-Aonein-
08-08-2005, 06:50 AM
<DIV> <P>Ok we need to step back, take a look at some of the skills and CA's that svanny has posted which can be found <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=4&message.id=13545#M13545" target=_blank><FONT color=#ff3300>here</FONT></A>. Now although these are only up to around lvl 38 or so, you can get a rough idea on how and where there going to upgrade, not to mention we dont even know of the skills that we get above lvl 38 yet cause no one seems to be posting here on what high lvl Berserkers will get that are totally brand new to the class after lvl 40 that we never had before. Now the other thing is, this is all still being tested, it may not even go through like this and then again, they might be happy with the way the Berserkers skills and CA's pan out.</P> <P>Lets take a look at a few things Moorgard has posted up.</P> <P></P> <HR> <P></P> <P><U><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=2" target=_blank><FONT color=#ff3300>Moorgard wrote</FONT></A></U>:</P><FONT color=#ffffff size=2> <P><FONT color=#ffffff size=2>We are now testing significant changes to the combat system. The main goal of these changes is to increase the fun and challenge of EverQuest II. Some of the ways we are going to accomplish this goal include:</FONT></P> <P><FONT color=#ffffff size=2></FONT></P> <UL> <LI><FONT color=#ffffff size=2>Adjusting spells and combat arts to ensure that damage, healing, and utility are more proportionate among the classes.</FONT></LI> <LI><FONT color=#ffffff size=2>Adding new spells and arts to better fill out character progression.</FONT></LI> <LI><FONT color=#ffffff size=2>Making the con color of your opponent a lot more meaningful to better indicate the level of challenge you're about to undertake.</FONT></LI> <LI><FONT color=#ffffff size=2>Smoothing out player and NPC progression so there are no longer sudden increases in difficulty around the class and subclass levels.</FONT></LI> <LI><FONT color=#ffffff size=2>Addressing cases where some characters could be made virtually immune to attack through buff stacking.</FONT></LI></UL> <P><FONT color=#ffffff size=2>Our intent is that the game feels and plays basically the way it always has for soloers and small group players. Individual players of any class or level should be able to defeat level-appropriate solo encounters. Heroic encounters should require the cooperation of multiple players. Groups and raid forces taking on powerful targets should find an increased level of challenge. </FONT></P> <P><FONT color=#ffffff size=2></FONT> </P> <P><FONT size=2><FONT color=#ffffff>Below are some specific changes to the various elements of combat.</FONT></FONT></P> <P><FONT color=#ffffff size=2></FONT> </P> <P><B><FONT color=#ffff99 size=2>Avoidance</FONT></B></P> <UL> <LI><FONT color=#ffff00 size=2><STRONG>Your likelihood of avoiding an attack is now based on two primary factors: the con color of the attacker and the type of armor you are wearing. The heavier your armor, the lower your chances of avoiding an attack.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>The more grey your target is to you, the greater your chance to avoid attacks and mitigate damage from that opponent; your chance to hit and damage the target also increases.</STRONG></FONT></LI> <LI><FONT size=2><FONT color=#ffffff>Conversely, the more red your target is to you, the less your chance to avoid attacks and mitigate damage from that opponent; your chance to hit and damage the target also decreases.</FONT></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Increasing your Defense skill gives you a better chance of avoiding attacks, but there is now a cap on how much it can be buffed or debuffed.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Increasing your Agility improves your base chance of avoiding an attack, but it will not improve your likelihood of parrying, deflecting, or blocking with a shield.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>There is now a cap on the effectiveness of Deflection buffs and debuffs</FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Buff caps scale as the character increases in level. The higher your level, the greater the buff cap.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>Mages and Priests no longer receive the Parry skill.</FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Shields now have the following base chances to Block: Tower (20%), Kite (20%), Round (5%), Buckler (3%). Your chances to Block scale up or down based on the con of your opponent. Shield buffs no longer have any effect.</STRONG></FONT></LI></UL> <P><FONT color=#ffffff size=2></FONT> </P> <P><B><FONT color=#ffff99 size=2>Mitigation</FONT></B></P> <UL> <LI><FONT color=#ffff00 size=2><STRONG>The base mitigation values of armor have been adjusted as follows: Heavy (38%), Medium (30%), Light (22%), Very Light (14%).</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Mitigation values scale up or down based on the con color of your attacker.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Spell and item effects can now have a greater effect on your overall mitigation. You can mitigate a maximum of 80% of any damage type. This cap is higher against opponents that con grey.</STRONG></FONT></LI> <LI><FONT size=2><FONT color=#ffffff><STRONG><FONT color=#ffff00>Armor quality (Handcrafted, Treasured, Legendary, Fabled, or Mythical) is more meaningful than it was before.</FONT></STRONG><BR><BR></FONT></FONT></LI></UL> <P><B><FONT color=#ffff99 size=2>Melee Damage</FONT></B></P> <UL> <LI><FONT color=#ffff00 size=2><STRONG>Melee damage bonuses are now calculated based on the attacker's strength versus the defender's agility.</STRONG></FONT></LI> <LI><FONT size=2><FONT color=#ffffff>The damage output of both players and NPCs should now increase more smoothly rather than receiving a sharp boost every ten levels.</FONT></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Weapon quality (Handcrafted, Treasured, Legendary, Fabled, or Mythical) is now a greater factor in the damage potential of weapons.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Damage buffs only enhance auto-attack damage, not spells or arts.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>The con of the target is now the primary determiner of your chance to hit or defend against attacks instead of skill. Skill buffs still have an effect, but they are treated more like a buff rather than the primary determiner. </FONT></LI> <LI><FONT color=#ffffff size=2>Mages and Priests now gain 5 points per level in their offensive melee skills.</FONT></LI></UL> <P><FONT color=#ffffff size=2></FONT> </P> <P><B><FONT color=#ffff99 size=2>Spells and Combat Arts</FONT></B></P> <UL> <LI><FONT color=#ffff00 size=2><STRONG>Most spells and combat arts have changed, either in potency or in what effects are applied. You are advised to examine your choice of spells and arts closely, as they may not behave exactly the same way.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Certain spell lines have been added or expanded upon. Upgrades have been added for many spells and arts that didn't have them before.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>There is now a spell damage bonus based on the difference between the caster's intelligence and the target's wisdom.</FONT></LI> <LI><FONT color=#ffffff size=2>Debuffs and damage-over-time spells cast by two members of the same class can both stack on the same target. For instance, if two necromancers are in a group and cast the exact same DoT on the same target, both will land and take effect. If one necromancer has a lower-level DoT in the same line, that spell will stack with the other necromancer's higher-level version. </FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>The power cost for a spell or combat art no longer increases when upgraded. For example, the Master I version of Backstab will cost the same amount of power as Apprentice I Backstab.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Upgrading the quality of a spell or art now has a more meaningful impact on the values of stat buffs/debuffs, hate generation, snares, haste, skills, and many other effects.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Casting times have been removed from most single-target damage-based combat arts.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Many combat arts with faster recast times will now also cost less power.</STRONG></FONT></LI> <LI><SPAN><FONT size=2><FONT color=#ffffff>Attack speed decrease spells now have more effect.</FONT></FONT></SPAN></LI> <LI><SPAN><FONT color=#ffff00 size=2><STRONG>Attribute increase and decrease effects are more powerful.</STRONG></FONT></SPAN></LI> <LI><FONT color=#ffffff size=2>Icons for spells that target a single ally now have an orange background.</FONT></LI> <LI><FONT color=#ffffff size=2>Root, stun, stifle, fear, and mez spells are now either resisted or not based on the target's resistance to the damage type of that spell. Duration is no longer mitigated, so if the spell successfully lands, it sticks for the full duration.</FONT></LI> <LI><FONT color=#ffffff size=2>The Spell Avoidance skill is no longer used and has been removed. Items with a Spell Avoidance buff will be modified.</FONT></LI></UL> <P><FONT color=#ffffff size=2></FONT> </P> <P><B><FONT color=#ffff99 size=2>Heroic Opportunities</FONT></B></P> <UL> <LI><FONT color=#ffff00 size=2><STRONG>Heroic Opportunity effects are now scaled based on the average level of spells used to trigger them. Completing HOs with low-level spells will have a much lower result than using spells appropriate to your level.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>Heroic Opportunity result effects will be evaluated after the initial round of spell and combat tuning is complete.</FONT></LI></UL> <P> </P> <P><B><FONT color=#ffff99 size=2>Healing</FONT></B></P> <UL> <LI><FONT color=#ffff00><FONT size=2><STRONG>Wards now apply their effects after mitigation</STRONG></FONT><U> </U></FONT></LI> <LI><FONT color=#ffffff size=2>As wards absorb damage, they now apply hate to the caster appropriate to the amount of damage absorbed. </FONT></LI> <LI><FONT color=#ffffff size=2>Reactive heals now assign their hate to the caster of the spell rather than the target.</FONT></LI> <LI><FONT color=#ffffff size=2>Overall healing potency should be better balanced among the Priest professions.</FONT></LI></UL> <P><FONT color=#ffffff size=2></FONT> </P> <P><B><FONT color=#ffff99 size=2>NPCs</FONT></B></P> <UL> <LI><FONT color=#ffff00 size=2><STRONG>The damage output of both players and NPCs should increase more smoothly rather than receiving a sharp boost every ten levels.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>NPC damage tables now more closely match those of players. This will tend to decrease the melee damage of NPCs while increasing their spell damage.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>NPCs now have a broader list of Archetype and Class spells that they can cast in combat.</FONT></LI> <LI><FONT color=#ffffff size=2>NPCs use their own versions of spells and arts instead of using player spells combined with their own multipliers. This should eliminate cases where normal mobs could cast super-powerful versions of player spells. Please note that bosses and other special encounters may have such abilities by design, however.</FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>The damage output of epic encounters has been reduced.</STRONG></FONT></LI></UL> <P><STRONG><U><FONT color=#ffff00></FONT></U></STRONG> </P> <P><B><FONT color=#ffff99 size=2>Items</FONT></B></P> <UL> <LI><FONT color=#ffff00 size=2><STRONG>Items no longer grow in effectiveness as the wielder gains levels.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>Existing items (including weapons and armor) can be equipped at the same level they were before these changes; however, their effectiveness (meaning AC/resistance values for armor or damage range for weapons) will be fixed.</STRONG></FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>All modifiers (such as health, power, stat, and skill increases) other than mitigation and resistances are unaffected by this change.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>Con color for items has been replaced by tier color. Item names now appear in the color that designates their quality level (common, Handcrafted, Treasured, Legendary, Fabled, or Mythical). Common items have white names.</FONT></LI></UL> <P> </P> <P><B><FONT color=#ffff99 size=2>Health/Power Regen</FONT></B></P> <UL> <LI><SPAN><FONT color=#ffff00 size=2><STRONG>In-combat regeneration of power is capped at 1.5 times the character's level. In-combat health regen is capped at 3 times the character's level. These numbers may be adjusted during testing.</STRONG></FONT></SPAN></LI> <LI><FONT color=#ffff00 size=2><STRONG>When outside of combat, characters now receive both in-combat and non-combat regen effects. Previously only the greater of the two applied.</STRONG></FONT></LI></UL> <P> </P> <P><B><FONT color=#ffff99 size=2>Fighter Changes</FONT></B></P> <UL> <LI><FONT color=#ff0000 size=2><STRONG>The combat art damage output of Fighters has been set below that of Scouts. Auto-attack damage has been made comparable to that of Scouts.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>All subclasses of Fighters now have both primary defensive and offensive stances.</FONT></LI> <LI><FONT color=#ffff00 size=2><STRONG>As part of their defensive stance, each subclass of Fighter now receives extra mitigation against a specific type of damage.</STRONG></FONT></LI> <LI><FONT color=#ffffff size=2>Crusaders now receive the Spear and Great Spear skills.</FONT></LI> <LI><FONT color=#ffffff size=2>Shadowknights have been given improved lifetap effect and harm touch reuse.</FONT></LI> <LI><FONT color=#ffffff size=2>Bruisers' base health is now equal to that of Monks.</FONT></LI> <LI><FONT color=#66ff00 size=2><STRONG>Brawlers can now deflect, parry, and riposte attacks from any direction, not just the front. ===> ??</STRONG></FONT></LI></UL> <P><STRONG><FONT color=#66ff00></FONT></STRONG> </P> <P><B><FONT color=#ffff99 size=2>Scout Changes</FONT></B></P> <UL> <LI><FONT color=#66ff00 size=2><STRONG>The spell/art damage of Scouts has been increased.</STRONG></FONT></LI> <LI><FONT color=#66ff00 size=2><STRONG>Auto-attack damage for Assassins and Rangers has been increased.</STRONG></FONT></LI> <LI><FONT color=#66ff00 size=2><STRONG>Swashbucklers and Brigands received a slight health increase.</STRONG></FONT> <STRONG><FONT color=#66ff00>===> ??</FONT></STRONG></LI> <LI><FONT color=#66ff00 size=2><STRONG>Rangers, Assassins, Swashbucklers, and Brigands now have both offensive and defensive stances.</STRONG></FONT> <STRONG><FONT color=#66ff00>===> ??</FONT></STRONG></LI> <LI><FONT color=#ffffff size=2>Bards now have decreased cast times on some target encounter debuffs. </FONT></LI> <LI><FONT color=#ffffff size=2>Assassins gain improved damage output of stealth attacks.</FONT></LI> <LI><FONT color=#ffffff size=2>Ranger: Steady Aim is now a more powerful short term ranged skill increase.</FONT></LI> <LI><FONT color=#ffffff size=2>Brigand: Beg for Mercy has changed to target a player that places a reactive spell effect on them. This reactive spell effect causes them to lose a massive amount of hate to the entire encounter.</FONT></LI> <LI><FONT color=#ffffff size=2>Swashbuckler: Inspired Daring now grants a 100% proc that lasts for 13 seconds.</FONT></LI> <LI><FONT color=#ffffff size=2>Dirge: Hyran's Angry Sonata allows the Dirge to target the group's Fighter to increase the aggro they gain.</FONT></LI> <LI><FONT color=#ffffff size=2>Troubador: Alin's Soothing Serenade lets the Troubador decrease hate for all group members other than Fighters.</FONT></LI></UL> <P><FONT color=#ffffff size=2></FONT> </P> <P><B><FONT color=#ffff99 size=2>Mage Changes</FONT></B></P> <UL> <LI><FONT color=#ffffff size=2>Summoner main pets will no longer spawn with a down arrow.</FONT></LI> <LI><FONT color=#ffffff size=2>Enchanters gain a long-duration Charm spell for non-heroic creatures which requires 3 concentration.</FONT></LI> <LI><FONT color=#ffffff size=2>Warlocks now have contagious forms of noxious resistance debuffs.</FONT></LI> <LI><FONT color=#ffffff size=2>Conjurer: Conjurer's Mark grants the pet an elemental resist debuff proc whenever they attack.</FONT></LI> <LI><FONT color=#ffffff size=2>Necromancer: Transfer Life heals at the cost of the Necromancer's health.</FONT></LI> <LI><FONT color=#ffffff size=2>Necromancer: Lifetap, which drains health from the target to the Necromancer, is now obtained at level 20.</FONT></LI></UL> <P><FONT color=#ffffff size=2></FONT> </P> <P><B><FONT color=#ffff99 size=2>Priest Changes</FONT></B></P> <UL> <LI><FONT color=#ffffff size=2>Priest: Priests now have increased damage capability.</FONT></LI> <LI><FONT color=#ffffff size=2>Priest: Group healing has been improved.</FONT></LI> <LI><FONT color=#ffffff size=2>Fury: Call Lightning is a 45s recast powerful single-target damage spell.</FONT></LI> <LI><FONT color=#ffffff size=2>Shamans now receive the Great Spear skill.</FONT></LI></UL><STRONG><FONT color=#66ff00> <P></P></FONT></STRONG></FONT> <HR> <P></P> <P> </P> <P> </P> <P><FONT color=#ffffff>Ok i have marked off in yellow what applys to us most. Now keep in mind, in the accual thread by Moorgard it states that Fighter and Priests are still a work in progress while Mages and Scouts are pretty much where they want them to be.</FONT></P> <P>As you can see, yes we are losing <U>some</U> DPS due to having our Auto Attack damage reduced to that of a Scout, but we are also losing the cast timers on single target damage CA's and skills we possess while at the same time there going to cost less to cast due to the new combat system reducing the cost of them to be cast. So in a nut shell, CA's that effect a single target will be INSTANT and then all you have to wait for is the cool down timer to reuse the CA again. Also note that alot of other skills and CA's will have there Cast timers greatly reduced. So this is where we will make our DPS back up due to having lost some due to Auto Attack being nerfed to that of a Scout.</P> <P>The thing i am curious to know is, note that <STRONG>Fighters</STRONG> are having there Auto Attack speed reduced to <STRONG>Scouts</STRONG>? Well what happens when we become a Berserker? Do we fall under Assassins and Rangers? Im guessing that we wont be falling under Assassins and Rangers cause thats Monks / Bruisers spot, so we are falling under Monks / Bruisers, which is how its always been.</P> <P>Another thing im curious about is why do Scouts need a Defensive stance if all they are is a offensive based char which is what they have wanted all along? Why the need for a Defensive stance on a <STRONG><U>PURE</U></STRONG> Offensive class has got me wondering. This is just my opion, but seeing Berserkers are a Offensive Tank, and dont take me for being greedy, but i feel that only Warriors / Crusaders / Brawlers should be getting the choice between Offensive / Defensive stances, after all, Fighters are Tanks so we are being constantly told by SoE themselves, and Scouts dont seem to be falling under Fighter, so why the need for a Defensive stance on a Scout SoE? Also in conjunction with Scouts getting a Defensive stance, why are Brigands and Swasbucklers getting more HP???? What are you saying here SoE, Scouts will be a DPS class + Tank, or at least have the ability to Tank + DPS if they want too?</P> <P>Brawlers being able to Parry, Deflect and Riposte from any direction is another thing that has me baffled. Ok, Parry from behind is understandable as a Monk / Bruiser must be aware of his surroundings, that makes sense, but what are you going to "Deflect" with the back of your head or back, honestly? And Riposte from behind, im starting to get flash backs of Mr.Anderson from the Matrix, or the model T1000 from Terminator 2 where he goes to punch him in the back of the head and his head molds around his fist to becomes his hands and all of a sudden he is facing him. Yes i realise its all a fantasy world, but even fantasy has its restrictions on making it feel like a reality.</P> <P>Anyways, post on how you feel these changes will effect you and your role as being a Berserker. For me, i can see us doing as much DPS as we do now because of the reduced timer + no timer of certain CA's while on the other hand getting a increase in our ability to Tank which is a good thing all round. Use svanny screen shots and put some effort and thought into it instead of "omgz we are going to be [Removed for Content]" before posting please.</P></DIV><p>Message Edited by -Aonein- on <span class=date_text>08-08-2005</span> <span class=time_text>02:04 PM</span>