Weakness vs Vigor
No, don’t nerf weakness it’s difficult to apply and not many classes have easy application to it. Being able to infinite dodge was horrible, if we had as much condi damage as we do now along with infinite dodges again…. no screw that. No.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
What kind of backwards logic is this, vigor is too weak, nerf weakness?
Does weakness reduce the BASE endurance regen or does it take vigor into account?
I know it does not effect Sigil of Energy.Now for the reason behind asking.
Prepatch (23rd) vigor was arguably the most sought after boon and since boonstripping was less common it was immensely powerful. A very nice counter to it was weakness.
However it seems to have fallen out of favour now that it only increases endurance regen by 50%, which makes sense. HOWEVER i feel the boon is TOO weak right now and that weakness might be effecting it too much.
This obviously depends on the question i opened the thread with.TLDR weakness might be too powerful and vigor too weak now that boonstripping/corruption is more common…
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Actually you can be wrong here saying that pre patch weakness was a counter to vigor. It actually had very little effect because of how percentages work when regarding something as faster or slower.
Prepatch vigor was +100% regeneration and weakness was -50% regeneration. So you still had a net gain of +50% regeneration rate. After patch they are equal and correctly balance out. The below list is that of number so you can actually visualise why the change was made and see how weak weakness was when augmenting endurance regeneration.
Before patch
- For one dodge : 10s
- with weakness : 15s
- with vigor: 5s
- vigor+weakness: 6.667s
After patch
- For one dodge :10s
- with weakness :15s
- With vigor: 6.667s
- vigor+weakness: 10s
hopefully you can see why its been changed.
Actually you can be wrong here saying that pre patch weakness was a counter to vigor. It actually had very little effect because of how percentages work when regarding something as faster or slower.
Prepatch vigor was +100% regeneration and weakness was -50% regeneration. So you still had a net gain of +50% regeneration rate. After patch they are equal and correctly balance out. The below list is that of number so you can actually visualise why the change was made and see how weak weakness was when augmenting endurance regeneration.
Before patch
- For one dodge : 10s
- with weakness : 15s
- with vigor: 5s
- vigor+weakness: 6.667s
After patch
- For one dodge :10s
- with weakness :15s
- With vigor: 6.667s
- vigor+weakness: 10s
hopefully you can see why its been changed.
Interesting! Thanks for the numbers!
It is worth noting that Weakness isn’t the opposite of vigor, its basically a beefed up anti fury + anti vigor.
I think the effect just does too much in comparison to its counterparts.
It counters the effect of vigor properly now instead of essentially doing nothing against it like it did before; 5s vs 6.667 isnt a big difference. Its better now. With fury you still get a net gain of crit chance. Considering how easy fury is to access it makes sense it doesn’t counter it completely.
So its not beefed up really. Weakness is supposed to be a strong condition. Its effects have never really been felt before because there never was a lot of it in game. Its only really in abundance on one class and on a few builds really because people have a habit of granting themselves lots of might.