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Unread 10-13-2009, 11:08 AM   #1
Bigmik22

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I understand the damage rating on the Purifer was high, but that was only because of the low end damage being relatively high, the high end damage was in line with other fabled off-hands.

The nerf should have been to the low end damage, not high end. Now the Purifier was worse high end damage than previous expansion weapons, which is making it worthless.

Make the high end back to the way it was, make the low end lower. The damage rating will look right to the people that care about it.

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Unread 10-13-2009, 11:16 AM   #2
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Bro, I don't think most people using that thing are too worried about the uber-insane-[Removed for Content] damage it's doing.

Have you read its effect? xD

It's exactly what it should be. A weapon EXTREMELY effective for PvP. Maybe not the best choice for PvE, hence the term 'PvP Gear.' It doesn't need to hit harder.

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Unread 10-13-2009, 11:36 AM   #3
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I can assure you that people playing brawlers are not happy with doing low damage... The proc is nice, but it's not what kills your target.

The point is that this nerf wasn't needed, not the way it was done. The other pvp weapons dont have subpar damage, why should this one?

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Unread 10-13-2009, 01:05 PM   #4
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The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

I changed it to be the same as Ghost which was just a bit low and I moved it up a notch, same with all two handed weapons for PVP.   So nothing but the multiplier was changed, and that means that I either need to go back and check out the damage and see if that needs tunning or that I made a mistake and now you only telling me when I fixed it but not before when it was broken...

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Unread 10-13-2009, 01:18 PM   #5
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Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

Whats this about 2 handed mythicals?

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Unread 10-13-2009, 01:32 PM   #6
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Paikis wrote:

Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

Whats this about 2 handed mythicals?

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Unread 10-13-2009, 01:51 PM   #7
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Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

I changed it to be the same as Ghost which was just a bit low and I moved it up a notch, same with all two handed weapons for PVP.   So nothing but the multiplier was changed, and that means that I either need to go back and check out the damage and see if that needs tunning or that I made a mistake and now you only telling me when I fixed it but not before when it was broken...

Olihin

While you're looking at Purifier could you please consider changing it's damage type to be crushing so it will actually gain something from monk gear which exclusively buffs crushing skill? It wouldn't be the only weapon with a blade like appearance to use the crushing skill, our Mythical does this for example.

Also, if you're looking at the brawler weapon may I suggest you also take a gander at the monk / bruiser PvP armour? Right now it has a total of something like +155 int on it, a stat that does not benefit monks in anyway, all our damage is melee and out power pool comes from strength. I would suggest adding some more strength, or other stats like stamina, agility, wisdom, or preferably +DPS mods in place of this +int, the gear will be much better overall with these changes.

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Unread 10-13-2009, 01:58 PM   #8
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Ambrin@Nagafen wrote:

Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

I changed it to be the same as Ghost which was just a bit low and I moved it up a notch, same with all two handed weapons for PVP.   So nothing but the multiplier was changed, and that means that I either need to go back and check out the damage and see if that needs tunning or that I made a mistake and now you only telling me when I fixed it but not before when it was broken...

Olihin

While you're looking at Purifier could you please consider changing it's damage type to be crushing so it will actually gain something from monk gear which exclusively buffs crushing skill? It wouldn't be the only weapon with a blade like appearance to use the crushing skill, our Mythical does this for example.

We will leave the purifier as is for the damage type.  I understand what you are requesting, but the purifier is a blade and I want to leave it that way. 

Also, if you're looking at the brawler weapon may I suggest you also take a gander at the monk / bruiser PvP armour? Right now it has a total of something like +155 int on it, a stat that does not benefit monks in anyway, all our damage is melee and out power pool comes from strength. I would suggest adding some more strength, or other stats like stamina, agility, wisdom, or preferably +DPS mods in place of this +int, the gear will be much better overall with these changes.

The INT is on there as an addition.  Like most armor that has stats that people would consider useless, someone else in the game finds it useful.   I could just remove it and the armor would still be capped for its points.  

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Unread 10-13-2009, 02:04 PM   #9
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Paikis wrote:

Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

Whats this about 2 handed mythicals?

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Unread 10-13-2009, 02:08 PM   #10
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Paikis wrote:

Paikis wrote:

Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

Whats this about 2 handed mythicals?

See title of thread.  I am exagerating of course, but it needed to be brought down and now it has and all is right in the world.   Ice Badgers are rejoicing as well, that is how right the world is now.  

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Unread 10-13-2009, 02:33 PM   #11
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Olihin wrote:

Ice Badgers are rejoicing as well, that is how right the world is now.  

Ice Badgers?  We don't need no freezin' badgers!!

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Unread 10-13-2009, 05:57 PM   #12
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I'm still waiting for someone to see how good my "Wurmslayer-style wield change clicky on battlepriest mythicals" idea is.

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Unread 10-14-2009, 04:28 AM   #13
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Olihin wrote:

So nothing but the multiplier was changed, and that means that I either need to go back and check out the damage and see if that needs tunning or that I made a mistake and now you only telling me when I fixed it but not before when it was broken...

Actually the "broken" version of the purifier (with too high damage) was reported in the itemization forum (by Kruhl) I believe.

Found the thread just for you:

http://forums.station.sony.com/eq2/...topic_id=460270

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Unread 10-14-2009, 04:31 AM   #14
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Olihin wrote:

Ambrin@Nagafen wrote:

The INT is on there as an addition.  Like most armor that has stats that people would consider useless, someone else in the game finds it useful.   I could just remove it and the armor would still be capped for its points.  

Does it mean it's overcapped at the moment ?

If so what's the point of having a cap in the first place if you can add stats past the caps ?

Or is it only useless stats that you can add past the point cap ?

This comment is highly confusing SMILEY

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Unread 10-14-2009, 07:55 AM   #15
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Naemesis@Nagafen wrote:

Olihin wrote:

Ambrin@Nagafen wrote:

The INT is on there as an addition.  Like most armor that has stats that people would consider useless, someone else in the game finds it useful.   I could just remove it and the armor would still be capped for its points.  

Does it mean it's overcapped at the moment ?

If so what's the point of having a cap in the first place if you can add stats past the caps ?

Or is it only useless stats that you can add past the point cap ?

This comment is highly confusing

he means take the int or leave it, he will not increase the other stats on the weapon any more as it is already high enough.  if you dont want the int he'll take it away but you will gain no more str/agi/stam etc from it.

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Unread 10-14-2009, 08:13 AM   #16
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Silverzx wrote:

Naemesis@Nagafen wrote:

Olihin wrote:

Ambrin@Nagafen wrote:

The INT is on there as an addition.  Like most armor that has stats that people would consider useless, someone else in the game finds it useful.   I could just remove it and the armor would still be capped for its points.  

Does it mean it's overcapped at the moment ?

If so what's the point of having a cap in the first place if you can add stats past the caps ?

Or is it only useless stats that you can add past the point cap ?

This comment is highly confusing

he means take the int or leave it, he will not increase the other stats on the weapon any more as it is already high enough.  if you dont want the int he'll take it away but you will gain no more str/agi/stam etc from it.

Yeah I understood that.

I'm just questioning their item creation/design process when they can spend more points than supposedly allowed lol.

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Unread 10-14-2009, 11:39 AM   #17
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The cap might work something like this:

You can put 200 points on stats, with no more than 60 on any one atribute. The caps would be on individual stats as well as a total points cap for the whole item.

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Unread 10-14-2009, 12:43 PM   #18
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Paikis wrote:

The cap might work something like this:

You can put 200 points on stats, with no more than 60 on any one atribute. The caps would be on individual stats as well as a total points cap for the whole item.

You can also bet some stats weigh more than others for the classes the item is intended for. Int for brawlers has little or no effect on the cap of a brawler item, where as STA, STR most likely do.

Also from his previous statment Id bet the baggers are gone from the revive areas next hotfix lol.

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Unread 10-14-2009, 03:53 PM   #19
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So, from what I understand, so far...

2H MYTHICLS INC NEXT EXPANSION LULZ !!!!

Also, I vote troubs get AOE auto attack, so I can decimate badgers while mindlessly zerging once naggy hits.

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Unread 10-14-2009, 03:58 PM   #20
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YasikoSetsuna wrote:

So, from what I understand, so far...

2H MYTHICLS INC NEXT EXPANSION LULZ !!!!

Also, I vote troubs get AOE auto attack, so I can decimate badgers while mindlessly zerging once naggy hits.

Lol.  I meant the better of any 2H weapon in the game.  Conspiracy!

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Unread 10-14-2009, 04:10 PM   #21
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Olihin wrote:

YasikoSetsuna wrote:

So, from what I understand, so far...

2H MYTHICLS INC NEXT EXPANSION LULZ !!!!

Also, I vote troubs get AOE auto attack, so I can decimate badgers while mindlessly zerging once naggy hits.

Lol.  I meant the better of any 2H weapon in the game.  Conspiracy!

Every conspiracy needs a good cover up story... i believe, sir, you just started the cover up story!!! CONSPIRACY!!!!

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Unread 10-15-2009, 05:43 PM   #22
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LoL at the Aoe autocast.....Poor Snow Badgers must be reincarnated WOW players or something. And since they expanded the population cap for Kylong for the whiffleball servers, is it actually possible to mindlessly zerg anymore at 2 frames per minute? 

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Unread 10-16-2009, 06:17 AM   #23
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Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

I changed it to be the same as Ghost which was just a bit low and I moved it up a notch, same with all two handed weapons for PVP.   So nothing but the multiplier was changed, and that means that I either need to go back and check out the damage and see if that needs tunning or that I made a mistake and now you only telling me when I fixed it but not before when it was broken...

Olihin

Heya

Maybe I got something wrong, but speaking from my head (values might be a few points + or - ):

The max damage for the Purifier now is 194, used to be 237, while the mythical has 256 and last expansion offhand Nightmare Wraps have 220. Legendary offhands from tso have about 190... so my argument is simply that this value has gone wrong, and was on par with normal raid weapons (Void Knuckles 237), but now it's worse than old stuff. I wasn't referring to the pvp damage multiplier at all.

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Unread 10-16-2009, 06:49 AM   #24
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Bigmik22 wrote:

Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

I changed it to be the same as Ghost which was just a bit low and I moved it up a notch, same with all two handed weapons for PVP.   So nothing but the multiplier was changed, and that means that I either need to go back and check out the damage and see if that needs tunning or that I made a mistake and now you only telling me when I fixed it but not before when it was broken...

Olihin

Heya

Maybe I got something wrong, but speaking from my head (values might be a few points + or - ):

The max damage for the Purifier now is 194, used to be 237, while the mythical has 256 and last expansion offhand Nightmare Wraps have 220. Legendary offhands from tso have about 190... so my argument is simply that this value has gone wrong, and was on par with normal raid weapons (Void Knuckles 237), but now it's worse than old stuff. I wasn't referring to the pvp damage multiplier at all.

The items proc is grossly Overpowered, and its still a decent weapon overall, and before you say you mean for PvE, The PvP gear is made for PvP.

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Unread 10-16-2009, 08:17 AM   #25
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Bigmik22 wrote:

Olihin wrote:

The only change was to the damage multiplier that was incorrectly set to be more then Mythicals, even two handed ones...

I changed it to be the same as Ghost which was just a bit low and I moved it up a notch, same with all two handed weapons for PVP.   So nothing but the multiplier was changed, and that means that I either need to go back and check out the damage and see if that needs tunning or that I made a mistake and now you only telling me when I fixed it but not before when it was broken...

Olihin

Heya

Maybe I got something wrong, but speaking from my head (values might be a few points + or - ):

The max damage for the Purifier now is 194, used to be 237, while the mythical has 256 and last expansion offhand Nightmare Wraps have 220. Legendary offhands from tso have about 190... so my argument is simply that this value has gone wrong, and was on par with normal raid weapons (Void Knuckles 237), but now it's worse than old stuff. I wasn't referring to the pvp damage multiplier at all.

Fine, up the dmg but remove the 5 % reuse on CAs and the basecombat art dmg. Some people have no clue how powerfull some of the other stats are on that weapon /sigh.

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Unread 10-16-2009, 08:40 AM   #26
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I understand that you don't like your faced punched, but don't derail this thread to a envy rant please. The fact that the other stats are good doesn't mean other's have to be crap. It is not the case on other items.

In case you haven't noticed, there is no brawler offhand in raiding that is even close to the scout off-hands, the only one that is so-so is an avatar one (Fist of Judgement i think), that is almost impossible to get on a pvp server. Go compare Strategist's Field Dagger to Void Knuckles, or even the Empowered Talon of Milyex (or whats it called). Btw have you noticed that Gozak drops an uber hat for everyone BUT a brawler? Here comes at least one decent offhand for a brawler, and it gets nerfed right away.

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Unread 10-16-2009, 08:54 AM   #27
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Well, pvp items should not fix holes in pve itemization. If there is no good off hander obtained through pve make a post in itemization forum asking for one to be added to some raid mob loot table and see how it turns out. If your problem is that Purifier now sucks for pvp and you will drop it for void knuckles for instance, that's another story. But I strongly doubt you will drop it tbh... Also with the max_dmg + 1 rule not applying to pvp crits it's not like spread or top end damage matter as much as in pve.
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Unread 10-16-2009, 09:04 AM   #28
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This, again, is irrelevant. The item had average damage, now it has very weak damage. There was no good reason to do that, while only the pvp damage multiplier had to be changed.

Don't tell me that pve and pvp shouldn't mix, because it does. This is a game where pvp is an add-on, and those that you see most beastly in pvp, are those with high end pve items.

It would be good if non-brawler players would stop posting here, because all I see is people who want other's nerfed because they feel they have trouble beating them. Decreasing my weapon's damage won't stop brawlers from pushing your face into the ground, if you don't know how to beat a brawler, you fail, stop nerf calls to make up for your failure. This immature both as a person and as a player.

The most funny thing is that people cry about the Purifier damage, while brawler's autoattack damage is the lowest of all melee classes. The haste is better, but if you allow for plenty of hits to land, you either fail or the brawler is very skilled. In both cases, your death is justified.

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Unread 10-16-2009, 09:33 AM   #29
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Bigmik22 wrote:

This, again, is irrelevant. The item had average damage, now it has very weak damage. There was no good reason to do that, while only the pvp damage multiplier had to be changed.

Don't tell me that pve and pvp shouldn't mix, because it does. This is a game where pvp is an add-on, and those that you see most beastly in pvp, are those with high end pve items.

I'm not saying that they shouldn't mix. I'm saying that if there is really a lack of pve off handers for brawlers one should be added. As adding a good one to the pvp vendor only fixes the issue for the pvp crowd. As you said pvp is an add-on. Core problems don't get fixed with add-ons.

It's like if they added a brawler hat to the pvp merchant because Gozak drops none, to reuse your own example. That would be silly now wouldn't it ?

It would be good if non-brawler players would stop posting here, because all I see is people who want other's nerfed because they feel they have trouble beating them. Decreasing my weapon's damage won't stop brawlers from pushing your face into the ground, if you don't know how to beat a brawler, you fail, stop nerf calls to make up for your failure. This immature both as a person and as a player.

Well my monk is 78 and I plan to get it to 80 before the merge. Purifier is my first priority in the pvp items. All I see is someone crying because his pvp off hander is not the best (pre avatar ?) pve off hander anymore. And no one called nerf btw.

The most funny thing is that people cry about the Purifier damage, while brawler's autoattack damage is the lowest of all melee classes. The haste is better, but if you allow for plenty of hits to land, you either fail or the brawler is very skilled. In both cases, your death is justified.

The only person crying about purifier damage since it has been scaled back is you. If you think that having a higher rating than your myth was intended then I don't know what to say...

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Unread 10-16-2009, 09:50 AM   #30
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I have no time to look through posts atm, but there were "nerf Purifier" posts before, and that is why it was nerfed.

I dont want it to be better than the myth. It's pve damage was average, and that's where it is fine. Now it is completely subpar, and that is not. The damage rating was similar to that of the mythical only because of the minimum damage, which is irrelevant. Clearly you have little clue about what you are referring to. Would be nice if you played some of the high end content with your brawler before you criticize those that did.

Let's try this: Ghost damage is OP, lets make it do 290 max pve damage instead of 344. Let's see the post spam after that nerf.

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