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View Full Version : 8/25 - 8/27 Test Update Notes


Bunji
08-27-2010, 09:49 PM
<p><strong>8/25 Notes:</strong></p><p>USER INTERFACEThe XP bar will now stay put through relogging.</p><p>WELCOME WINDOWThe item of the week will display the item of the week description rather than a copy of the message of the day.</p><p>TRAVELThe residents of Omen’s Call have added a travel globe to their dock.</p><p>QUESTSAdventurers looking to worship Anashti Sul and on the quest "Gathering Feathers" should now be able to locate the necessary scroll within Gorowyn's Grand Atheneum. ITEMSTroubadors who have completed the quest "An Ayonic Journey" can now read all of the pages within the book, "The Case of the Lost Lute."The wicked wand of malice has been altered. The effect attached to the wand is now an on equip effect. The 10% cast speed on hostile spells has been changed to a generic 10% cast speed mod attached to the item.</p><p>POPULATIONStonebrunt Highlands: NPC Combatants found outside of Quel’ule should no longer fly up into the sky.</p><p>ASCENT OF THE AWAKENEDDrop rate of the "Ornate Winged Eye" has been increased and should now drop even if mobs are grey. THE VIGILANT: INFILTRATIONThere should now be a new respawn area in the beginning section once the first two groups of Zeklings have been defeated, thus keeping the circle of death from occurring.</p><p>PALACE OF ROEHN THEERZone-in should work correctly now.</p><p><strong>8/26 Notes:</strong></p><p>USER INTERFACEThe Character window has undergone a few changes:The Auto-Inventory area has returned. The stats dropdownbox has been replaced with buttons The main tabs were moved back to the top of the window, sub-tabs were moved to the bottom. Your character’s name was moved to the titlebar.  ITEMSRoehn Theer: Godslayer Breastplate rewards have been made more in line with the challenge.Fixed a rendering issue with Dendroxa the Envenomed.</p><p><strong>8/27 Notes (should be on Test around 7-8pm tonight):</strong></p><p>USER INTERFACE[FAN FAIRE FEEDBACK]The implied target arrow now displays the con color of the implied target.You can now adjust the opacity of the implied target arrow independently from the main target arrow under Options -> User Interface -> Target Arrow</p><p>QUESTSFeral Citizenry: Ghoulish Nerians should no longer remain in an “unattackable” state after being exposed to the Strobe of Innoruuk.</p><p>ITEMSStigmatic Frenzy now correctly triggers on the caster's group.Two handed Weapons and Ranged Weapons have had their damage ratings increased.Master Yael’s weapons have had their damage ratings increased.</p><p>PVP ITEMSRanged Weapon auto-attack damage has been slightly reduced in PVP Combat.</p><p>ABILITIES / ALTERNATE ADVANCEMENTDamage Reflection abilities can no longer do more than 300% of the max health of the caster before Crit Bonus and Potency.</p><p>BrawlersBob and Weave and Inner Calm now give a small amount of physical mitigation.</p><p>Guardian"Got Your Back" is now raidwide and has a 50 meter radius."Cripple" is now a combat art that deals damage and reduces riposte damage of the target by 75%."Call of Shielding" now increases the maximum health of the raid as well as the defense skill."Guardian Sphere" now has a 0.5 second casting time. It lasts for 12-20 seconds (based on spell revision) and grants the guardian a 25% (at master) chance to absorb an attack (same as before) but no longer has max triggers of 6. The interpose effect has been changed to a stoneskin proc at 50% at master."Recapture" now reduces the hate position of the group members by 1 as well. The reuse is now 45 seconds."Iron Will" now reduces snare effects on the guardian as well as increases stamina. (36% at master at 90)"Plant" now forces targets in Area of Effect to target the guardian and increases the guardian's threat slightly. The duration has been slightly reduced."Enhance: Plant" now improves the duration by 0.4 seconds per point rather than 1."Double Attack" is now "Flurry" and grants 3% Flurry chance rather than 9% double attack."Bind Wound" now heals the warrior to full.The "Crippling" line has been changed to the "Aggression" line:"Enhance: Intercept" also reduces incoming damage to the target of Intercept."Enhance: Moderate" now increases the target's crit bonus by 1% rather than reducing hate gain by 2%."Enhance: Rescue" has been moved to slot 4 in the new hate line (formally crippling.)"Enhance: Reinforcement" has been moved to slot 5 in the new hate line."Enhance: Rescue" in the original slot has been replaced with "Enhance: Call to Arms" which increases the skill bonuses by 7% per rank."Enhance: Reinforcement" in the original slot has been replaced with "Enhance: Call of Shielding" which increases the spell by 5% per rank."Enhance: Ruin" is now "Enhance: Provoke" and increases the threat amount by 7% per point."Enhance: Concussion" is now "Enhance: Shout" and increases the potency and reduces the resist chance of Shout."Enhance: Sever" is now "Enhance: Hatred" and increases the guardian's threat generation by 2% per rank."Cripple" is now "Shoulder the Burdon" and transfers 10% threat from the target group member to the guardian."Hold the Line" and "Aggressive Defense" now trigger threat 100% of the time on a successful block."Aggressive Nature" now increases the threat amounts on "Hold the Line" and "Aggressive Defense."</p><p>InquisitorChilling Invigoration is now correctly modified by the Inquisitor's stances.</p><p>UNDERFOOT DEPTHSMosaasus now has a smaller hitbox area.</p><p>PERAH’CELSIS’ ABOMINABLE LABORATORYPlayers now have more time to get to the platforms to prevent his adds from coming to life.</p>

Looker1010
08-27-2010, 10:17 PM
<p>Thank you.</p>

Wilin
08-27-2010, 11:54 PM
<p>All I gotta say as a Guardian from launch until TSO release: you guys may have finally gotten Guards sorted out after the TSO fighter changes. It's a shame that it took so long to do it. But, better late than never.</p><p>It will still be tough to convince some guilds to go back to guards as regulars in the raid force, but at least this should give everyone something to think about if this update makes it to live in this form.</p><p>Incidentally, I was in TSO beta and some of these changes were things that we were asking for even back then.</p>

Xalmat
08-28-2010, 04:58 AM
<p>So it looks like 2 handers are going to do roughly the same amount of damage as dual wielding?</p><p>About flippin time.</p>

Soresha
08-28-2010, 08:15 AM
<p><cite>Bunji wrote:</cite></p><blockquote><p><strong>8/25 Notes:</strong></p><p>USER INTERFACEThe Character window has undergone a few changes:The Auto-Inventory area has returned. The stats dropdownbox has been replaced with buttons The main tabs were moved back to the top of the window, sub-tabs were moved to the bottom. Your character’s name was moved to the titlebar.</p></blockquote><p>I like the buttons that replace the dropdown, much quicker to flip between the stats pages. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Also not listed here (just saying because it took me awhile to spot it)... the character's classes and levels are now given at the top of the general stats list, rather than across the top of the window. That's fine once you know where to look, though initially I thought they'd disappeared!</p>

Soresha
08-28-2010, 11:05 AM
<p>Bugs in the character window now on Test (have been /bugged):</p><p>1) If you resize the character window's height to make it taller, the top tabs are dragged underneath the content and become inaccessible. Maybe the window shouldn't be resizeable at all?</p><p>2) On the Options page, the last Privacy option for Hide Achievementsis is cut off the bottom, the page isn't quite tall enough for all the content.</p>

Seomon
08-28-2010, 12:30 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>So it looks like 2 handers are going to do roughly the same amount of damage as dual wielding?</p><p>About flippin time.</p></blockquote><p>Doubtful since Flurry and Double Attack work on the off-hand now.</p>

Enica
08-28-2010, 12:59 PM
<p><span style="font-family: verdana, arial, helvetica, sans-serif; font-size: 11px; color: #444444;"><p><strong>USER INTERFACEThe XP bar will now stay put through relogging.</strong></p><p><strong></strong></p><p><strong>The Auto-Inventory area has returned. </strong></p><p>Thank you!</p></span></p>

Landiin
08-28-2010, 01:49 PM
<p><cite>Wilin wrote:</cite></p><blockquote><p>All I gotta say as a Guardian from launch until TSO release: you guys may have finally gotten Guards sorted out after the TSO fighter changes. It's a shame that it took so long to do it. But, better late than never.</p><p>It will still be tough to convince some guilds to go back to guards as regulars in the raid force, but at least this should give everyone something to think about if this update makes it to live in this form.</p><p>Incidentally, I was in TSO beta and some of these changes were things that we were asking for even back then.</p></blockquote><p>What freaking game are you playing?</p>

ShadowMunkie
08-28-2010, 02:00 PM
<p><span >"Double Attack" is now "Flurry" and grants 3% Flurry chance rather than 9% double attack.</span></p><p>Is that an Alternate Achievement, is that in general, or is that just for the Guardian class?</p>

Onorem
08-28-2010, 02:13 PM
<p><cite>Enma@Blackburrow wrote:</cite></p><blockquote><p><span>"Double Attack" is now "Flurry" and grants 3% Flurry chance rather than 9% double attack.</span></p><p>Is that an Alternate Achievement, is that in general, or is that just for the Guardian class?</p></blockquote><p>That is a guardian AA.</p><p><em><span >"Cripple" is now a combat art that deals damage and reduces riposte damage of the target by 75%.</span></em></p><p>And recognizing the usefulness of the skill, it was apparently left off the screen after being changed...</p>

Landiin
08-28-2010, 02:15 PM
<p><cite>Enma@Blackburrow wrote:</cite></p><blockquote><p><span>"Double Attack" is now "Flurry" and grants 3% Flurry chance rather than 9% double attack.</span></p><p>Is that an Alternate Achievement, is that in general, or is that just for the Guardian class?</p></blockquote><p>It is a guard only AA and it is a flat 3% for 20 points spend in the slaughtering guardian tree.</p>

Landiin
08-28-2010, 02:17 PM
<p><cite>Onorem wrote:</cite></p><blockquote><p><cite>Enma@Blackburrow wrote:</cite></p><blockquote><p><span>"Double Attack" is now "Flurry" and grants 3% Flurry chance rather than 9% double attack.</span></p><p>Is that an Alternate Achievement, is that in general, or is that just for the Guardian class?</p></blockquote><p>That is a guardian AA.</p><p><em><span>"Cripple" is now a combat art that deals damage and reduces riposte damage of the target by 75%.</span></em></p><p>And recognizing the usefulness of the skill, it was apparently left off the screen after being changed...</p></blockquote><p>yea either I am blind, a rere or it isn't there b/c I can't find it.</p>

Hirofortis
08-28-2010, 02:20 PM
<p>You are making it easier and easier to want to betray to a zerker.</p>

kelvmor
08-28-2010, 03:05 PM
<p><cite>Hirofortis@Everfrost wrote:</cite></p><blockquote><p>You are making it easier and easier to want to betray to a zerker.</p></blockquote><p>The hell are you talking about? They just made Guardians reasonably playable again with this.</p><p>I bet Guardians will rule DoV like they did RoK.</p>

Xalmat
08-28-2010, 04:11 PM
<p><cite>Seomon wrote:</cite></p><blockquote><p><cite>Xalmat wrote:</cite></p><blockquote><p>So it looks like 2 handers are going to do roughly the same amount of damage as dual wielding?</p><p>About flippin time.</p></blockquote><p>Doubtful since Flurry and Double Attack work on the off-hand now.</p></blockquote><p>Well if you ignore procs and all that, the 2 handers and DWing should do roughly the same dps now, with some variance depending on your crit bonus and crit chance.</p><p>It's still not exactly the same damage, but it's much better than it was before, that's for sure.</p>

Landiin
08-28-2010, 04:15 PM
<p><cite>kelvmor wrote:</cite></p><blockquote><p><cite>Hirofortis@Everfrost wrote:</cite></p><blockquote><p>You are making it easier and easier to want to betray to a zerker.</p></blockquote><p>The hell are you talking about? They just made Guardians reasonably playable again with this.</p><p>I bet Guardians will rule DoV like they did RoK.</p></blockquote><p>You have no idea how the game works do you? These changes does nothing to help the raid guard and very little for the heroic guard. The only good change is to GS. Plant would of been a good change if the radius wasn't just 5 meters. Out side of that not much. Yes I've been on test all morning testing.</p><p>If we are going to rule DoV they have a ways to go, even if it is all single target.</p>

Hirofortis
08-28-2010, 10:05 PM
<p>Does anyone have some screenshots of the new changes.  Trying to get on test, but right now I am not impressed with what I am hearing.  If you think guards will rule, go ahead and explain it.</p>

kelvmor
08-28-2010, 11:00 PM
<p><cite>Hirofortis@Everfrost wrote:</cite></p><blockquote><p>Does anyone have some screenshots of the new changes.  Trying to get on test, but right now I am not impressed with what I am hearing.  If you think guards will rule, go ahead and explain it.</p></blockquote><p>Maybe I'm just overly optimistic in hoping that the devs will make Guardians rule DoV. But I will stand by my optimism.</p>

Wilin
08-29-2010, 03:09 PM
<p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p><cite>Wilin wrote:</cite></p><blockquote><p>All I gotta say as a Guardian from launch until TSO release: you guys may have finally gotten Guards sorted out after the TSO fighter changes. It's a shame that it took so long to do it. But, better late than never.</p><p>It will still be tough to convince some guilds to go back to guards as regulars in the raid force, but at least this should give everyone something to think about if this update makes it to live in this form.</p><p>Incidentally, I was in TSO beta and some of these changes were things that we were asking for even back then.</p></blockquote><p>What freaking game are you playing?</p></blockquote><p>EQ2</p>

Ardors
08-29-2010, 04:18 PM
<p><cite>kelvmor wrote:</cite></p><blockquote><p><cite>Hirofortis@Everfrost wrote:</cite></p><blockquote><p>You are making it easier and easier to want to betray to a zerker.</p></blockquote><p>The hell are you talking about? They just made Guardians reasonably playable again with this.</p><p>I bet Guardians will rule DoV like they did RoK.</p></blockquote><p>You know... If there was even one raid mob out there that would make a raid leader say " humm,,,that mob hit like a truck...we gana need the Guard for this one..." then I would feel as a Guard, i have some sort of role to play within the raid...but when a Crusader can tank ANY raid mob easily and do it with twice the dps...They are going to need to give us more than the one AE Taunt lock and an upgrade to Sphere to change anything...not mentionning the rest caus its fluff...</p><p>I may sound negative here, and i apologise for that but I'm very frustrated right now... we have been waithing for over a year for changed to arrive, and this is what we get... I know they say there will be more to come...but can't help the way i feel about it for now...sorry, i'm just a bit upset...</p>

Bruener
08-29-2010, 06:05 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Seomon wrote:</cite></p><blockquote><p><cite>Xalmat wrote:</cite></p><blockquote><p>So it looks like 2 handers are going to do roughly the same amount of damage as dual wielding?</p><p>About flippin time.</p></blockquote><p>Doubtful since Flurry and Double Attack work on the off-hand now.</p></blockquote><p>Well if you ignore procs and all that, the 2 handers and DWing should do roughly the same dps now, with some variance depending on your crit bonus and crit chance.</p><p>It's still not exactly the same damage, but it's much better than it was before, that's for sure.</p></blockquote><p>No that is exactly the problem.  12% to 2h just caught 2h up to DW as DW is on Live.  Now add in the changed off-hand mechanics and all that it does is up everybodies DPS but the gap between 2h and DW is still there.</p>

Xalmat
08-29-2010, 06:10 PM
<p>I still don't see where you're getting your math. Again ignoring procs...</p><p>If A = Dual Wield damage, B = 2 Hander damage, C = extra damage from AoE attack and Fluffy.</p><p>A = BA + C = B + C</p><p>Will off hand procs tip it over the edge for dual wield? Most likely, but off hand weapons don't proc from CAs, only main hand weapons do (if I'm not mistaken).</p>

Gonzo550
08-29-2010, 09:52 PM
<p>I was somewhat concerned when I betrayed and SOE initially announced changes for guards coming. I felt really stupid looking at all the adept3 spells I had as a zerker since I'd given up all masters as a guard. But now that I see the guard changes (I'd heard of some in the past) I'm still happy I went over. Boy SOE still as its collective head stuck in the sand (or some place much worse). The best part is, they announce the changes, ask for feedback and then IGNORE everyone's suggestions. I'm thrilled they are finally doing something with em but it's not what it should be. And even if they make DoV all solo mobs, guess what? Zerkers and SKs and Palis will just pull whole rooms to make groups. Guards are never going to be back on top so long as the current leadership at SOE is around. Heck, look at the crap they did with gu57 and the lack of response to fix it. This outfit is acting totally amateurish.</p>

LardLord
08-29-2010, 09:57 PM
<p><cite>Armus@Crushbone wrote:</cite></p><blockquote><p>But now that I see the guard changes (I'd heard of some in the past) I'm still happy I went over. Boy SOE still as its collective head stuck in the sand (or some place much worse). The best part is, they announce the changes, ask for feedback and then IGNORE everyone's suggestions.</p></blockquote><p>You realize they actually took a bunch of Guardian suggestions, right? Crit bonus on Moderate through AAs and the new Recapture are two that I remember as a non-Guardian who followed that thread.  Oh, they also completely revamped an EoF AA tree because Guardians said it sucked.</p>

Brildean
08-29-2010, 11:00 PM
<p>i think it went from worse to even more worse.</p>

Madmonte
08-30-2010, 01:12 AM
<p>As I suspected, despite the raid wide health buff, and an improvement to guardian sphere, all the rest is a revamp to increase hate modification.  Very little extra survivabilty, and practically nothing to restore guardian dps.So as I suspected, (and I'm using these numbers just as examples) now a guardian that could only do say 35k threat per second (say 15k damage and 20k hate, using full reversal stamina aa threat and such) is changed to be able to keep up to the other classes and generate maybe 40-45k threat per second.The problem is that it's still only 15k damage.  They can keep up with the other tank classes now, on aggro using their improved taunts (that still do no damage).  So now the guardian will do 40-45k to match, but with other classes, 5-10k more of that aggro generation is actual dps.So when you have two classes with matched threat generation, you will certainly be more impressed by the one that does 20-25k damage than the one that does 15k-20k.When I am tanking in raids, those numbers change again, because I've learned to give myself the added survivability by really pouring on the defensive gear...which I have to do to give myself more survivability than an SK or a Zerker, or matched...as a result, though, my aggro generation drops, and my dps CERTAINLY drops, it becomes tricky to hit 20k in my full defensive, (raid guild that isn't super progressed for gear yet) which I generally need to have to make my toon look good in terms of survivability.</p><p>And hey, some of these changes aren't even to give us consistent threat, they are cheats for target lock (which are still great for guardian aggro control, like plant, because it gives that chance for initial hate build...but again, aggro generation isn't MY problem...whoever's problem it IS should respec or taunt more, I've never had issues keeping up with aggro on anything besides other buffed tanks...while we needed to have more aggro to keep up to THEIR generation, it still doesn't much matter, it's easy to keep hate as a guard in MT role honestly, unless you aren't doing your job...and in zones?  Forget it, improved moderation?  It's CAKE as it is!</p><p>Are these changes going to fix guardian?  I vote no.  All it does for me is make it easier for me to pull off of a class that is more deserving of an MT role, and made them slightly more desirable for a raid role mostly because of the increased health (1% crit bonus on moderate isn't going to have people screaming to get a guard into raid, honestly)</p><p>The passive regen wards of crusaders, and passive+tempable regen of the zerker, though nerfed, still outscales the similar stoneskil proc movement, because the absorption of stoneskin in this tier can occur within 2 seconds on a raid mob, and even last man standing is gone INSTANTLY on a multitarget...so fixing guardian sphere was something we asked for and it was delivered...that helps, and we appreciate that one.</p><p><em><strong>LAST MAN STANDING!!!</strong></em></p><p><em><strong></strong></em>however, in terms of LAST MAN STANDING it's supposed to reduce damage by 80% while it is up.  Well...because the stoneskin procs are gone so fast...the 80% reduction goes with it.  It should NOT.  Let the temp continue without the rest of the stoneskins, and let that 80% reduction at least take place for the full duration of the buff!  Whether the stoneskins are gone from it or not...THAT is an e-temp.  As it stands right now, last man standing is entirely too ineffective against the hardest mobs for something with a starting recast of 5 minutes.</p>

Aule
08-30-2010, 05:02 AM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>I still don't see where you're getting your math. Again ignoring procs...</p><p>If A = Dual Wield damage, B = 2 Hander damage, C = extra damage from AoE attack and Fluffy.</p><p>A = BA + C = B + C</p><p>Will off hand procs tip it over the edge for dual wield? Most likely, but off hand weapons don't proc from CAs, only main hand weapons do (if I'm not mistaken).</p></blockquote><p>If those actually are equal then dual wield damage will win due to all the 100% proc rate on swing attacks like COB, POM, Stampede, VC, etc.  Not to mention the lost adornment and proc from the secondary item from wielding a two-hander.</p><p>With increasing the two-hander damage up by 12% it gave a chance for them to be similar in damage.  Giving aoe auto and flurry to off-handers removes that chance due to the temp buffs.</p><p>Let's look at brawler weapon comparisons for a guild that can kill Vaclaz.</p><p>Staff of Toxic Horror209-1186, 7.0</p><p>vs. </p><p>Blade of Uthgar80-453, 4.0</p><p>Sublime Handwraps79-450, 4.0</p><p>Assuming 200 dps mod, 200 haste and 1800sh strength your weapon multiplier is right around 5.55, so that gives us:</p><p>Staff1160-6582, 3.11</p><p>Blade444-2514, 2.37</p><p>Sublime438-2497, 2.37</p><p>Assuming 100% crit and double attack rate, and a sucktacular crit bonus of only 50 we get average hits of:</p><p>Staff8580 avg crit, 5517 dps (double for da, divide by swing delay)</p><p>Blade3278 avg crit, 2766 dps (double for da, divide by swing delay)</p><p>Sublime3255 avg crit, 2747 dps (double for da, divide by swing delay)</p><p>No need to factor flurry since the effect is now evened.</p><p>This gives the two-hander 5517, and dual wielding 5513, debuffed mobs will have this scale upwards at a similar rate on both sides.  Teensy tiny leg up to the two-hander but that could be due to rounding, so at absolute best we're right about even, and then temporary buffs that are frequently up give all that advantage back to dual wielding since you'll get 31% more proc's out of the 100% proc rate buffs from having a shorter delay.</p>

Rothgar
08-30-2010, 05:23 AM
<p><cite>Soresha wrote:</cite></p><blockquote><p>Bugs in the character window now on Test (have been /bugged):</p><p>1) If you resize the character window's height to make it taller, the top tabs are dragged underneath the content and become inaccessible. Maybe the window shouldn't be resizeable at all?</p><p>2) On the Options page, the last Privacy option for Hide Achievementsis is cut off the bottom, the page isn't quite tall enough for all the content.</p></blockquote><p>Doh!  Thanks for pointing those out.  I'll be sure to get them fixed Monday morning.</p>

Xalmat
08-30-2010, 06:28 AM
<p><cite>Aule@Guk wrote:</cite></p><blockquote><p>If those actually are equal then dual wield damage will win due to all the 100% proc rate on swing attacks like COB, POM, Stampede, VC, etc.</p></blockquote><p>I thought these procs (COB, VC, etc) didn't proc from off hand?</p><p>Those were numbers from Test server right? An excellent analysis. It does look like if your numbers are right, from a straight auto-attack point of view (and ignoring procs) the damage difference is pretty negligible. But for two handers to be viable they will probably need a little bit more oomph, I think. Then again isn't the proc rate of 2 handers higher than dual wielding, even if the weapons have the same base weapon delay?</p>

Geothe
08-30-2010, 12:09 PM
<p><cite>Aule@Guk wrote:</cite></p><blockquote><p>[Numbers] </p></blockquote><p>That was exactly the point of this first round of changes.The goal was for <strong>Auto-Attack</strong> from Ranged, DW, 2Hander to be near exactly even.  And it looks as if it is.Procs are an entirely different matter, and can be (not that they will be, however) looked at next, but adjusting procs prior to normalizing base autoattack damage would of been a very stupid idea.</p>

Aule
08-30-2010, 02:58 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Aule@Guk wrote:</cite></p><blockquote><p>If those actually are equal then dual wield damage will win due to all the 100% proc rate on swing attacks like COB, POM, Stampede, VC, etc.</p></blockquote><p>I thought these procs (COB, VC, etc) didn't proc from off hand?</p><p>Those were numbers from Test server right? An excellent analysis. It does look like if your numbers are right, from a straight auto-attack point of view (and ignoring procs) the damage difference is pretty negligible. But for two handers to be viable they will probably need a little bit more oomph, I think. Then again isn't the proc rate of 2 handers higher than dual wielding, even if the weapons have the same base weapon delay?</p></blockquote><p>They don't proc from off hand, but the prime hand of the dual wield is swinging 31% more often than the two-handed weapon is.</p><p>Proc rate is normalized to weapon delay.  The per swing proc rate is higher, but dual wield gets more swings so it evens out.  As for whether there's a bonus given to two handers just based on classification, I've never seen any evidence put forth to support that.</p>

Aule
08-30-2010, 03:02 PM
<p><cite>Geothe wrote:</cite></p><blockquote><p><cite>Aule@Guk wrote:</cite></p><blockquote><p>[Numbers] </p></blockquote><p>That was exactly the point of this first round of changes.The goal was for <strong>Auto-Attack</strong> from Ranged, DW, 2Hander to be near exactly even.  And it looks as if it is.Procs are an entirely different matter, and can be (not that they will be, however) looked at next, but adjusting procs prior to normalizing base autoattack damage would of been a very stupid idea.</p></blockquote><p>Really, the problem with these abilities is that there never should have been anything put in the proc's 100% of the time.  You're right, I find it incredibly unlikely to believe that they would do another pass through proc's and adjust them to be balanced based on weapon category.</p><p>So, big deal?  What is the point of spending the time and effort of getting two-hander and dual wield damage matched up in a magic little sandbox kindergarten world where you receive no buffs?  If flurry and aoe attack didn't apply to the offhand then you'd have a slight lead in auto attack damage from the two-hander and a slight lead in auxiliary damage from dual wielding and it would actually be a lot closer than it will be under the current changes on test.</p>

LardLord
08-30-2010, 03:07 PM
<p>They should just give us some two handers with shorter delays.  Then people have the option of longer delay (easier to not delay auto-attacks) or shorter delay (more 100% procs).  It's really not an issue with the underlying mechanics at all...just itemization. </p><p> I still have a 4-second-delay two hander from VP...just add new weapons like that.</p>

Xalmat
08-30-2010, 03:07 PM
<p><cite>Aule@Guk wrote:</cite></p><blockquote><p>Proc rate is normalized to weapon delay.  The per swing proc rate is higher, but dual wield gets more swings so it evens out.</p></blockquote><p>This was basically what I was alluding to.</p>