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View Full Version : Some fury issues to be addressed in the comming update


Shunidar
04-24-2005, 09:02 PM
<DIV> </DIV> <DIV>Here are some of the more glaring fury issues that should be addressed in the comming priest re-balancing.  The fact that most of our core abilites do not improve with level or even stack, basically sucks...</DIV> <DIV> </DIV> <DIV>Here are some of those examples:  they either are too inefficient, are worse, or are really much worse.  Thanks!</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><IMG src="http://home.comcast.net/~1jrdalton/EQ2_000029.jpg"></DIV>

Shantee
04-25-2005, 09:37 PM
Hey.. those look just like the Defilers upgrades.  Nothing impressive.  I just updated my my lvl 32 group dot spell to my lvl 46 dot spell.  It does maybe 10 more damage per tick than the lvl 32.   Most my spells are that way.  Then I have 1 buff that falls 2 or 3 times in a fight due to the build in ward, which is 176.  Once it wards for that it drops.  But it still takes up a concentration slot. Kaida 47 Defiler Test <div></div>

Shunidar
04-25-2005, 09:50 PM
lol.  woot!  [Removed for Content] upgrades for everybody!  In allseriousness, I read this today: <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=45128#M45128" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=45128#M45128</A></DIV> <DIV> </DIV> <DIV>which means no fixes for a while <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV>

Proudfoot
04-27-2005, 04:56 AM
Some notes I'd like to clarify here: --------- Fleshweave: Adept III 30/3.3 = 9 ticks 9*75 = 675 + 100 direct heal <b>Total = 775</b> Regrowth: Master I 20/4 = 5 ticks 5*97 = 485 + 145 direct heal <b>Total = 630</b> --------- Fleshweave is better than Regrowth --------- Ram's Regrowth: Adept I 24/2.6 = 9 ticks 9*30 = 270 + 37 <b>Total = 307</b> (Plus: 132 crushing/slashing/piercing mitigation) Winds of Renewal: Adept III 20/5 = 4 ticks 4*60 = 240 +81 <b>Total = 321 </b>--------- Ram's Regrowth needs more HP per tick, 37 is too low, the mitigation doesn't cut the extra HP enough. --------- Deadly Swarm shouldn't be compared to Hammerwind's, Hammerwind is a trait/perk, not an upgradeable spell. <div></div>

Shunidar
04-29-2005, 05:41 AM
<P>Hey smarty pants, plug this in your calculator and punch it:</P> <DIV>Fleshweave: Adept III<BR>30/3.3 = 9 ticks<BR>9*75 = 675 + 100 direct heal<BR><B>Total = 775</B><BR>775/92power = 8.4</DIV> <DIV> </DIV> <DIV>Regrowth: Master I<BR>20/4 = 5 ticks<BR>5*97 = 485 + 145 direct heal<BR><B>Total = 630</B><BR>630/68= 9.3</DIV> <DIV> </DIV> <DIV>Therefore, regrowth is more efficient.</DIV> <DIV> </DIV> <DIV>Since HoT's don't stack (not even the ones on bloom and regrowth!) and I have to spam direct heals... I'll take more efficient and shorter anyday.  Compound that with the fact that it is not ONLY more efficient but the actual ticks on regrowth are over 6% stronger than on fleshweave (yes, I accounted for the faster tick rate in that calculation), makes the choice more starkly in favor of regrowth.  <EM>Even</EM> if I thought it was better to heal with fleshweave (which the data just dosen't support) you have to admit that the "upgrade" is pretty lame.  Especially considereing that it was even <STRONG><U>worse</U></STRONG> when I got fleshweave at 26 (level 31 in this picture) and regrowth has remained static since 26.</DIV> <DIV> </DIV> <DIV>------</DIV> <DIV>"Ram's Regrowth needs more HP per tick, 37 is too low, the mitigation doesn't cut the extra HP enough."</DIV> <DIV> </DIV> <DIV>Not for 242 power, that's for dang sure.  Especially considering winds of renewal costs HALF that(124 power).</DIV> <DIV>------</DIV> <DIV> </DIV> <DIV>Hammerwind and Deadly are a fantastic comparison.  </DIV> <DIV> </DIV> <DIV>Hammerwinds Stinging Sand is a level 10 adept 2 spell.  Deadly swarm is a level 31 master 1 spell.</DIV> <DIV> </DIV> <DIV>an adept 2 level 10 spell does more damage than a level 31 master?!</DIV> <DIV>I call shenanigans!</DIV> <DIV>------</DIV> <DIV> </DIV> <DIV>Also, since we haven't done any math on Sylvan Wind vs Breath of the Untamed, lets review:</DIV> <DIV> </DIV> <DIV>Sylvan Wind:</DIV> <DIV>293health /117 power = 2.5</DIV> <DIV> </DIV> <DIV>BotU:</DIV> <DIV>379/256 = 1.4</DIV> <DIV> </DIV> <DIV>That works up to <U><STRONG>80%</STRONG></U> more efficient.  As if that didn't suck enough, Sylvan Wind has the ever so modest 2 second cast time and 8 second recast, making it totally worth casting.   BotU?  try 5 second casting and 20 second recast!  5 second heals = dead group.</DIV> <DIV> </DIV> <DIV>Hope that helps my case for why we are borked all to heck... Actually, if you are curious, we have more busted spells beyond these, but I thougt I'd offer a taste.</DIV><p>Message Edited by Shunidar on <span class=date_text>04-28-2005</span> <span class=time_text>07:04 PM</span>

Silverdrop
04-29-2005, 02:59 PM
Not to say that there isn't anything wrong here, but when I do see comparisons like this there's two things that spring to mind: 1. It helps to compare same quality (I.e. adept I with adept I). Not always easy to get hang of but I saw a few comparisons here where the upgrade was lesser quality than the previous spell. 2. You have to grow "into" spells. I noticed that all the upgrades were orange. The spell they're upgrading is already at optimal efficiency (best mana to effect ratio etc). The new spell is not at optimal efficiency, so even if it heals more it might cost more mana per point. healed.  When you grow into the spell, this will improve. Lots of spells spread out over the spectrum of classes have this very same phenomenon. When you've just received a new spell, it may not be better yet than the spell it's an upgrade for. However it will be in a level or two. If it isn't an improvement by the time it's yellow to you then yes there is something wrong there. Once again, I'm not saying there's no need for adjustments, just that the issues are slightly less "glaring" than suggested.<div></div>

Shunidar
04-29-2005, 05:39 PM
<DIV>I'm on test to report bugs in the most constructive way I know how.  Silver, hopefully the issue will be fixed in the near future, and if you ever sit down to play a fury you wont have to deal with these issues.  In the mean time, I will be doing all I can to ensure that these issues are addressed and fixed as furys in general find the issue to be "glaringly" wrong, level after level, "upgrade" after upgrade.</DIV><p>Message Edited by Shunidar on <span class=date_text>04-29-2005</span> <span class=time_text>06:56 AM</span>

Silverdrop
04-29-2005, 06:40 PM
Well I did say twice that I didn't mean to imply that there wasn't anything that should be adjusted. But I have come across quite a number of spells in the two classes I've played any substantial amount of time (templar & necromancer) that started out seemingly as a downgrade when you just get them, and then in one or two levels start outperforming the spell they're meant to upgrade significantly. Which is why I suggest comparing them when yellow. If they're not a real upgrade by the time their yellow and worthwhile to use over the older spell then that's a clear indication of a serious issue (which you very well may have here). For example the one spell, that actually already heals more but is not so power-efficient yet. This to me has all the signs of a spell that in a couple of levels will start become more efficient, only slightly increasing in powercost but significantly increasing in healing power. <div></div>