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Old 11-07-2018, 10:05 AM   #1
Darchon6

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I noticed that some of my abilities on beta are significantly weaker than they should be even when factoring in the potency loss compared to live.

Potency on live: 122,424.7%
Potency on beta w/ removal of base potency multiplier: 64,818.9% = 52.95% of live potency value.

All other modifiers which affect ability damage in the examine window are identical between beta and live (or close enough to not create more than a 1% deviation). Agility, ability mod, potency, spell quality, and base damage from AAs (additive with potency) are the only variables which affect damage in the examine window for an assassin.

  • Live damage values on abilities:
Exploit Weakness: 49,797,618 - 86,505,031
Assassinate VI grandmaster (second hit): 58,918,237 - 93,189,671
Fatal Followup IV ancient: 32,512,047 - 38,649,288
Shadow Step: 35,160,824 - 59,652,406
Stealth Assault IX expert DD component: 5,401,721 - 8,168,539
Stealth Assault IX expert DoT component: 1,051,757 every 1.8s
Ambush X expert (second hit): 6,123,377 - 9,685,209
Daggerstorm: 38,848,700
Death Blow V grandmaster (above 33%): 19,124,865 - 29,123,645
Death Blow V grandmaster (below 33%): 51,568,646 - 81,564,985
Mortal Blade VIII expert: 26,767,434 - 41,211,727
Eviscerate IX expert (second hit): 12,416,058 - 19,638,205
Jugular Slice VIII expert (second hit): 9,298,835 - 14,707,761
Massacre VIII grandmaster: 10,515,553 - 16,256,974
Death Mark VIII grandmaster: 4,311,466 - 6,526,890 per trigger
Nightblade (rank 3) 9,902,936 - 15,776,122
Nightblade (rank 3) acid mist: 5,372,879 - 10,646,774
Nightblade (rank 3) acid blades: 2,866,439 - 5,323,387


  • Expected damage values on beta with potency loss factored:
Exploit Weakness: 26,367,839 - 45,804,414
Assassinate VI grandmaster (second hit): 31,197,206 - 49,343,931
Fatal Followup IV ancient: 17,215,129 - 20,464,798
Shadow Step: 18,617,656 - 31,585,949
Stealth Assault IX expert DD component: 2,860,211- 4,325,241
Stealth Assault IX expert DoT component: 556,905 every 1.8s
Ambush X expert (second hit): 3,242,328- 5,128,318
Daggerstorm: 20,570,386
Death Blow V grandmaster (above 33%): 10,126,616. - 15,420,970
Death Blow V grandmaster (below 33%): 27,305,598 - 43,188,660
Mortal Blade VIII expert: 14,173,356 - 21,821,609
Eviscerate IX expert (second hit): 6,574,303 - 10,398,430
Jugular Slice VIII expert (second hit): 4,923,733 - 7,787,759
Massacre VIII grandmaster: 5,567,985- 8,608,068
Death Mark VIII grandmaster: 2,282,921 - 3,455,988 per trigger
Nightblade (rank 3) 5,243,605 - 8,353,457
Nightblade (rank 3) acid mist: 2,844,939 - 5,637,467
Nightblade (rank 3) acid blades: 1,517,779 - 2,818,733

  • Beta damage values on abilities:
Exploit Weakness: 20,262,762 - 35,199,091 (-30%)
Assassinate VI grandmaster (second hit): 23,980,906 - 37,930,067 (-30%)
Fatal Followup IV ancient: 14,417,199 - 16,914,818 (-19.4%, -21%)
Shadow Step: 15,502,974 - 25,475,865 (-20%, -24%)
Stealth Assault IX expert DD component: 2,595,323 - 3,722,288 (-10.2%, -16.2%)
Stealth Assault IX expert DoT component: 556,693 every 1.8s (no change)
Ambush X expert (second hit): 2,492,337 - 3,942,075 (-30%)
Daggerstorm: 20,859,228 (+1.2%)
Death Blow V grandmaster (above 33%): 8,968,122 - 13,036,648 (-12.9%, -18.3%)
Death Blow V grandmaster (below 33%): 20,983,397 - 33,188,974 (-30.1%)
Mortal Blade VIII expert: 12,080,827 - 17,959,945 (-17.3%, -21.5%)
Eviscerate IX expert (second hit): 5,053,585 - 7,993,143 (-30.1%)
Jugular Slice VIII expert (second hit): 3,784,812 - 5,986,354 (-30.1%)
Massacre VIII grandmaster: 4,658,041 - 7,016,823 (-19.5%, -22.7%)
Death Mark VIII grandmaster: 1,765,498 - 2,792,449 per trigger (-29.3%, -23.8%)
Nightblade (rank 3) 5,215,699 - 7,605,511 (-9.8% top end)
Nightblade (rank 3) acid mist: 3,032,537 - 5,631,855 (+6.2% low end)
Nightblade (rank 3) acid blades: 1,516,269 - 2,815,927 (no changes)

Is it intentional for one of the most underwhelming dps classes of the last expansion to receive nigh across-the-board nerfs? Did other classes receive similar undocumented reductions?
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Old 11-07-2018, 05:29 PM   #2
Vipersx

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I agree... I am still waiting to see an increase to the Assassin Abilities.

In the scout post we saw that many scout classes received an overall boost to their dps abilities.


Beastlord = Increased the base damage of profession abilities by 13%.
Brigand = Increased the base damage of profession abilities by 12%.
Dirge = Increased the base damage of profession abilities by 7%.
Swashbuckler = Increased the base damage of profession abilities by 4%.
Troubador = Increased the base damage of profession abilities by 4%

Yet there was no increase to base damage of assassin profession abilities.

Beastlords currently have no issue topping parses. Yet they received a 13 percent boost... I keep hearing mention that beastlords are supposed to be T1 DPS... Yet they have more utility and add more to groups then just about any other class. Yet assassins add one thing to groups, which is DPS... and currently they do not do that very well. Our core abilities no longer parse well at all. This game need to reclaim its original vision. Classes had unique roles to fill. When everyone can dps with Asensions... where does that leave a pure dps class like assassins?

Bards where utility that added amazing buffs to the groups
Brigands/Swashbucklers had a lot of de-buffs which greatly increased the raids effectiveness
Assassins/Rangers were the pure DPS classes
Beastlords where not there originally but came in as a jack of all trades

It was the same thing for the mages, healers, and tanks... each subclass had its role that was unique. Ascensions have blurred the lines... if not obliterated them.

Pure DPS classes like the assassin are finding themselves barely contributing to the overall effectiveness of the raids. The T1 DPS classes should have all their professional abilities damage increase to the point where ascension DPS should not be a top 10 DPS ability on their parse. There should be tiers of DPS... T1 DPS should be doubling if not Tripling none T1 DPS. Yet we find that tanks and non T1 DPS are topping parses.

Not to mention that as melee close combat DPSers, Assassins have it the hardest of all T1 DPS. We are having to run around in circles trying to keep in range of mobs to use our abilities. We have to joust out of many of the raid mechanics. In-fact, there are many encounters where we are left standing there twiddling our thumbs because we cannot get close to a raid boss. They decided to add encounters where everyone has to stand at a certain distance away from a boss or the raid wipes. Meanwhile the mages and range DPS still get to take cull advantage of their abilities. This is why Assassins... of all the T1 DPS need the biggest boost to their DPS to be useful to raids. We need to be able to burn our DPS fast when we have the chance to be close to the mob, before having to joust out for 10 to 30 seconds and twiddle our thumbs.
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Old 11-07-2018, 05:36 PM   #3
Darchon6

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With a 20 - 30% nerf to most assassin abilities and a 13% buff to beastlords, I wonder who is going to be topping parses next expansion? Gee.

I think it's also worth noting that apocalypse for warlocks had its DD increased by 1.5%, dot damage reduced by only 13.7%.

Makeshift arrows for rangers had its sustained triggers on 4 targets reduced by 92% (due to the 1 trigger every 4-6s mechanic) and its base damage reduced by 21%. This equates to an overall 93.68% reduction of dps against 4 targets (ironically, very close to the estimated 95% loss I reported on discord before I was....forcibly removed)

Dragonfire for monks was reduced by 35% as reported in the update notes (a mere slap on the hand considering that it was regularly outperforming makeshift arrows).

As it currently stands, neither predator class is going to shine during the upcoming expansion.
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Old 11-07-2018, 06:04 PM   #4
Bord

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I noticed this on some assassin buffs / debuffs as well, down by 30% .
I think it's from this old patch note:
"Most scout damage abilities, buffs and debuffs have been increased by approximately 30%."

That was an adjustment that hit with ToT launch. in beta that adjustment seems to have been removed. It's probably affecting more than just assassins.

I'm guessing it wasn't intentional. I doubt caith meant to gut scout dps, buffs, and debuffs on purpose.
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Old 11-07-2018, 06:37 PM   #5
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Is this the same one that fighters got but at a reduced increase? Think was 15%?
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Old 11-07-2018, 06:51 PM   #6
Bord

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Ya, fighter was 15% in that one. there were some individual class changes too. I've only tested the assassin stuff though. I'm thinking it's that update since it's the only update that affected dmg, buffs, and debuffs by the same amount, and it matches the extra decreases in beta
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Old 11-09-2018, 04:41 AM   #7
Darchon6

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Could a dev confirm whether or not the across-the-board nerfs are intentional?
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Old 11-09-2018, 04:53 PM   #8
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Kander confirmed on discord it was a bug
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Old 11-11-2018, 05:30 AM   #9
Mercychalice

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I stand in with the assassin community, speaking up, saying we need an increase in our overall output. These last couple of years has left us sucking lemons in the back of the bar behind rangers backs, while they got a hawk, an OP buff, and damage increases across their boards. Several of us just do not enjoy the playstyle of a ranger, would prefer to get back to work sometime soon. The barkeep's running out of lemons.
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