So...why are they nerfing thief damage again?
Fun fact: the 10% less DPS is from a maxed out party, that means 25 might, 25 vuln, warr banners, frost spirit, and spotter. That will hardly have ANY impact on pvp and WvW.
Anyone got a source for this? I watched the live stream and all they said was it would around a 10% damage decrease for berserker wearing classes. They never said anything about buffs/stacks or anything line that. I’ve been attributing that interpretation to wishfull thinking but I could be wrong.
let me quote
“….. it is about a 10% reduction in dmg across the board….(all classes too)”
that isnt a reduction in high end or crit or zerk gear…. but dmg in totality.
… because only thieves run full zerker gear and high crit damage traits. Right.
it’s good, zerk meta needs to die
You are completely wrong.
PvE: Yes, zerk is good
WvW: It is a bunker/condi meta
PvP: It is a bunker/condi meta
Fun Facts:
The “10% reduction” refers to the total loss in DPS that comes from the switch to ferocity in fully geared ascended berserker players. Damage is not in anyway being changed for builds in any other way. Crits still deal a baseline of 1.5x damage; the only losses will be seen as you stack crit damage higher and higher.
Hardly anybody runs full zerker in WvW so hardly anybody will see a full 10% drop in their damage output. Further, even AT a 10% drop, it will hardly make a difference to most encounters (Oh no I only backstabbed him for 70% of his hp instead of 80%!). The only exception I can think of is for full glass staff ele zergers.
In structured pvp, ferocity will be added to amulets to keep crit damage about the same as it is currently (except the slight loss from traits, I assume).
Fun Facts:
Hardly anybody runs full zerker in WvW
Shatter mesmer with a death wish. Also, while a power thief may not be full zerker, he’d better be kitten ed close if he wants to get any kills outside a zerg. If your backstab is not making people scramble for defensive skills, you’re doing something wrong IMO.
who cares, its not affecting pvp,
wvw, crit damage too op,
pve ppc too op.
Fun fact: the 10% less DPS is from a maxed out party, that means 25 might, 25 vuln, warr banners, frost spirit, and spotter. That will hardly have ANY impact on pvp and WvW.
Anyone got a source for this? I watched the live stream and all they said was it would around a 10% damage decrease for berserker wearing classes. They never said anything about buffs/stacks or anything line that. I’ve been attributing that interpretation to wishfull thinking but I could be wrong.
let me quote
“….. it is about a 10% reduction in dmg across the board….(all classes too)”
that isnt a reduction in high end or crit or zerk gear…. but dmg in totality.
So on a full-exotic character, say a thief, running 30 in precision/crit damage traits using all Berserker’s gear and Ruby Orbs on all armor and accessories, we see the following stats:
3020 power
56% crit chance
104% crit damage.
For the assassin’s set:
2685 power
71% critical chance
104% crit damage
So we’ll now calculate a sample damage output of 100 hits to accommodate for more precise measurements of critical damage with no sampling of damage per hit.
Berserker – Calculating overall DPS and calculating the reduction of ferocity:
[Critical hits] = (3020 * (1.04 + .50) * 56)
= 260444.8
[Non-critical hits] = 3020 * 44
= 132880
[260444.8 + 132880] = 393324.8
So a 10% reduction would be 39332.48 which is 15% of 260444.8, thus creating a 15% reduction in critical damage from ferocity.
Seeing as this 15% reduction is coming solely from ferocity, it is a constant we can apply towards assassin’s wearers:
Assassin – Calculating overall DPS and the percent reduction from ferocity:
[Critical hits] = (2685 * (1.04 + .5) * 71)
= 293557.9
[Non-critical hits] = 2685 * 29
= 77865
[293557.9 + 77865] = 371442.9 overall damage throughout without ferocity penalties.
So now we take the 15% reduction and apply it to critical hits to calculate the overall reduction in damage:
Critical change: 293557.9 * .85 = 249524.215
Add 77865
= 327389.215 overall
Now take a fraction of the overall reduction:
327389.215 / 371442.9 = 88% or still a 12% reduction in overall damage.
Thus a stab thief with a 100% critical hit rate from HK will see a 15% reduction in damage upfront with said further reductions.
Of course, this also compounds on the fact that Assassin’s users already deal strictly less DPS than Berserker wearers.
And of course, again, this is the light penalty interpretation. Ones which involve stat scaling like precision and have point thresholds prove to have this effect lean closer to 30% deficiency per critical strike.
Effectively what we’re seeing is stricter nerfs to precision builds than power builds.
Ergo berserker remains the best option despite the intentions being to nerf it the hardest of the sets.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
lol, I know this game is about teamplay…but solo or roaming thieves are way and extremely overpowered…. you can’t target them on alot of classes/weapon sets due to near perma invisibilty and than the crapload of damage they deal (read spam 2) is just way to much…tbh the damage of the thief should be nerved alot more…let’s say about 33+%….they will still deal rediculous amounts of damage
Ps. I’m talking wvw thieves…not pvp