Warrior Damage too high

by Nezha

Back to Common Grounds.

Shiri2008-08-13 14:45:38
QUOTE(Gregori @ Aug 13 2008, 03:43 PM) 545250
Allow all classes to elemental rune.

Wouldn't help much. Your staffpoint damage -still- isn't the primary component of your offence or somethiing you should be doing every "turn" like warriors and to a lesser extent monks (lesser because most of our damage/wounds comes from the kick and is wound dependant)
Gregori2008-08-13 14:45:44
QUOTE(Rainydays @ Aug 13 2008, 08:34 AM) 545242
I didn't say it was inherently fair because those knights spend more, but it is a factor. People need to make equivalent comparisons, considering all the relevant factors.



The problem is people can't make equivilant comparisons because only warriors can keep buying more damage.

There is only one magic enhancement rune and on pure magic damage classes sure it works nice, on others, not so nice. So yes, warriors pay more for their damage, because they have more damage they can buy.

Once you balance the damage buying abilities for all classes, then you can have equivalent comparisons.
Gregori2008-08-13 14:49:58
QUOTE(Shiri @ Aug 13 2008, 08:45 AM) 545255
Wouldn't help much. Your staffpoint damage -still- isn't the primary component of your offence or somethiing you should be doing every "turn" like warriors and to a lesser extent monks (lesser because most of our damage/wounds comes from the kick and is wound dependant)



I wasn't really expecting it to help my damage much, but it would be nice to toss a lightning rune on my cudgel and actually use my almost trans damage weapon without worrying about it being almost completely mitigated because cutting/blunt is so easy to lessen. A little extra help is better than no extra help.
Shiri2008-08-13 14:50:55
Heh, fair enough.
Lorick2008-08-13 14:53:47
Well, that is another issue. You don't want people acting like artie warriors left and right, the thread is about dealing with the problem, not spreading it to other classes.
Lorick2008-08-13 14:54:30
Ninjaed, and yes, I'd like to see more options so long as we stay reasonible.
Unknown2008-08-13 14:57:10
Just make more arties for guardians, wiccans, druids and mages. Then we can all be Op and nobody would bitch. tongue.gif
Saaga2008-08-13 14:58:27
EDIT: Nothing to see here! I'm bored and irritated and thus I should just tie myself into a chair far, far away from the Forums.
Lorick2008-08-13 15:05:54
Well, we have some many different things factoring into combat to. For example, wounds.

I, as a Tahtetso, can start on the first form doing roughly 600ish with my runed nasty tahto.

By form 3, if all the hits have landed and they have done normal applications of health, I'll be swinging for 1300-1400ish.

By form 6, if all the hits have landed and they have done normaly applications of health, I'll be swinging for 3000ish simple because of wounds.

Note, this is against robes, not plate.

And this is without the various benefits you can gain from proning or afflictions. Maybe we should have a maximum damage cap, that is increased as your wounding level increases (To keep high wound weapons valuable) but stays within reason for most classes.
Unknown2008-08-13 15:07:33
Come to think of it, I don't understand why elemental damage modifiers cost so little compared to level 3 stat/wounding runes. They're definitely just as nice to have, if not more so given situation and circumstance.
Geb2008-08-13 15:07:57
Desitrus again gave a feasible explanation for why the damage is too high, and I still see people ignoring it and instead going with their preconceived notions. I agree that aggressive stance is boosting damage too much when things like TrueFavours and buffs are added in. So I would first seek to adjust aggressive stance (or perhaps it should even be rewritten so that it does not dump all of a warrior’s defensive power into his attacks, and perhaps instead increases the warrior’s accuracy). Oh, and the damage I did to Nehza was without any sort of Favour, though I do have a War Blessing up.

Gregori2008-08-13 15:09:35
QUOTE(Thoros LaSaet @ Aug 13 2008, 08:57 AM) 545266
Just make more arties for guardians, wiccans, druids and mages. Then we can all be Op and nobody would bitch. tongue.gif



I actually think a combination of either diminishing returns/damage caps and more arties would be the best way to go.

but barring that, pass out the arties to all. OP for everyone!
Unknown2008-08-13 15:12:57
QUOTE(geb @ Aug 13 2008, 05:07 PM) 545272
Desitrus again gave a feasible explanation for why the damage is too high, and I still see people ignoring it and instead going with their preconceived notions. I agree that aggressive stance is boosting damage too much when things like TrueFavours and buffs are added in. So I would first seek to adjust aggressive stance (or perhaps it should even be rewritten so that it does not dump all of a warrior’s defensive power into his attacks, and perhaps instead increases the warrior’s accuracy). Oh, and the damage I did to Nehza was without any sort of Favour, though I do have a War Blessing up.


Can't envoys ask for that? This thread will likely get ignored so it doesn't particularely serve any purpose on discussing it here beyond a certain point.
Desitrus2008-08-13 15:15:04
QUOTE(shadow @ Aug 13 2008, 10:12 AM) 545274
Can't envoys ask for that? This thread will likely get ignored so it doesn't particularely serve any purpose on discussing it here beyond a certain point.


Nyurggghhh. That's what started it. We tested it rather thoroughly and one of the things I did mention was that health damage doesn't scale to max health. We tried it again and the difference for nearly 4k hp max was like 100 damage and I was told that is scaling!
Geb2008-08-13 15:19:18
QUOTE(shadow @ Aug 13 2008, 04:12 PM) 545274
Can't envoys ask for that? This thread will likely get ignored so it doesn't particularely serve any purpose on discussing it here beyond a certain point.


What makes you think some have not or are not going to ask again? Envoys first have to agree on what the main culprit is and then request the change be made. The tests on Nezha were just conducted late last night. I am sure something will be suggested soon enough to hopefully fix the problem.
Ryleth2008-08-13 16:51:57
More tests for your delight
I'm a shadowcaster faeling circle 83, max health 3318 with yellow and con platter. trans resilience

Exertye, blademaster demi str 21 at the time

QUOTE
3298h, 4782m, 5529e, 10e, 14510en, 21980w exk- <17:17:44.095>

No style
With a focused look, Exeryte strikes at you with a thorny platinum broadsword. Exeryte strikes into your gut, which opens up and pours blood in a pool at your feet.
ESTIMATED WoundsGut is at 400
drink health
outr marjoram
eat marjoram
unparry
parry gut 100
2373h, 4782m, 5529e, 10e, 14510en, 21980w exk- <17:16:58.019>
AGGRESSIVE

With a focused look, Exeryte strikes at you with a thorny platinum broadsword. You are poked in the chin for a small puncture.
ESTIMATED WoundsHead is at 400
unparry
parry head 100
2225h, 4782m, 5529e, 10e, 14510en, 21980w exk- <17:17:46.351>

No style
3318h, 4782m, 5529e, 10e, 13745en, 21980w exk- <17:19:41.567>

With a focused look, Exeryte strikes at you with a steel inquisitor rapier. Exeryte strikes your right leg, striking a major artery that splurts blood in all directions.
ESTIMATED WoundsLegRight is at 400
drink health
outr yarrow
eat yarrow
unparry
parry rleg 100

Aggresive
3318h, 4782m, 5529e, 10e, 13885en, 21980w exk- <17:19:11.751>

With a focused look, Exeryte strikes at you with a steel inquisitor rapier. Exeryte strikes your forehead, causing blood to flow into your eyes and coat your entire face.
ESTIMATED WoundsHead is at 400
drink health
outr yarrow
eat yarrow
unparry
parry head 100
2570h, 4782m, 5529e, 10e, 13905en, 21980w exk- <17:19:14.268>
2644h, 4782m, 5529e, 10e, 13745en, 21980w exk- <17:19:42.278>


Ruthar, elfen non-demi with only bear and flex defences up

QUOTE
3318h, 4782m, 5529e, 10e, 14510en, 21980w exk- <17:32:23.360>

Puissanced and sweep

Sweeping a serrated double-bladed waraxe through the air overhead, Rutharr sends it whooshing straight towards your left leg. Your left leg is elegantly struck and swept out from under you, knocking you to the ground.
ESTIMATED WoundsLegLeft is at 800
A prickly stinging overcomes your body, fading away into numbness.
stand
573h, 4782m, 5529e, 10e, 14510en, 21980w exkp- <17:32:23.910>

Sweep

3318h, 4782m, 5529e, 10e, 14510en, 21980w exk- <17:32:23.360>

Sweeping a serrated double-bladed waraxe through the air overhead, Rutharr sends it whooshing straight towards your left leg. Your left leg is elegantly struck and swept out from under you, knocking you to the ground.
ESTIMATED WoundsLegLeft is at 800
stand
1488h, 4782m, 5529e, 10e, 14510en, 21980w exkp- <17:30:17.958>


So with full defs I could be one-shotted by a non-demi with puissance. A normal waraxe did 1.8k damage. With 3318 health, I'm going to go down immensely quickly even with rebounding, stances, shields and dodging. Worse..I was told these figures were too low...right
Rika2008-08-14 04:55:41
QUOTE(Desitrus @ Aug 14 2008, 01:57 AM) 545219
I know why Rika, who is still using LIGHTNING combatstyle does 1000.


Yes, because I cripple myself on purpose. rolleyes.gif
Revan2008-08-14 20:18:41
Should just go back to when warriors were doing 500 damage tops. Ah, the good old days
Unknown2008-08-14 20:20:20
Aww, c'mon! I want to do AT LEAST one point of damage per two credits spent on runes. sad.gif
Unknown2008-08-14 20:42:03
QUOTE(Zarquan @ Aug 14 2008, 01:20 PM) 545776
Aww, c'mon! I want to do AT LEAST one point of damage per two credits spent on runes. sad.gif


That would make things easier.

Rune of Skill
All of your attacks cause +X extra damage
cost : X*2

smile.gif

Damage is one of those weird things, if it is allowed to get beyond a certain threshold then you auto win and the only way an opponent can live is to run. At the same time if it is too low it is pointless and even an opponent who does nothing will live no matter what you do. The sweet spot is in the middle where you are just on the cusp and the opponent needs to hinder you so that X% of your attacks do not land (for whatever reason, rebounding, web, stun, etc). This then requires skill on the attackers part to bypass defenses, and skill on the defenders part to hinder.

This nice balance breaks down both with the extreme difference in power between a fully buffed warrior/monk and when in a group fight. When you see two large groups clash you almost always see a few cloth wearers get basically insta gibbed while the warriors/demigods do not die until the very end. In a group fight it is very difficult to hinder someone who is attacking you, thus when a class can do massive damage without being hindered they become broken.

If group combat was slower you would have time to set up more combos and try to hinder multiple targets at once. As it stands though it is next to impossible to even get a simple single target damage train to work together. Thus in group fighting the damage classes are king as no one hinders them. The damage classes that can ALSO tank (demis + warriors, with demi-warriors being the king of kings) then become the real threats (as the ones who can not tank are insta-gibbed).

A damage cap is the right thing from a balance point of view to keep the top end in line without hurting the middle. At the same time though such a cap penalizes those who have worked hard to gain all the power they could. So it is not a black and white picture from where I stand.