increase power pool, but at a reduced rate. I'm not putting much stock into it actually raising damage, unless someone, truely in the know, says otherwise.Edit: And my reasoning is because of the formula used to determine max damage. Currently, the game is setup that no spell can do any more than a hard set damage (excluding crits and debuffs). That hard set max damage is only achievable (again, exclusing crits and debuffs) by being at, or above, the stat cap that spell or ca relies on (intel for our spells). So, unless they drastically change THAT part of the combat system, then your 10k fusion will be Ball of Fusioned Ice until you get closer to the new cap.<p>Message Edited by putergod on <span class=date_text>10-02-2006</span> <span class=time_text>12:56 PM</span>
Pyrefor
10-02-2006, 09:46 PM
<DIV><BR> <BLOCKQUOTE> <HR> putergod wrote:<BR>Currently, the game is setup that no spell can do any more than a hard set damage (excluding crits and debuffs). That hard set max damage is only achievable (again, exclusing crits and debuffs) by being at, or above, the stat cap that spell or ca relies on (intel for our spells). <HR> </BLOCKQUOTE></DIV> <P>How do you know that? It would seem to make more sense if they just set a spell to do a certain range of damage, and simply modify it based on stat (int) score and spell level. I would be surprised if that's not what they are doing.</P>
Thrain Fiercea
10-02-2006, 10:27 PM
I don't see how any wizzy could not be excited about these changes. I am one of those mostly legendary with 2 fableds (robe and MOA neck) hanging around the int cap. With these changes I may see a bit of a reduction in damage initially (being over the 40% break even point, but not above the second cross point as shown in the graph), but it would be pretty easy for me to add some more int with the gear out there now to come close to evening out. In addition the 2 new slots EOF provides should get me to at least where I am at now. Currently any int I get over the 510 from group buffs or even self buffed (I currently have 522) is wasted outside of a small power increase. Under the new system we actually see some benefit for getting those buffs and new gear that would increase our int further, even if it is on a diminishing return basis (which in my mind is how it should be). Under the current system there is no incentive to increase my primary stat, our focus skill is a joke, mitigation problems cause us to get 1 shotted, etc etc. I for one am optimistic that at least SOME of our issues are being addressed with these changes. I just hope that when everything is tweaked our raid DPS isn't subpar compared to scouts in better armor and pet users.<div></div>
eversilence1
10-03-2006, 01:02 PM
<DIV>yes i have to say we will see a improvement on our class but to wat affect it has ingroup/pvp/solo is what all of us can only speculate on</DIV> <DIV> </DIV> <DIV>just hopeing pvp wise we arnt left as bad as what we are atm</DIV> <DIV> </DIV> <DIV>plus when we take into affect what we can do we have to take into affect how all the other classes are affected aswell</DIV> <DIV> </DIV>
Zyphius
10-03-2006, 04:02 PM
<blockquote><hr>Pyreforge wrote:<DIV><BR><BLOCKQUOTE><HR>putergod wrote:<BR>Currently, the game is setup that no spell can do any more than a hard set damage (excluding crits and debuffs). That hard set max damage is only achievable (again, excluding crits and debuffs) by being at, or above, the stat cap that spell or ca relies on (intel for our spells). <HR></BLOCKQUOTE></DIV><P>How do you know that? It would seem to make more sense if they just set a spell to do a certain range of damage, and simply modify it based on stat (int) score and spell level. I would be surprised if that's not what they are doing.</P><hr></blockquote>It is obvious what they are doing currently. If it was as you suggested, then damage would not go down as you level. And if you didn't know it was, welcome to last year. We know what they are doing currently... I am concerned about what they will be doing when this launches. Unless they do away with the current spell cap, then that 8k Ice Nova wont be hitting for much more than half that till you get up near that cap. We will see once they push this out to test, and the NDA is lifted from beta. Until then it's all speculation anyway, but I'm not too optimistic...
Anlari
10-03-2006, 05:16 PM
Thats pretty much my concern as well. I already hate leveling and losing damage until I can get more INT. If they don't change how spell damage is calculated, then we will be taking a huge hit to our DPS.
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