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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Dev posted the info on DPS changes « previous next »
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Author Topic: Dev posted the info on DPS changes  (Read 2201 times)
Hakuan
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« Reply #15 on: April 29, 2008, 11:35:09 AM »

it *should* only effect raiders. however, they are admitidly nerfing to classes to fix a problem created by the high end raid guilds buff stacking.

Re-read Taliskers post carefully. the method of getting 200k hits is in there. build a raid dps group, bard, probably a paladin or warrior (battlecries) and dps. stack up ALL possible +dmg buffs, hit Quickening Jolt, and see the numbers scale up. instead of making the short term flat dmage buffs not stack, which i suspect is the real culprit, they change mechanics, break who knows what and nerf 2 classes.

granted we are being nerfed in the DPS parse so that sorcs stop crying, but thats a different story.
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Fujitsu
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« Reply #16 on: April 29, 2008, 11:40:03 AM »

So this is our dps group.
War, bard, clr, monk, rog, rog

With bloodmage, bear shm, psi, clr buffs.  ETC the works.

Tried both ways, once with jolt and once with quickening symbiot.  Neither seemed to matter because i still capped out at 50k.  There has to be something else to get these 100k+ hits.
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Ronmaru
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« Reply #17 on: April 29, 2008, 01:51:39 PM »

I would say my largest concerns are twofold and in regards to the ultimate rebalancing, not the bug fix.  They are in regards to monk and rogue viability in raids and solo.

Rogues:
After the final rebalancing, no one will bother playing rogues (again) because, on raids,  they will offer equal or less damage than sorcerers, less utility, and have to be in melee range behind the mob making them require more resources to support and keep alive if the mob has AOEs or damage sheilds.  Addititionally rogues already solo OKish at best.  Don't get me wrong, it can be done but if their damage was nerfed significantly (after the final rebalancing)they'd be in a world of hurt once again leading to less people bothering to play them.  In groups having them do damage on par with sorcerers typically won't matter much either way as the utility that either provide isn't usually saught after (not saying it should or shouldn't be but its usually simply not considered by most groups).

Monks:
...once again only the hormonious monk will be "the best choice" on raids, as they will at least have debuffs to give to help justify having to fight from melee range.  Drunken, dragon?  Why use them over a sorcerer?  What is supposed to offset the penalty of having to fight in melee range and sucking down all AOE damage plus damage sheilds?  Why burn up the extra liability that requires more healers if you can use more casters considerably more safely from range?  Pullers?  Maybe but I've seen it done just fine with disc and necro (as it should be, since no one class should be an end all be all at something), dragon and drunken need desirable utility for raids or need dps that exceeds that of a sorcerer if even by a little to justify expending the extra healing resources to have them in a fight.  Solo, harmonious monks start doing OK eventually at mid to higher levels, drunk and dragon are pretty poor at it thrughout.  But like rogues they depend on their high dps to burn down the mob faster than they get killed.  If they are nerfed heavily after the overall final rebalancing their solo preformance will go to downright abysmal.  Groups once again, harmonious?  OK, they have their debuffs.  Drunken?  Sure if the group has no tank and they are built right it will suffice for a lot of content.  Dragon? Why?  Why would you use dragon over any other dps class available?  Don't get me wrong, most groups really don't care about the utility that monks or rogues or sorcers (or rangers for that matter) bring to groups, they are just looking for more dps and anything does the job.  But if you can't justify a tactical advantage that a particular class or class/path combo gives then what is the point of playing them when another one can give a comparative edge in most situations?

Dragon is by far in need of some kind of real utility (I've suggested being able to apply some kind of elemental weakness debuff so a mob takes more damage from fire for example etc.) and since drunken's tank abilities are all but useless on raids they need something to offer as well (perhaps fix and expand their options in terms of aggro manipulation not on par with but like a melee version of psi).  Both monk and rogue will need something in the solo dept if their damage is nerfed.

At the end when this grand final rebalancing is done there had better be good and reasonable answers as to question such as "why use a dragon monk on a raid if another dps class such as a sorcerer is avialable?"  It should be a hard decision with both offering compartive advantages.  If its an easy decision in most cases then things are not "balanced".
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Fujitsu
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« Reply #18 on: April 29, 2008, 02:01:08 PM »

I agree 100% and sadly this is what i see happening.
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Draxs
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« Reply #19 on: April 29, 2008, 02:14:04 PM »

Errant strikes, celerity and quickening jolt used in conjunction, iirc
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Draxs
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« Reply #20 on: April 29, 2008, 02:35:08 PM »

Yeh agreed ronmaru, i've been saying all over the place rogue/monk SHOULD be more dps than a sorc for the exact and obvious reasons you stated. Even my guild sorcerors tend to agree. Maybe not by the margin at the moment, but should certainly be at least 25%more dps imo.
Rogue would be totally redundant with current planned changes, and monk to a lesser extent.
I'll be so sad one day when i got full raid buffs and "your thousand fists hits XXXXXXX for 4k dmg" (with celerity hits for 6k)

Besides, sorc would be more dps than us anyway (maybe their CV is "bugged" too Tongue) if they could just shed aggro as well. Seems like a much simpler fix to give sorc more detaunt, than change game mechanics that have been in since release. Then they wouldn't have to alter mob hp either. LOL but they can spend weeks trying to recode everything and what-not, hell what do i know.  idiot2
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Sung_Entune
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« Reply #21 on: April 29, 2008, 02:58:26 PM »

I can say for sure that you are 100% wrong in your math though sung.

Ive tried 12 different weapon combos with different speeds and everytime I get the same result.

Melee dmg (main hand):  ((Weapon dmg + str bonus)*1.dmg modifier) + flat dmg
Off hand dmg ((0.5weapon dmg + 0.5 str dmg) *1.dmg modifier) +0.5 flat dmg

AKA 200 dmg weapon in main off.
500 dmg from str
50% dmg modifier
+200 from iron hands

main:((200+500)*1.5)+200 =1250
off: ((100+250)*1.5)+100 = 625

It adds 300 dmg, on every dual wield combo.  This is because its adding +200 to melee dmg not to the dmg of the next hit.  Its not adding 132 to main hand and 66 to the off hand, its 200/100

200 x 1.5 = 300   You are misinterpreting your own results more than likely.  % damage is added after all +dmg.  the fact that it's +melee damage really doesn't matter at all, +melee damage is the same as generic +damage except that generic affects spell damage as well.  I've done many many many tests concerning +damage (seeing as how bards biggest role is adding +damage) and I'm quite certain that my math is correct.But in order to ensure that I'm not mistaken, I'll test this on a L50 monk.   You can even see the results of adding specific amounts of +damage without adding any +% damage on a per hand basis here:  http://www.vgbards.com/forums/index.php?topic=2182.0
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Thorius
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« Reply #22 on: April 29, 2008, 03:03:29 PM »

I dont know how the bug is produced but i do know that one of fuso guild mates said he is able to solo a lvl 53/6dot raid mob in apw faster then the rest of the raid.  There is all kind of bugs out there based off of way buffs are stacked and using certain skills in a certain order to do massive dmg or so i hear. I have yet to figure this out myself as i can never do a 100k-200k hit unless im attacking vicus. I am just not figuring out how this is going to be fair to the monks. I dont see the numbers to prove that something is stacking 9x instead of the overall addition like everyone is saying should happen. If u can stack buffs or use certain skills in a certain order to bug out so u can do massive dmg then fix that. Dont screw with everyone else that dont know about it just my 2 cents.
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Murugan
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« Reply #23 on: April 29, 2008, 04:22:45 PM »

To add to the confusion in last nights raids i used Errant strike/fist of celerity 10x with thousand fist chain.  Never once did i get a hit for 200k.

In fact every hit was for around 25k non crit and 35k crit.  Which is exactly what it should be. 
Regular hit for 7k, crit for a total of 11k.  double that x2 and its 11k+11k(fist of celerity)+ 11k (errant strike) =33k total....vs 7k+7k+7k = 21k total. 


Im not sure how fusoya is getting these massive damage hits but its definatly not something i am able to reproduce.  Even with max + flat dmg last night, 50% dps mod + whatever the bard added, I never hit for over 100k.  With 10x4 attempts, youd think id see one.

Also i tried adding jin surge to the mix, and it made no difference, still saw around 23k-26k hits. 


Fusoya if you could elaborate more on where these 100k-200k hits are coming from that would be great. As is i cant reproduce them, and even when i use fist and errant strike at the same time i dont see crazy numbers.  I see proportional dmg increase that makes sense.

I don't know Fuj, I have worse gear than you and I hit for more than that.  I rarely hit for less than 50k with stacks on my thousand fist line, and I do not use a staff I use legion's choking grasp main hand with striking wrap off hand.

I am usually in MT group, with this setup:

Monk
Bard
Cleric
Warrior
Paladin
Blood Mage

So I guess I have pally aura where as you do not.  Buff wise I have buffs from

every class as well as:
Tuurgin
Hayattet
Rakkur
Single target damage buff (from disc  +15% I believe)
some cleric short duration buff (forget the name)
Warrior force crit
and a few others I would have to ask about.  I just know we all stack our boosts for max dps. every 5 min (or the reduced time after refresh reductions 2min something)
Mithril Rune of Damage
Mithril Rune of Strength
Belt of the Ages (+10% every 30 sec, low level CIS quest)
Helm of Dominion (use it if I am too late for the later chains from war forced crit, though we usually have two wars in the raid so this rarely happens)

I haven't used jin surge since I lost my dot when I switched to Drunken (5 jin for 364 damage yuck)

We do not have a regular raiding rogue, so I am pretty undisputed at the top of most of our parses (a paladin out dps'd me once, I must have been afk Tongue) and I get buffed accordingly.


Then again I don't get your 6k dps, so maybe I shouldn't stack as much (or maybe I don't know how to parse correctly for true dps numbers, I pull and let tank gain aggro so that kinda hurts my numbers).  I don't get 100k regularly but then again I have no where near yours or Fusoya's gear, I average 40-80k but break 100k often enough, and have come close to 200k on several occasions without an epic and not on Vicus (posted parses on the discussion threads).

I don't know how Fusoya can solo anything in apw, except maintenance sparks/servitors (health pots or what?), but I can single handedly out dps the rest of my raid on adds by myself.
« Last Edit: April 29, 2008, 05:27:51 PM by Murugan » Logged

Sung_Entune
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« Reply #24 on: April 29, 2008, 05:38:53 PM »

I can say for sure that you are 100% wrong in your math though sung.

Ive tried 12 different weapon combos with different speeds and everytime I get the same result.

Melee dmg (main hand):  ((Weapon dmg + str bonus)*1.dmg modifier) + flat dmg
Off hand dmg ((0.5weapon dmg + 0.5 str dmg) *1.dmg modifier) +0.5 flat dmg

AKA 200 dmg weapon in main off.
500 dmg from str
50% dmg modifier
+200 from iron hands

main:((200+500)*1.5)+200 =1250
off: ((100+250)*1.5)+100 = 625

It adds 300 dmg, on every dual wield combo.  This is because its adding +200 to melee dmg not to the dmg of the next hit.  Its not adding 132 to main hand and 66 to the off hand, its 200/100

200 x 1.5 = 300   You are misinterpreting your own results more than likely.  % damage is added after all +dmg.  the fact that it's +melee damage really doesn't matter at all, +melee damage is the same as generic +damage except that generic affects spell damage as well.  I've done many many many tests concerning +damage (seeing as how bards biggest role is adding +damage) and I'm quite certain that my math is correct.But in order to ensure that I'm not mistaken, I'll test this on a L50 monk.   You can even see the results of adding specific amounts of +damage without adding any +% damage on a per hand basis here:  http://www.vgbards.com/forums/index.php?topic=2182.0

I posted my results here: http://www.vanguardmonks.com/option,com_smf/Itemid,27/topic,1096.msg8989/#msg8989   as I felt it was a more appropriate forum for the discussion
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Thorius
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« Reply #25 on: April 29, 2008, 06:56:33 PM »

after looking at alot of the parses and notes it seems like SOE just wants to bring down the rogue monk dps and just say we are bugged out. I look for skills to be changed to lower our damage instead of the so called bug fix.
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Ronmaru
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« Reply #26 on: April 30, 2008, 05:59:13 AM »

I dunno thor, I think the bug fix is needed because it "should" allow for more flex in design.  Considering that right now most +damage abilities stack on multihit attacks it makes it damn difficult to balance those kinds of buffs because they get out of control in select circumstances.  Reigning that in a bit will make it much easier to balance.

Or to view it differently, if you are building a machine and your goal is relatively smooth output, but you find in practice you have major spikes in the production when you are adding a compound into your mix, you would want to find out what is causing the spikes and fix it so that you can safely add in the compound without it messing up the production flow.

The reasoning for doing what they are doing makes a lot of sense.  So does bringing the DPS classes much more in line with each other so that content can be balanced to be challenging across a range of class combinations.  That's all good stuff and for the betterment of the game.

My concerns (as outlined above) are that, with DPS made more even across the board (as it should be) utility and what a class can bring to the table will be notably more important, and some provide more function or risk/maintenance than others and not neccesarily in proportional ammounts.  Additionally monks and rogues are severely dependant on their ability to blitz down an enemy when soloing, notably reducing their damage without giving them an extra tool or two for soloing can and will most likely have major consequences.  There are a lot of different ways to go about that but ultimately something should be done to compensate.

Some people clearly don't like what I'm saying as I got kicked 3 times yesterday for it, but it doeesn't change the fact that this is the nature of the situation.  /shrug
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Jaoust
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« Reply #27 on: April 30, 2008, 06:52:46 AM »

pretty bad when they have to rebalance all mobs hps to reflect the MAJOR nerf to monk/rogue.

part of what makes these types of games fun is the satisfaction of levelling your character and gaining gear and getting more powerful.....

Well you are now taking my lv 50 dps and nerfing it to lv 40ish!

im about 99% sure this is not a bug fix.

We were designed to have strikes with multiple effects so that our buffs would effect each one, just like 1k fists.  3 strikes so that we should have 3x iron fists damage.  Otherwise we would have a strike that deals 300% damage just like how all the other classes are designed.

They say in their post that this is not a nerf... unless you combine skill x plus skill y regularly then yes you are nerfed.  Well as a dragon monk without using fists of celerity, I do on average 3.5k dps which is more than sorc.  So for you to say that sorc will be highest and you are NOT nerfing me unless i use skill x plus skill y i do NOT believe one word you say.
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Ronmaru
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« Reply #28 on: April 30, 2008, 08:25:20 AM »

Regardless of what they call it or not (and I would wholly agree that its a major major major nerf to monks/rogue) it still seems that it needs to happen at this point, regardless of original design.  The potential problem is in the follow through.

With limited resources and such drastic changes...I'm skeptical of how "balanced" things will be left feeling when all is said and done at the end of GU6.  I'll keep my fingers crossed granted but I'm not a fool either and suspect it will take a loooong time to iron out the hitches and glitches.
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Fujitsu
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« Reply #29 on: April 30, 2008, 09:34:58 AM »

well im starting to doubt ill play after gu5, if theres not something new for raiders to do, i cant handle another 3 months of farming apw.  1-2 new overlands really doesnt cut it when their loot is this bad.

also its probably gonna be another month before gu5 hits live just because they cant figure out this white texture bug on test.  ( i cant even play cause im stuck in new targ, everything is solid white)
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