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Unread 11-26-2006, 12:34 AM   #1
Hennyo

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 vs disscuss

Message Edited by Hennyo on 11-25-2006 11:36 AM

Message Edited by Hennyo on 11-25-2006 11:38 AM

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Unread 11-26-2006, 03:08 AM   #2
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Hmmm, was looking at the Templar boards a while ago to check out their set and these set bonuses are different than the ones I saw over there.
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Unread 11-26-2006, 03:12 AM   #3
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Ohh look one has had an adorment applied :smileytongue:
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Unread 11-26-2006, 03:13 AM   #4
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Last week or so the links have been throwing up some funny numbers because of a bug, may be something to do with that.
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Unread 11-26-2006, 03:25 AM   #5
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well what I saw that I thought was horribly imbalanced that I thought would be obvious to everyone else, is the set bonus. I mean what we get +40 to each of our single target reactive heal, so a total of 200 with all 5 procs, while templars get an extra 4 reactives of their single target reactive which is about 11 times more healing power than our set bonus. Then even the second one is better than ours, 100 hp and 10 extra dps on our buff isnt going to make up for in any way +50 to heals.
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Unread 11-26-2006, 04:11 AM   #6
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Hennyo wrote:
well what I saw that I thought was horribly imbalanced that I thought would be obvious to everyone else, is the set bonus. I mean what we get +40 to each of our single target reactive heal, so a total of 200 with all 5 procs, while templars get an extra 4 reactives of their single target reactive which is about 11 times more healing power than our set bonus. Then even the second one is better than ours, 100 hp and 10 extra dps on our buff isnt going to make up for in any way +50 to heals.



considering they have crap for dps and heals are all they have its realy no biggie
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Unread 11-26-2006, 04:52 AM   #7
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If anyone thinks that templars have no dps, think again.
 
Pre-KoS, I personally seen a templar in my guild breaking over 1100 DPS on a large number of occasions. It was by no means a rarity, or fluke. If you have any doubts or queries, feel free to pay a visit to http://www.eq2disso.com and ask for yourself.
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Unread 11-26-2006, 05:11 AM   #8
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Trinral wrote:
If anyone thinks that templars have no dps, think again.
 
Pre-KoS, I personally seen a templar in my guild breaking over 1100 DPS on a large number of occasions. It was by no means a rarity, or fluke. If you have any doubts or queries, feel free to pay a visit to http://www.eq2disso.com and ask for yourself.

if you have enough proc items, you can break 1k dps pretty much no matter what class you are.Templars are only good for undead mobs. 
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Unread 11-26-2006, 06:12 AM   #9
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Sorry Jina, but I am pretty sure Elrohn (templar) would have to disagree with you.

He is spec'd for healing, not dps. He has never loaded up on damage proc items. He has frequently and repeatedly exceeeded 1100 dps on a number of encounters from a number of zones, including DT, HoS, Lyceym and Labs. (ie: pretty much all the KoS zones). He simply kicks the snot out of stuff.

As for undead mobs, there is no shortage of them in the game, and yes, templars are very good against those foes. No argument there. It's just definitely not the only place templars are good :-/

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Unread 11-26-2006, 06:16 AM   #10
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Trinral wrote:

Sorry Jina, but I am pretty sure Elrohn (templar) would have to disagree with you.

He is spec'd for healing, not dps. He has never loaded up on damage proc items. He has frequently and repeatedly exceeeded 1100 dps on a number of encounters from a number of zones, including DT, HoS, Lyceym and Labs. (ie: pretty much all the KoS zones). He simply kicks the snot out of stuff.

As for undead mobs, there is no shortage of them in the game, and yes, templars are very good against those foes. No argument there. It's just definitely not the only place templars are good :-/

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im bettign he has a 2 hnded hammer with a large damage range  and the 100% melee crit line that shared
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Unread 11-26-2006, 09:51 AM   #11
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Trinral wrote:

Sorry Jina, but I am pretty sure Elrohn (templar) would have to disagree with you.

He is spec'd for healing, not dps. He has never loaded up on damage proc items. He has frequently and repeatedly exceeeded 1100 dps on a number of encounters from a number of zones, including DT, HoS, Lyceym and Labs. (ie: pretty much all the KoS zones). He simply kicks the snot out of stuff.

As for undead mobs, there is no shortage of them in the game, and yes, templars are very good against those foes. No argument there. It's just definitely not the only place templars are good :-/

- Avi


hmm.. well it depends I think.. it depends on the group setup too.. for example, if a templar group with a fury, that will increase his spell damage like 25% ( around 200 intell increased ), a troubador gives good mental proc, a wizard, warlock they give good melee proc ( like 40 dps increase I think ) without those procs, it's not possible to hit that high. every single spell, it has a maxium dps output. the maxium dps = spell maxium damage / ( cast timer + recast timer ). even you add them all up, it's still a lot of shorter than 1k. that's what I mean.
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Unread 11-26-2006, 11:27 AM   #12
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Just to bring back on topic, I agree with the OP on set bonus 3. Seems like they need to bump our set bonus a little - ok, ok.. a lot. I'm not saying it has to be completely even, becuase theirs could still time out (not likely on a raid, but that's beside the point).. ours heals for greater per tick, which IMO is a tad more valuable. But the difference in overall healing needs to be narrowed.
 
For set bonus 5, I'd personally rather have the bonuses to aura. A "up to 50" bonus to healing spells doesn't currently seem to add up to much since they are capped to a max benefit based on the heal amount and/or normalized to 3 sec cast time. I think my "up to 40" bonus from an adornment added like 6hp to convert, which is just lame. I get somewhere less than 40 on my small heal as well, because it only takes 2 seconds to cast it.
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Unread 11-27-2006, 12:35 AM   #13
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ok im thinking that a lot of people dont see the signifigance of our melee dps

 

so heres a breif  breakdown on crits

ok whit melee crit  your minimum damage is the max damage of the weapon x the speed slower the weapon the harder you hit

and ur damage increase over max depeds on the range of min max damage of the weapon

therefore a weapon with a 50 -100 damage and 2 speed  vs a weapon with a 10-100 damage and a 2 speed the second weapon will be the better choice , and since you (with 100% crit) will always hit the max you want as much range as possible

so with one fo the best weapons in the game ive seen to date for us  ( cant rember the name)  its a 2 hnded hammer with a damage range of somethign like 1-498 and a 4 speed  , adding in our 100% crit chance , our yaulp functions , our dps buff ,and our fanatisisim  (+plus any other group buffs) we can literealy auto attack and dps nearly as much as most scouts

add in out new ca's  and the ability to use them durring fanat. and you can see where our dps can get truly great in proportion  as long as we have a nicely rounded str and wis were golden

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Unread 11-27-2006, 01:52 AM   #14
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Well, you right. and your speech is completely right. i totally agree. that's how does the weapon works but I wasn't really talking about auto attack :  )  i was talking about CA or spell dps. but I think they ain't work that way. for instance, you have a level 1, like tin hammer, try to use your CA how much damage it does? try to use a tier 7 2 hander. how much damage your CA does?? now try the god ability, you can see it very easy way, some damage is like 7900, some are like 9700 ( rallos' devestation )again, I do agree with you, sir. but we ain't talking about the same thing:smileywink:
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Unread 11-27-2006, 03:09 AM   #15
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Demoniac wrote:
Well, you right. and your speech is completely right. i totally agree. that's how does the weapon works

but I wasn't really talking about auto attack :  )  i was talking about CA or spell dps. but I think they ain't work that way. for instance, you have a level 1, like tin hammer, try to use your CA how much damage it does? try to use a tier 7 2 hander. how much damage your CA does?? now try the god ability, you can see it very easy way, some damage is like 7900, some are like 9700 ( rallos' devestation )

again, I do agree with you, sir. but we ain't talking about the same thing:smileywink:



now try those same ca's with 100% melee crit cahnce which btw DOES effect ca damage and then add in teh massive damage your dishing out with auto atack which UNLIKE spells doesnt reset the attack timer on your weapon and you realize you can dish out a great deal of damage all while producing the same great healing inbetween
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Unread 11-27-2006, 04:06 AM   #16
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 I got 100% crits since the first week of kos. i don't have to try it again. melee damage is awesome. I never say it wasn't good. crits does help on the CAs, but you ain't doing maxium damage all the time.. example simple effect. my rallos' devestation do 7900-9800 damage.. it should be like 7900 or 9800 or something even closer.. so basically those CA crits doesn't follow the weapon rules...so what's your prove?
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Unread 11-27-2006, 04:14 AM   #17
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Demoniac wrote:
 I got 100% crits since the first week of kos. i don't have to try it again. melee damage is awesome. I never say it wasn't good.


crits does help on the CAs, but you ain't doing maxium damage all the time.. example simple effect. my rallos' devestation do 7900-9800 damage.. it should be like 7900 or 9800 or something even closer.. so basically those CA crits doesn't follow the weapon rules...

so what's your prove?



well if your ca's arnt criting every hit then theres a problem because melee crit effects ca's therefore you have whats called a bug and should /bug it in game

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Unread 11-27-2006, 04:21 AM   #18
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nah.. all my ca crits.. the numbers just like790080008100820085009100930095009700you can't really say these numbers are not right or you say the mitigation makes some difference..
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Unread 11-27-2006, 04:26 AM   #19
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well.. i think all CA damage crits follow the same rules. you can ask a scout or a fighter about this question. for example you can ask an assassin about the decap how much damage he does when the ca crits.. it's a damage range like 8k-14k not a number.
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Unread 11-27-2006, 04:45 AM   #20
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with ca crits rather than being based on the weapon damage its based on ca damage and damage range so it said ca does 400-500 damage it will do 500 + damage as if it were a weapon  but i must say im not 1005 sure speed calculates in this instance
 
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Unread 11-27-2006, 04:52 AM   #21
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hope i didn't misunderstand what you said...if a CA damage range is 400-500, the damage will be 400 x 1.3 - 500 x 1.3  that's 520-650. they are higher than 500 that's for sure. but they ain't always do 500 x 1.3 = 650 damage. it will be a damage range like 520-650.
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Unread 11-27-2006, 05:12 AM   #22
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Demoniac wrote:
hope i didn't misunderstand what you said...

if a CA damage range is 400-500, the damage will be 400 x 1.3 - 500 x 1.3  that's 520-650. they are higher than 500 that's for sure. but they ain't always do 500 x 1.3 = 650 damage. it will be a damage range like 520-650.



with all crits it can roll below max damage but if that happens its auto rounded up to max base damage ( in this case 500) as a function of the crit system
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Unread 11-27-2006, 12:46 PM   #23
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It has been proven that all CA's crit for 1.3. Since all our melee attacks do indeed crit with that AA every CA is going to do MINIMUM that much, it can actually do more damage than that depending on the debuffs on the mob. The reason they do more on a mob with debuffs doesn't quite make sense cause the thing says it only does it for this much but I have seen it crit for diffrent amounts on diffrent targets. So I am not entirely sure why it does that but your crits will get more powerful too during epic fights whenever certain debuffs get on it. Debuffing mitigation does increase your damage on a mob however your damage will never go below that of /weaponstats says for the weapon. It can do more than that but requires debuff to get higher.
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Unread 11-27-2006, 02:38 PM   #24
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Solar_Flare wrote:
It has been proven that all CA's crit for 1.3. Since all our melee attacks do indeed crit with that AA every CA is going to do MINIMUM that much, it can actually do more damage than that depending on the debuffs on the mob. The reason they do more on a mob with debuffs doesn't quite make sense cause the thing says it only does it for this much but I have seen it crit for diffrent amounts on diffrent targets. So I am not entirely sure why it does that but your crits will get more powerful too during epic fights whenever certain debuffs get on it. Debuffing mitigation does increase your damage on a mob however your damage will never go below that of /weaponstats says for the weapon. It can do more than that but requires debuff to get higher.
CA's do not crit for 1.3, they add 30% so you will often get a CA crit of less then max damageMelee autoattack crits for (after DPS boosts) for max +1 to max +30%Spells crit for max +1 to max +30%Check this thread for more detailshttp://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=111347The only time this may seem confusing is when the ratio of min:max damage of 4:5 and in that case a crit will always be above the max damage, when in actual fact the crit is adding 30% to the minimum
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Unread 11-27-2006, 08:29 PM   #25
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Why does every thread end up with these [expletive haxx0red by Raijinn] conversations about DPS?

Anyways, back to the original topic, at first glance it does seem to be overpowered but either way, temps get their bonuses to group reactives and we get ours to single target reactives - of course I'd be happier with a couple extra triggers of the spell but I can't complain about the extra healage.  We can cast singles often enough for it to somewhat balance out.  I personally like the bonuses to consecrated aura over the symmettry X - there's already so much of that [expletive haxx0red by Raijinn] out there to give bonuses to our heals and spells.

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Unread 11-27-2006, 10:33 PM   #26
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btw Glorious Intercession IS the templar single target reactive, its the same heal thats moddifyed on both amour sets. Either that or the templar spell list on their class forum is wrong, which I seriously would think not.
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Unread 11-27-2006, 11:10 PM   #27
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Hennyo wrote:
 vs disscuss

Message Edited by Hennyo on 11-25-2006 11:36 AM

Message Edited by Hennyo on 11-25-2006 11:38 AM


Hrm... Well i see a dead link to the pics. So I have no idea what you're talking about. Anyone have this?
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Unread 11-28-2006, 01:10 AM   #28
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Holy [expletive haxx0red by Raijinn] you're right.  I just assumed that it would have to be the group one if it was to get 4 extra triggers.  What a bunch of bull[expletive haxx0red by Raijinn].....  Did they have seperate devs create each of these sets and not look at each others work? I'd be surprised if this didn't get changed....
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Unread 11-30-2006, 12:17 PM   #29
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Lol. Nothing needs to change.

Set piece's are nice. One thing SoE have done right in this Expansion, including the time to get the full set.

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Unread 11-30-2006, 05:34 PM   #30
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PhroZenAssassin wrote:

Lol. Nothing needs to change.

Set piece's are nice. One thing SoE have done right in this Expansion, including the time to get the full set.



Dude, please. All you need is 3 pieces to nearly double your single-reacitve. Don't try to suggest you need the full set for this benefit.

The other thing is that nobody was saying set pieces aren't nice, they're just [Removed for Content] that templar's set peice is so much nicer than ours at 3 pieces.

 

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