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View Full Version : Please, for the Gnomes, Stop the Ninja Nerfs (Taunts in SK Hate AA Tree)


Kurindor_Mythecnea
03-03-2009, 08:18 PM
<p><span style="color: #ffff00;">Knight's Stance weapon damage bonus being reduced from 25 to 15, our coil DoT being reduced by 10% damage or more, and now our single target and encounter taunts in our Shadowknight AA tree are nerfed to no longer reduce resistability, but NEEDLESSLY increase base taunt amount by 2% and 3% per AA, respectively. This is excessive and undue. There are already AAs to increase taunt amount in our strength tree and what is VITAL is that TAUNTS DO NOT GET RESISTED. These AAs, in their original form, were the REASON for going into the Hate tree for me and they are critical to the premise of acting as a fighter. If my encounter taunt/debuff doesn't get off in PvP, I'm substantially weaker. If my taunts get resisted repeatedly in PvP engagements, my teammates risk being focused upon for damage. This isn't quality for PvP, but exaggerated redundancy. Hopefully this, and the two ninja nerfs already mentioned a multitude of times, are commented upon and preferably reverted.</span></p><p><span style="color: #ffff00;">Thanks,</span></p><p><span style="color: #ffff00;">The Gnome of Gnomes</span></p>

Slowin
03-03-2009, 09:37 PM
<p>Are you aware that if you get your aggression to 440 in pvp that your taunts can't be resisted?  Taunt resist mechanics were changed with this revamp such that if your aggression is 10% higher than your targets level is it unresistable.  I would think that the change to that AA would be an upgrade -- especially for pvp where your targets max out at level 80.</p><p>EDIT: Technically its based on the other persons aggression -- so if you were trying to taunt a tank then their aggression level could exceed level 80.  This is assuming that aggression mechanics work the same on players as they do on mob right now i.e. level 80 mob has 400 aggression so if you have 440 your taunt is unresistable</p>

Kurindor_Mythecnea
03-03-2009, 09:44 PM
<p><span style="color: #ffff00;">I wasn't aware, and thanks. Do you have any official documentation of this, for peer review? <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></span></p>

Kurindor_Mythecnea
03-04-2009, 04:37 PM
<p><cite>Seliri@Nagafen wrote in <a href="http://forums.station.sony.com/eq2/posts/preList.m?topic_id=441439&post_id=4962253" target="_blank">Re: Hate Changes, A Brief Explanation</a>:</cite></p><blockquote><p><em><strong><span><a href="../user/profile.m?user_id=242118"><strong><span style="color: #ff0000;">Aeralik</span></strong></a></span></strong></em><cite> wrote:</cite></p><blockquote><p>    One of the first things completed was reworking the scaling a bit. To properly scale with other effects taunt criticals, base taunt amount and normalized taunt amount were added similar to how combat criticals and bonuses work today.  Aggression has also become more important since it impacts taunt based spells.  Aggression will increase the amount of threat added to taunt spells.  <em><span style="color: #ff9900;"><strong>In addition, higher threat values relative to your target increases the resistability of the fighters core taunts.</strong></span></em>    We also expanded on the concept of the single target and aoe tanks.  The single target tanks are the guardian, paladin and monk.  The aoe tanks are then the bererker, shadowknight and bruiser.  The designations are about where the classes excel the most but are not absolutes.  A guardian can tank single targets efficiently but they are still quite capable in situations with multiple npcs.</p></blockquote><p><span style="color: #ffff00;">Can someone explain the portion I've highlighted? I had someone make flat, statistical claims in regard to this and I haven't found any official documentation of such.</span></p></blockquote><p><span style="color: #ffff00;">Just in case anyone tries to necro this thread, I compel you to consider the new direction of inquiries in this regard!=]</span></p>

Aeralik
03-04-2009, 04:55 PM
<p>Yes all the taunt spell resistability achievements were changed due to the aggression affecting resistability.  I believe it was actually called out at some point back in january.  There was also lots of feedback asking for the change and overall the achievement changes are far more positive than negative.</p>

Kurindor_Mythecnea
03-04-2009, 05:14 PM
<p><span style="color: #ffff00;">So Slowin is correct in his evaluation of the system, even for PvP? :O</span></p>

Slowin
03-04-2009, 06:04 PM
<p>from here ----> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=441260" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=441260</a></p><p><cite>Aeralik wrote:</cite></p><blockquote><p>Aggression reduces the resistability of the taunt spells as well.  If you have 10% more aggression than the targets current level than your taunt becomes unresistable.  So for example a level 80 mob has 400 base skill by having 440 aggression or higher your taunts become unresistable to your target.  The resistability also scales down over that 40 point zone so yes having aggression is actually worthwhile now <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>This doesn't answer your question as it pertains specifically tp PvP but i think it implies that it should work the same.</p>

Kurindor_Mythecnea
03-04-2009, 06:10 PM
<p><span style="color: #ffff00;">Thanks tons, Slowin. Now I just need to find official word on how + spell/combat art damage modifiers work. =</span></p><p><span style="color: #ffff00;">W = listed damageX = cast time (max of 3.0)Y = number of targetsZ = number of ticksW * X / 3 / Y / Z = actual damage</span></p><p><span style="color: #ffff00;">I found the above, crazy formula and uncovered that some changes went live in GU#38 or so (when I think I was having leave from EQ2, I can't remember), but I haven't yet investigated much on the notes for that GU or threads circulating at that time. I just have +613 spell damage on live and EQ2i.com's information didn't factor properly*, as my Pestilent Touch and snare nuke barely even budged when I swapped out a +32 combart art damage earring for a + 32 spell damage one. :O</span></p><p><span style="color: #ffff00;">Likewise, gratitude is given for responding as you have, Aeralik. Though, I hope word on our coil DoT and Knight's Stance ninja nerf comes out some day...nn again, of course, hopefully a reversion of such reform <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></span></p><p><span style="font-size: x-small; color: #ffff00;">*EQ2i.com's word being that spell damage is capped at 50% of the minimum damage range.</span></p>

Slowin
03-04-2009, 08:21 PM
<p>Spell damage caps at 50% of the abilities base damage -- though i don't have an official dev response to back this up, its fairly easy to test.</p><p>So the spell damage cap is before any other modifiers.  So if a master I ability does 1000 damage on a naked toon.  If you have 500 spell damage mod then the ability does 1500.  However, with armor on, taking into account intelligence and other buffs, the listed value may read 1500, however since the base damage is still 1000, spell damage gains over 500 won't affect it.</p>

Kurindor_Mythecnea
03-04-2009, 08:24 PM
<p><span style="color: #ffff00;">It doesn't, and I'll post screenshots soon for corroboration (probably in a new thread after I conduct further research).</span> <span style="color: #ffff00;">It seems to be less consistent and more convoluted. If I find evidence that it follows the formula I just mentioned, then I'll just quote it here for you in case you're concerned as well.</span></p>

Slowin
03-04-2009, 08:26 PM
<p>I edited my message above to try and clarify what i meant -- you've tested this though and found contradictory evidence?</p>

Kurindor_Mythecnea
03-04-2009, 08:32 PM
<p><span style="color: #ffff00;">Aye, very contradictory evidence, so that's why I began searching and that formula I found seems promising. Hehe.</span></p>