Showing Posts For kang.3786:
Developers stated that they’re targeting a 10% reduction in damage for the best damage setup (mix of ascended berserker/assassin gear, full DPS traits, critical damage food, ruby orbs, precision infusions). One can infer from this that they’re looking at approximately 13 ferocity to 1% critical damage ratio (you can do the math yourself). Let’s see how this affects various gear setups (assuming no sigils, no food, and no runes, and no infusions, 25 might stacks & fury). Compared to live values, this means:
Full berserker (30 precision traits, 30 ferocity traits) – 7.22% nerf
Full assassin (30 precision traits, 30 ferocity traits) – 7.83% nerf
Celestial weapon & armour + berserker trinkets (30 precision traits, 30 ferocity traits) – 11.36% nerf
Full celestial + berserker backpiece (30 precision traits, 30 ferocity traits) – 11.08% nerf
Full knight (30 precision traits, 30 ferocity traits) – 3.22% nerf
Full knight (0 ferocity traits) – no change
Full cavalier/valkyrie (30 precision traits, 30 ferocity traits) – 5.04% nerf
Full cavalier/valkyrie (0 precision traits, 0 ferocity traits) – 2.59% nerf
Full soldier (30 precision traits, 30 ferocity traits) – 2.05% nerf
Full soldier (o ferocity traits) – no change
Other prefixes – no change unless traited in ferocity (critical damage) line
As you can see, the nerfs to celestial gear completely dwarfs the nerfs to other gear setups, even though it is far from being the best DPS gear. In case celestial gear is being looked at in conjunction with ferocity change, I’ve done some theorycrafting to see what kind of numbers will be needed in order for them to retain their current strength relative to other prefixes. Presently, the ratio of +all stat to a minor stat is 5:8. With the high critical damage bonus celestial gear provides, one wearing full celestial gear is able to achieve DPS numbers comparable to that attained by someone wearing full knight gear (slightly less without full buffs, slightly more with 25 might stacks & fury). Of course, celestial gear provides significantly less toughness compared to full knight, however it somewhat makes up for this rather glaring deficiency by having a little bit of vitality and healing power as well as condition damage. This, coupled with flexibility in build style that celestial gear offers, is what motivated people (myself included) to spend time and gold in obtaining it. With that in mind, I propose that +all stat to a minor stat ratio change from 5:8 to 3:4 when ferocity change goes live. This means that celestial weapon + armour will give 276 to all stats (including ferocity) instead of giving 230 to all stats + 30% critical damage, and full celestial gear minus backpiece will give 532 to all stats instead of 446 to all stats + 59% critical damage. Such change will affect the above setup thusly:
Celestial weapon & armour + berserker trinkets (30 precision traits, 30 ferocity traits) – 7.42% damage nerf in exchange for 5.66% effective HP buff
Full celestial + berserker backpiece (30 precision traits, 30 ferocity traits) – 3.28% damage nerf in exchange for 9.37% effective HP buff
This will keep celestial gear competitive with knight gear in terms of DPS (obviously, knight gear itself is unaffected by ferocity change), which is where it’s at now. The tradeoff between offensive and defensive power is not ideal, but I feel most people will be able to live with it since the overall power of celestial gear will remain largely the same with this change.
Ooops, I had meant to post it on my own thread :x
Developers stated that they’re targeting a 10% reduction in damage for the best damage setup (mix of ascended berserker/assassin gear, full DPS traits, critical damage food, ruby orbs, precision infusions). One can infer from this that they’re looking at approximately 13 ferocity to 1% critical damage ratio (you can do the math yourself). Let’s see how this affects various gear setups (assuming no sigils, no food, and no runes, and no infusions, 25 might stacks & fury). Compared to live values, this means:
Full berserker (30 precision traits, 30 ferocity traits) – 7.22% nerf
Full assassin (30 precision traits, 30 ferocity traits) – 7.83% nerf
Celestial weapon & armour + berserker trinkets (30 precision traits, 30 ferocity traits) – 11.36% nerf
Full celestial + berserker backpiece (30 precision traits, 30 ferocity traits) – 11.08% nerf
Full knight (30 precision traits, 30 ferocity traits) – 3.22% nerf
Full knight (0 ferocity traits) – no change
Full cavalier/valkyrie (30 precision traits, 30 ferocity traits) – 5.04% nerf
Full cavalier/valkyrie (0 precision traits, 0 ferocity traits) – 2.59% nerf
Full soldier (30 precision traits, 30 ferocity traits) – 2.05% nerf
Full soldier (o ferocity traits) – no change
Other prefixes – no change unless traited in ferocity (critical damage) line
As you can see, the nerfs to celestial gear completely dwarfs the nerfs to other gear setups, even though it is far from being the best DPS gear. In case celestial gear is being looked at in conjunction with ferocity change, I’ve done some theorycrafting to see what kind of numbers will be needed in order for them to retain their current strength relative to other prefixes. Presently, the ratio of +all stat to a minor stat is 5:8. With the high critical damage bonus celestial gear provides, one wearing full celestial gear is able to achieve DPS numbers comparable to that attained by someone wearing full knight gear (slightly less without full buffs, slightly more with 25 might stacks & fury). Of course, celestial gear provides significantly less toughness compared to full knight, however it somewhat makes up for this rather glaring deficiency by having a little bit of vitality and healing power as well as condition damage. This, coupled with flexibility in build style that celestial gear offers, is what motivated people (myself included) to spend time and gold in obtaining it. With that in mind, I propose that +all stat to a minor stat ratio change from 5:8 to 3:4 when ferocity change goes live. This means that celestial weapon + armour will give 276 to all stats (including ferocity) instead of giving 230 to all stats + 30% critical damage, and full celestial gear minus backpiece will give 532 to all stats instead of 446 to all stats + 59% critical damage. Such change will affect the above setup thusly:
Celestial weapon & armour + berserker trinkets (30 precision traits, 30 ferocity traits) – 7.42% damage nerf in exchange for 5.66% effective HP buff
Full celestial + berserker backpiece (30 precision traits, 30 ferocity traits) – 3.28% damage nerf in exchange for 9.37% effective HP buff
This will keep celestial gear competitive with knight gear in terms of DPS (obviously, knight gear itself is unaffected by ferocity change), which is where it’s at now. The tradeoff between offensive and defensive power is not ideal, but I feel most people will be able to live with it since the overall power of celestial gear will remain largely the same with this change.
I would expect the numbers on celestial gear to be pushed up in response to this nerf, since as you said celestial gear has an overabundance of critical damage at the moment. I’d expect your weapon + armor to give more like 255-260 to all stats after this patch, not 230.
This would be an acceptable compromise. However, this was not mentioned at all in the live stream, and I’d rather make sure that developers are aware of the issue instead of taking the whole thing on faith then end up with subpar equipment once changes go through.
Really? Everyone was complaining about how OP celestial gear was? Everyone crafted celestial gear instead of berserker ones? That’s news to me. In any case, I’m talking about a nerf to gear brought about by changes that is designed to address an unrelated issue. Nowhere in the talk did the developers talk about how this change will affect celestial gear nor whether or not it is even intended that celestial gear lose effective stat points because of this change.
If critical damage to ferocity change goes through, this will be a HUGE nerf to all PvE celestial gear. Currently, celestial weapon and armour has as much or more critical damage than berserker gear, and celestial trinkets get 2% less critical damage than corresponding berserker trinkets; it is what makes celestial gear somewhat viable (read: not best by far) for damage even though it has only tiny amount of other DPS stats such as power and precision.
For reference:
(Ascended) Celestial 2H weapon + Celestial armour set gives +230 all stats and 30% critical damage on live.
This will be converted to +230 all stats + 230 ferocity after change.
(Ascended) Berserker 2H weapon + Berserker armour set gives +517 power +369 precision and 27% critical damage on live.
This will be converted to +517 power + 369 precision and +369 ferocity after change.
If one normalizes for 27% critical damage to 369 ferocity conversion ratio for ascended berserker, valkyrie, assassin, and cavalier gear, 30% critical damage on celestial gear mentioned above is worth 410 ferocity. This means that people who have invested in celestial gear for above slots are losing 180 points worth of stats (going from 410 to 230) compared to everyone else who picked a different prefix. Please note that this is independent from critical damage nerf as that affects all prefixes (other than celestial) EQUALLY. Please buff celestial gear to compensate or let people who have invested in celestial gear to choose a different prefix.
TLDR version = celestial gear will lose effective lose stat points compared to all other prefixes with this change, please do something about it.