If this is going to be the central thread for feedback, then I’m going to repost my thread here.
So I’ve got some numbers banged out. This is all done in PVP with no amulet, rune set, or sigils. So essentially at base stats. These are almost the tooltip values from ye olde days. So, tell me what you think, and if you have the animation times for the staff skills, it would be great.
Staff Skills
Staff Strike: 205
Staff Bash: 215
Punishing Strikes: 428 (4 × 8 vulnerability), x1 whirl finisher.
NOTE: All auto attack skills have 130 range.
Weakening Charge: 822. 3 Initiative cost. 2 seconds of weakness per hit, 6 seconds total. x1 whirl finisher.
Debilitating Arc: 391. 4 initiative cost. 0.5 seconds of evade. 6 seconds of cripple.
Dust Strike: 225 per hit. Up to 3 hits. 4 Initiative Cost. Up to 3 targets. 5 seconds of blind per hit.
Vault: 879. 6 Initiative Cost. 5 Targets.
Hook Strike: 73. 2 second knockdown.
I don’t have the animation times for staff skills yet. Someone else will probably have to get those. However, at the moment I am assuming that the staff AA takes about 2.5 seconds, given that the staff sustains 16 seconds of vulnerability, but only half way through its final auto attack.
Physical Skills:
Fists of Fury: 730 Damage, 20 second Recharge. 130 Range.
Palm Strike: 332. 130 Range.
Pulmonary Impact: 872 (note: cannot crit)
Distracting Daggers: 146 per dagger. 1/4 second daze per dagger. 900 range. 25 second cooldown.
Imparing Daggers: 597. 3 × 8 poison, 1 × 4 slow, 1x 2 immobilize. 25 second recharge. 900 range.
Bandit’s Defense: 1 second block. Stun breaker. 10 second recharge.
Reflexive Strike: 199. 2 second knockdown.
BUG Bandits defense will not display reflexive strike when scrolled over. Reflexive Strike has no tooltip for range.
Impact Strike: 199. 2 second daze. 300 range. 40 second recharge.
Uppercut: 598. 0 launch distance. 130 range.
Finishing Blow: 532. 130 range.
Channeled Vigor: 5520 healing when endurance is not full. 1.125 scaling when endurance is not full. Otherwise, 7320 healing, 1.5 scaling.
Traits:
Bound: 465 damage. 5 targets. 180 range. Leap Finisher. 300 Evade Distance.
Driven Fortitude: 456 Healing, 0.08 scaling.
Impaling Lotus: this skill behaves a bit oddly, so I’ll list out its behaviors.
#1: It sends up to 3 daggers outward to any enemies within 600 range of the entire evade.
#2: Each of these daggers carry the conditions.
#3: 1 × 8 bleed, 1 × 6 torment, 1 × 2 immobilize per dagger.
#4: x2 whirl finisher.
Some other numbers, for reference.
Sword AA: 284, 284, 482
Dagger AA: 198, 302 + 10% endurance, 302 + 1 × 8 poison.
Heartseeker: 255, 533, 710
Backstab: 426, 853
Pistol Whip: 1,116.
Overall I am actually a bit disappointed. The most annoying parts are the aftercasts on the dodge skills and the general clunkyness of the staff. So, currently my comments are thus far.
#1: The staff auto could use a boost. The full auto has 848 damage, compared to 1050 from the sword (same attack speed), and the scaled attack speed of 955 from the dagger. This is relatively a 23.8% reduction and a 12.6% reduction in damage. While the staff can maintain about 14 stacks of vulnerability, the other autos do so much more. Dagger poisons (which is good even for non-condi builds) and regains endurnace. The sword inflicts weakness and cripple. Thus, the “low damage” of the staff isn’t really worth it.
My suggestion: increase auto attack damage by 10%
#2: Why does hook strike do jack for damage? We already have an extremely similar skill on sword, which does 266 tooltip damage and can either blind or daze for 1.5 seconds. The 2 second knockdown really doesn’t justify the 72 base damage.
My suggestion: Increase the damage of Hook Strike by 250%.
#3: I’m not exactly sure what is being accomplished with weakening charge. This skill would be much more beneficial if it tracked targets instead leaping a fixed distance ahead. You know, kind of like how Death Blossom, Flanking Strike, and Heartseeker do. The root on use is painful as well.
My suggestion: make Weakening Charge chase and track your target like the above skills. Reduce the aftercast and make it so you aren’t rooted after the movement portion of the skill is completed. Increase range to 600.
#4: No comments on debilitating arc at this time.
#5: I’m unsure of how to change Dust Strike. Immediately, I think the skill takes way too long to use, and thus can’t be used tactically. Compare Black Powder which takes half the time and lingers, or Shadow Shot which takes 1/4th of the time. Shadow Shot does twice the damage, too. So technically it is 8 times DPS.
Suggestion: Reduce the pre-cast animation time of Dust Strike by at least 50%.
#6: Reduce the jump time on Vault to 0.75 seconds. While it is a high damage skill on impact, it isn’t that high of a DPS skill, since it takes a full second to execute its attack. This means it is actually worse than backstab and heartseeker as far as damage goes.
#7: Fists of Fury + Palm Strike takes way too long. I did a couple of generic stopwatch tests and the entire cast time of the skill is 1.5 seconds + 0.75 seconds. Again it isn’t accurate to the tooltip. I would also suggest changing how this skill works: Instead of having a 2 second stun on palm strike, give it a 2 second daze upon activating fists of fury. This will give it more utility as an interrupt and make it more reliable, instead of just hoping that fists lands all hits so you could use a stun..
Note: I’m having difficulty actually “balacing” the physical skills. The damage that weapons do are constrained by initiative, whereas physical skills are constrained by cooldowns. Immediately I see that, crit scaled, fists of fury only has 5% higher DPS than Bound, and lower DPS than pre-mybuffs Vault. However, when compared to auto attacking, it does have about 54% higher damage than sword. Currently, I’m going to use a haste to FoF comparison. Haste on a 60 second cooldown does 50% more damage for 6 seconds. Currently, FoF will do about 54% more damage over the span of 7.75 seconds. This means, assuming all hits connect, that FoF is actually a better investment than haste, ancillary effects notwithstanding.
#8: Bandits Defense. Skill seems fine. Would be nice to fix the tooltip errors.
#9: Distracting Daggers. Skill seems fine for the most part. Make them projectile finishers, though.
#10: Imparing Daggers. This skill is a bit… odd. Again, see above on “difficulty balancing physical skills”. From a condition damage perspective this skill is weaker than everything. Of particular note is needle trap, which immobilizes longer, does more damage, and can be pre-cast to reduce cooldowns. Also, needle trap works in an AoE and has various trap synergies. Aside from that, caltrops is more damage with a long duration cripple in an AoE, and the venoms are individually more powerful but can be shared with the team. That slow, though, does throw a wrench into balancing, and since I am not fully acquainted with how well slow works in PVP, I’m left a bit puzzled with how to balance. Also the direct damage of the skill is solid.
My suggestion: Increase the poison duration to 10 seconds, and make each dagger a projectile finisher.
#11: Impact Strike. I’ve done some generic tests, and so far this skill does about 1,329 tooltip DPS over the span of 3 seconds, coming to about 443 DPS. That… isn’t much at all. It is barely better than auto attacking. However, again I have to figure out how to balance a whole new mechanic. When traited it restores 30 endurance and effectively stops the enemy attacking for its duration, so at the moment I’m going to leave impact strike where it is.
#12: Channeled Vigor ATM is fine. Or really, I’m not sure if and where it is deficient or how to fix it, if at all.
Going into traits now. Anything that I don’t comment on is “fine”.
#13: Evasive Empowerment is crap. It needs to give a buff that increases all damage done, and not just the very next attack. A duration of 3 seconds sounds about right, beginning immediately after dodge.
#14: Increase the heal scaling coefficient of Driven Fortitude to 0.32. Currently, wearing full clerics gear contributes basically nothing to this skill.
#15: I think Staff Mastery is trying to be too complicated. Just make it a flat 10% increase to staff damage.
#16: Increase the Evade Distance of dash to 400. Currently, the extra range doesn’t do much.
#17: I’d really like to rework how Bound works. Currently it does several undesirable things:
A) Roots you in one place as you hang in the air.
B) Has an aftercast that prevents movement for a moment.
C) It only creates an attack where you land, meaning that if you dodge away from an enemy, you’ll end up not getting the damage from the Bound.
I’d like to change that. So, my suggestion is as follows:
A)Make it so bound explodes out damage at the start of the ddoge, and not the end.
B)Smooth out the animation so you don’t hang in air for awhile.
C)Remove the aftercast on the skill.
I don’t have opinions. I only have facts I can’t adequately prove.