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Simpala
10-30-2015, 12:58 PM
Hello<br />I seen the SK relic yesterday. Actually its not better than AOM fabled cloak because AOM fabled cloak has 18.7 spell da and SK relic has only 22 flurry on it and no spell da. <br />Crusaders are spell based tanks. Our taunts are even spell based so spell da is much more benefit for crusaders. Could u make item hybrid or convert flurry to spell da please?<br />Thanks

Boli
10-30-2015, 01:23 PM
Since crusader's use pretty much EVERY stat there is (especially paladin as they have heals as well) it stands to reason the crusader relics require more stats than the other classes<br /> <br />So if tanks are given flurry on their relics - crusader's shoudl have flurry AND spell double cast (not one or the other)

Errrorr
10-30-2015, 02:33 PM
Lots of the cloaks appear be a bit dodgy, warden one is SDA for example.<br /> <br />It may be a conscious decision from dev's to try use it for balance purposes, but who knows. If there is only 1 for each class, I'd imagine it should go like this;<br /> <br />All Scouts - Flurry (22)<br />Summoners/Sorcerors - SDA (22)<br />Chanters - Flurry/SDA Mix (11 of each?)<br />Fury/Defiler/Templar - SDA (22)<br />Inq/Warden/Mystic/Channeler - Flurry (22)<br />SK - SDA (22)<br />Pally - Flurry/SDA Mix (11 of each?)<br />Brawlers/Warriors - Flurry (22)

Raenius
10-30-2015, 03:44 PM
Just copy/paste DMortes Vulture cloak for paladins + add a few stoneskin triggers for the group while Sigil of Heroism is active, and its fine.

Veta
10-30-2015, 04:02 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Boli"> <aside> <div class="attribution type">Boli said: <a href="index.php?goto/post&id=6274998#post-6274998" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Since crusader's use pretty much EVERY stat there is (especially paladin as they have heals as well) it stands to reason the crusader relics require more stats than the other classes<br /> <br />So if tanks are given flurry on their relics - crusader's shoudl have flurry AND spell double cast (not one or the other)</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Pallies have spells outside of heals. Their heals are %hp based and not modifiable except by direct means, i.e. aas or something that specifically boosts the ability. Heals also do not double cast. The only stat modifiable healing ability they have is the ward but it has issues scaling/criting.<br /><br /><br /><div class="bbCodeBlock bbCodeQuote" data-author="Raenius"> <aside> <div class="attribution type">Raenius said: <a href="index.php?goto/post&id=6275053#post-6275053" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Just copy/paste DMortes Vulture cloak for paladins + add a few stoneskin triggers for the group while Sigil of Heroism is active, and its fine.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I think a DR would probably work better.

Boli
10-30-2015, 05:18 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Veta"> <aside> <div class="attribution type">Veta said: <a href="index.php?goto/post&id=6275072#post-6275072" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Pallies have spells outside of heals. Their heals are %hp based and not modifiable except by direct means, i.e. aas or something that specifically boosts the ability. Heals also do not double cast. The only stat modifiable healing ability they have is the ward but it has issues scaling/criting</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>But the point is we *do* and *are* effected by every stat and proc on every item with the exception of AGI, INT and WIS (we are thick, clueless and clumsy <img src="/images/smilies/wink.gif" alt="Wink" />) - obviously priority of each stat shifts and balances between expansions.<br /> <br /><div class="bbCodeBlock bbCodeQuote" data-author="Errrorr"> <aside> <div class="attribution type">Errrorr said: <a href="index.php?goto/post&id=6275020#post-6275020" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">It may be a conscious decision from dev's to try use it for balance purposes</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Unfortunately with splitting it 50/50 down the middle (which the devs have done in the past to stats) looks and sounds perfect until you look closer.<br /> <br />Lets boil it down to first principles.<br /> <br />[class melee] uses a combat art = deals 100-200 damage.<br />[class caster] uses a spell = deals 100-200 damage.<br />[class hybridr] uses a spell OR a combat art - both deal 100-200 damage.<br /> <br />[class melee] is given an item which increases their combat art damage by 20<br />[class caster] is given an item which increases their spell damage by 20<br />[class hybrid] is given an item which increases their spell damage by 10 and their combat art damage by 10.<br /> <br />by glancing at this they were still given an item which had the same "item points" (20) but the hybrid looses out on both.<br /> <br />If you give them an item which only enhances *just* spell or *just* combat arts with a 50/50 split of useage they in effect can only get half the benefit. compared to other pure spell or pure melee classes.<br /> <br />If you are 80/20 in the balance (e.g. more like SK than Pallys) you woudl get 80% of the benefit of the item compared to other classes.<br /> <br />Now; do it this way around:<br /> <br />[class melee] is given an item which increases their combat art damage by 20<br />[class caster] is given an item which increases their spell damage by 20<br />[class hybrid] is given an item which increases their spell damage by 20 and their combat art damage by 20.<br /> <br />or even :<br /> <br />[class melee] is given an item which increases their spell damage by 20 and their combat art damage by 20.<br />[class caster] is given an item which increases their spell damage by 20 and their combat art damage by 20.<br />[class hybrid] is given an item which increases their spell damage by 20 and their combat art damage by 20.<br /> <br />this is actually fairer and gives the same amount although from looking at it the melee and caster classes are "loosing out" they are in effect gaining the same benefit.

Simpala
11-03-2015, 07:51 PM
Any update from GM'S yet?

Retrebution
11-03-2015, 07:57 PM
Not to derail but Boli do happen to know what the paladin ability upgrade is? I've had zero luck in chat getting a link, ranger cloak for that matter too. Totally agree with addressing the split for hybrids