Ok so dag/dag got some buffs and is solid now. Although i wish that in air ride the lightning did more damage to level out the attunements weak damage and lightning whip had a 20% chance to cause fury (would be the best buff and make air so viable without being op)
Staff is a pretty good all around weapon that could use some cast time decreases / quality of life updates but is good for the most part
Scepter on the other hand…
Good at nuking with fire / earth combos
Completely horrible in air and water.
All numbers taken from heavy armor golem in the mists.
The lightning arc auto is horrendously bad damage and would only be acceptable with about 20% more damage. Even running glass cannon and might with 12 stacks and tons of crits i was averaging about 3350 dmg over the whole spell (3000-3750) and hitting the #2 for about 2800-3500. In a pvp situation much of this damage gets avoided or nullified because it is done over 3 seconds and has 3 stages of damage where if u get interrupted early all of it is gone.
while knocked down with updraft i averaged…about the same. Because the knockdown doesnt really last long enough to make much of a difference.
If the damage were dealt over 2 seconds or the damage were increased by 30% id see it as being okay, not even that great but ok. Keep in mind these numbers are with 30 in fire 30 in air, 20% dmg on knockdown, 10% air dmg, 20% damage boost on targets under % of health, berserkers amulet, and runes of the eagle.
So if im running complete glass cannon, which means ill die if someone looks at me wrong, i can barely do enough damage to tickle someone as long as im not dodging and interrupting my own cast, and if im not being evaded or blocked or hitting protection.
Since i dont get toughness like i would going into earth for conditions or vitality like i would going into water to support / do vulnerability builds I have to ask
WHAT is the point of an air crit / crit dmg build. You barely do damage with an air focused build at all and air states “Superior damage and control”. The mechanics of the kit are great but the damage on the auto is just terrible.
Fix: Get rid of the stages, increase the damage by 25-30% (3300 + 795-990 is the suggestion of average damage increase) and lower the trait for under 25% to 15%. additionally change the knockdown trait to: 10 stacks of vulnerability for 5 seconds on knockdown. make these traits less irrefutably necessary while still having them be good and instead just make the attack good so that it doesnt absolutely need them.
This means the new skill would average, in a glass cannon build: 4100-4300 dmg over 3 seconds (1.4k dps) assuming u dont dodge and arent interrupted. I think this is fine, not op, and is pretty decent damage considering how much of it can be mitigated and how hard it is to redirect the attack in a timely manner. In a balanced or tanky build assume a loss of 500-1200 dmg or 200-450dps which is average. Keep in mind this is all assuming you have 10-12 stacks of might on while hitting… so i’d advocate for the higher end buff of 40%. (3300/ 40% = 1380) (3300 + 1380 = ~4700rounded up).
Without the might the average dmg was: 2800-3800, averaging about 2975 in most cases. The might tends to hit up to 4k with an average of 3300-4500. While there is a difference much of your damage depends on critting, as it should, but the low end here is just too low. These also are not being done with steady weapons as to show what real numbers would look like in pvp.
Now these numbers might sound really good for an auto, and they are comparatively speaking with some other autos. Please remember though that air really has no nukes in it and no real damage besides the auto attack and the scepter #2 no matter what weapon you’re using so having a superior auto attack is important to dealing damage.
Now for water
scepter water, make the auto attack have a projectile finisher component and increase damage by 15% and it would be good. also id suggest giving watery trident 1 boon stripping so that it isnt just another heal and a choice can be made about how to use it. The #2 shatterstone needs to go back to cast and forget like it was in beta/pre-beta so we can lay it down and keep attacking instead of being locked in a channeling animation for 2 seconds and seriously killing our ability to do anything productive. It almost isnt worth the vulnerability.
also
while im here… fire traits are boring. They need to be looked at because most of them overlap or are just worthless. Combine a lot of the stuff in fire and earth where u get 5% dmg for burning, 5% dmg for melee range, 5% damage for bleeding. Also these things need to affect condition builds not just the pure hits.
(edited by Rump Buffalo.2594)