Reaper coeffs and early thoughs

Reaper coeffs and early thoughs

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Posted by: Arche.7326

Arche.7326

So I just got into the BWE and I decided to do some math, and was quite pleased with greatsword, shroud still needs some tweaking IMO. So, here are the coeffs and my comments on them:

Greatsword:
GS#1; 1.0/1.2/1.4, up from 0.85/0.95/1.1, chills on last strike.
Big improvement, damage wise from last time, 1.2 coeff/s instead of 1.03 coeff/s. It feels a lot more rewarding to use compared to last time, I think that it might need some increased damage still, as the dagger is way more reliant.

GS#2; 3, up from 2, resets if it hits foe below 50% hp.
Another big improvement, one that I’m very happy with, it hits for very large amounts, quite easily.

GS#3; 0.9, 12 vunlerability.
I don’t think that it needs a buff, it doesn’t feel as wonky as before, so I’m tempted to say that it is good as it is now.

GS#4; 0.7, pulses blind and cripple.
Without the animation lock it can be cast while moving, it is a big improvement but it could do with a slightly incresed radius.

GS#5; 1, pulls enemies in front of you close and knocks down. Applies chill instead of poison.
I like the poison to chill change, along with the targeting fixes it seems better, but I really feel like it should have a better range.

RS#1; 0.6/0.6/1.2, grants life force on final strike.
It seems to be unchanged, which I’m not very happy with. The damage is very low, worse than the old GS#1, but can be quite strong when traited with Dhuumfire. It should have seen a similar damage increase to Greatsword.

RS#2; 1.0, blinds on end of leap.
The targeting is fixed, causing it to spin inside of an enemy dealing some token damage if used in close range, feels great compared to last time, but it should probably travel a bit faster.

RS#3; Both stability and fear component has remained unchanged as far that I’m aware. It feels quite good and even though I’d like a instant cast fear on it I’m satisfied with it as is.

RS#4; 3. up from 2.8. Tooltip was fixed.
I still think that this skill needs a buff, it does too little direct damage for the channel time. A total coeff of 4.2 would be good for it.

RS#5; 1.5/2/2.5. Remained unchanged as far as I know.
Probably should do a bit more damage to make it compare to gravedigger better.

On another note, chill seems to have absolutley no effect on break bar enemies once the bar is down, same goes for cripple and blind. I think that they should have some effects, so that we can benefit from traits caring about chilled enemies.
That’s my comments on them after playing for a couple of hours. I’ll probably write more extensive feedback later.

Gee, thanks, you let the reaper out of the basement.

(edited by Arche.7326)

Reaper coeffs and early thoughs

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Posted by: The Wizland.8435

The Wizland.8435

One change I’d like to see with GS #2 is that it’s cooldown resets if the attack brings the foe below 50% HP. There have been a lot of times I think the enemy is right below 50% health but not quite.
RS #1 feels fine to me. It hits twice as fast as GS #1 and procs traits fast so it’s pretty good. RS #4 and #5 does feel like it needs a little more damage, but not much.
Reaper feels pretty solid right now.

Jesusmancer

Reaper coeffs and early thoughs

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Posted by: Silverkey.2078

Silverkey.2078

I did update the wiki some hours ago, so the clef there should be the right ones (and the shroud is 0.6, 0.6, 1.2 etc…, I don’t know where you got your numbers)

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Posted by: Slapinator.4196

Slapinator.4196

There should be some balance between tankiness and damage though.

Reaper coeffs and early thoughs

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Posted by: Arche.7326

Arche.7326

I did update the wiki some hours ago, so the clef there should be the right ones (and the shroud is 0.6, 0.6, 1.2 etc…, I don’t know where you got your numbers)

Sat down with a calculator, and did some math. Unless there is a certain amount of power that should be used to get the exact number I’m unsure of what I’ve done wrong with the calculations.

Gee, thanks, you let the reaper out of the basement.

Reaper coeffs and early thoughs

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Posted by: Silverkey.2078

Silverkey.2078

I did update the wiki some hours ago, so the clef there should be the right ones (and the shroud is 0.6, 0.6, 1.2 etc…, I don’t know where you got your numbers)

Sat down with a calculator, and did some math. Unless there is a certain amount of power that should be used to get the exact number I’m unsure of what I’ve done wrong with the calculations.

In the PvP arena for example, with 2200 power, dust strike is 859 tooltip damage, life rend is 516. Since we agree on dust strike having a coef of 1.0, the coef of life rend is 516/859=0.6

One thing to be careful with: the RS damage does not depend on your equipped weapon (contrary to DS), it is the damage if you had an exotic 2-handed weapon (I think it’s a hammer to be precise).

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Really, I think just lower the cast Times of the aa chains and gravedigger by .25 seconds, and possibly ditch te ICD chilling victory and we’d be in good shape I think.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Wondrouswall.7169

Wondrouswall.7169

One thing to be careful with: the RS damage does not depend on your equipped weapon (contrary to DS), it is the damage if you had an exotic 2-handed weapon (I think it’s a hammer to be precise).

Thanks for posting this as I did not know. What is everyone’s feelings on this? Should RS depend on your weapon and take advantage of weapon-equipped traits such as Unholy Fervor or Soul Eater? Or will it eventually work like DS and depend on the equipped weapon and they are just testing it as though it was an exotic stat 2-hander for now?

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Reaper coeffs and early thoughs

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Posted by: Arche.7326

Arche.7326

I did update the wiki some hours ago, so the clef there should be the right ones (and the shroud is 0.6, 0.6, 1.2 etc…, I don’t know where you got your numbers)

Sat down with a calculator, and did some math. Unless there is a certain amount of power that should be used to get the exact number I’m unsure of what I’ve done wrong with the calculations.

In the PvP arena for example, with 2200 power, dust strike is 859 tooltip damage, life rend is 516. Since we agree on dust strike having a coef of 1.0, the coef of life rend is 516/859=0.6

One thing to be careful with: the RS damage does not depend on your equipped weapon (contrary to DS), it is the damage if you had an exotic 2-handed weapon (I think it’s a hammer to be precise).

I have not thought of it that way with the first calculation (516/859=0.6). But correct me if I’m wrong, doesn’t that mean that the avg weapon strength that RS uses is 1016? 516=(0.6*X*2200)/2600. Hammers average weapon strength for exotic should be 1048, which was what I used, but I’m probably just making a fool out of myself. As usual.

Edit: You get 0.6008 if you use 1015 as weapon power, which is that of a lvl 78 exotic hammer, might explain why I got hammer kills in RS last BWE and it makes some sense with the numbers you presented. Or I just made a fool of myself twice in the same post.

Gee, thanks, you let the reaper out of the basement.

(edited by Arche.7326)

Reaper coeffs and early thoughs

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Posted by: Silverkey.2078

Silverkey.2078

In the PvP arena for example, with 2200 power, dust strike is 859 tooltip damage, life rend is 516. Since we agree on dust strike having a coef of 1.0, the coef of life rend is 516/859=0.6

One thing to be careful with: the RS damage does not depend on your equipped weapon (contrary to DS), it is the damage if you had an exotic 2-handed weapon (I think it’s a hammer to be precise).

I have not thought of it that way with the first calculation (516/859=0.6). But correct me if I’m wrong, doesn’t that mean that the avg weapon strength that RS uses is 1016? 516=(0.6*X*2200)/2600. Hammers average weapon strength for exotic should be 1048, which was what I used, but I’m probably just making a fool out of myself. As usual.

I have always had trouble reproducing the tooltip values in sPvP. I can get all values right using one reference for which I know the coefs, but I don’t know how to get absolute values there. Maybe they don’t use 2600 for the armor or maybe they don’t use exotic weapons…

In PvE, your formula works.

(edited by Silverkey.2078)