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Topic: Bug / Nerf Rumors (Read 3087 times)
Fusoya
Desciple
Karma: +37/-26
Posts: 37
Bug / Nerf Rumors
«
on:
April 30, 2008, 09:42:53 AM »
This wasn't a combat feature developers were completely aware of, it was not their idea to use it as an excuse to nerf monks and rogues. I approached them with the bug and what I thought were the causes.
It's fun but Monks should not be able to solo trash mobs in APW in 4-5 swings. Impossible to balance that compared to other classes.
We will be doing testing on exactly how much this lowers our ability damage, its not meant to drop us below any other class currently. After these changes Monk and Rogues still be top raid dps...until class balancing goes in. They may decide to release it all in 1 patch. Regardless the abilities will be tested before the class balancing occurs, even if it is released in the same patch.
If the way the Thousand Fist line is coded doesn't allow it to compete with other classes finishers, we'll change the ability to be more in line with its intended damage.
This is in fact a bug fix, the game cannot be balanced with mechanics that are broken so severely. I don't want to see monks drop in damage either, but I realized it's something that needs to be done for the benefit of the game. If the bug wasn't found and fixed, we would more than likely see a flat % damage reduction to all of our abilities and end up having to experience a revamp every time levels / content / gear / buffs / mobs / abilities / anything changed.
This bug fix hurts me probably more than anyone else, because I knew what was happening and could maximize my damage as a result. Defining this bug helped save the majority of the monk community a huge damage reduction, by pinpointing the problems and just adjusting the broken components. In theory, yes Iron Fist and all monks would be affected, but coding is not always as the tool tips read, and yes the developers have the ability to set order of operations. If they want to leave Iron Fist in the Thousand Fist mechanic, they can do so. Personally I'd like to stay at the top of the DPS list and intend to, but not at the expense of the game as a whole. We will remove the bug, adjust our damage to fit what the norm is right now (monks not using the extreme amount of modifications) and then worry about class balancing and adjusting our damage to fit the trend line.
Logged
Fujitsu
Sensei
Karma: +23/-20
Posts: 847
Re: Bug / Nerf Rumors
«
Reply #1 on:
April 30, 2008, 10:29:01 AM »
So im still not getting these magic 200k crits. So can you explain to me how the following is a bug?
Thousand fist
(Melee+155) *3
In raid thats with all + damage, my melee damage is at ~3000:
(3000 + 155)*3 ==~9.5k
With jolt thats:
9.5*2 = 19k.
With Jolt + fist of celerity + errant strike:
19k (base) + 19k (fist of celerity) + 19k (errant strike)
Your <highlight>Fists of Transcendence</color> hits SENATOR DEMETRIUS for <highlight>62028 (43712+18316)</color> damage.
I mean i just dont see this bug your speaking of. Every skill is doing exactly what it says its supposed to do. To me it seems that the real bug is all the + damage stacks, and that its added directly to melee damage. Theres nothing in there about multiple effects on the attack. I mean it fits the equations for the attacks exactly.
On top of that, i see that all 3 (joly/errant/fist) shouldnt stack dont get me wrong. But i think the big issue is defining where the + damage is added, and apparently adding it directly to melee damage seems to be the issue, but that isnt a bug, thats how its been since day 1. If they wanted to change how + damage was added to attacks, thats no longer a bug fix thats a change to combat mechanics, one that effects every class by a large ammount.
Logged
Jaoust
Desciple
Karma: +2/-0
Posts: 39
Re: Bug / Nerf Rumors
«
Reply #2 on:
April 30, 2008, 11:14:36 AM »
post a vid of you soloing an apw mob and then ill believe it....
Logged
Draxs
Grandmaster
Karma: +9/-5
Posts: 132
Re: Bug / Nerf Rumors
«
Reply #3 on:
April 30, 2008, 11:43:16 AM »
I solo trash in APW all the time and I'm a Dragon monk. I don't even have errant strikes nor any invulns.
Jakik hits regularly for 150-200k when he pops all 3 (errant strikes, FoC and Quickening). It's not make believe and is easily achieved.
On 99 for example I do over 7k dps as a Dragon and Jak can do over 10k dps.
This has to get fixed, plain and simple. I have no Idea why you are not getting the same numbers Fuji, but they are indeed easily achievable.
Logged
Draxs
50 Dragon Monk
Brotherhood of the Spider
Xeth
Ronmaru
Grandmaster
Karma: +1/-5
Posts: 113
Re: Bug / Nerf Rumors
«
Reply #4 on:
April 30, 2008, 11:46:24 AM »
Quote from: Fujitsu on April 30, 2008, 10:29:01 AM
but that isnt a bug, thats how its been since day 1.
I agree with that, the wording is definately wrong, insisting that its a bug fix is only serving the purpose of annoying a lot of people, calling this post Bug/ Nerf Rumors is likely to insult a lot of people as well. Granted its all semantics for the most part but lets call a spade a spade OK? /sigh
If they wanted to change how + damage was added to attacks, thats no longer a bug fix thats a change to combat mechanics, one that effects every class by a large ammount.
Not too sure about the effect every class by a large ammount bit? From my understanding (Unless I missed something? Wouldn't be the first time.) it really only should effect the listed classes, monk/rogue/pally/turg aka classes with multihit abilities. Others really shouldn't notice that specific change. That said...
Quote from: Fusoya on April 30, 2008, 09:42:53 AM
the game cannot be balanced with mechanics that are broken so severely.... it's something that needs to be done for the benefit of the game. If the (primary source of the out of control raid damage) wasn't found and fixed, we would more than likely see a flat % damage reduction to all of our abilities and end up having to experience a revamp every time levels / content / gear / buffs / mobs / abilities / anything changed.
Is pretty much spot on. And hard to argue with.
Defining this (source of out of control raid damage) helped save the majority of the monk community a huge damage reduction (across all styles of play), by pinpointing the problems and just adjusting the broken components.
Is also pretty much spot on.
but coding is not always as the tool tips read,
huge understatement
and then worry about class balancing and adjusting our damage to fit the trend line.
If it all goes in as one patch which you suggested earlier...and frankly seems likely then it will all have to be taken into account simultaneously along with melee haste adjustments...which should save a lot of time in the grand scheme of things but also be a simply massive undertaking....I'll cross my fingers
«
Last Edit: April 30, 2008, 12:05:17 PM by Ronmaru
»
Logged
Xenophon
Desciple
Karma: +1/-0
Posts: 48
Re: Bug / Nerf Rumors
«
Reply #5 on:
April 30, 2008, 12:29:20 PM »
Quote from: Fujitsu on April 30, 2008, 10:29:01 AM
In raid thats with all + damage, my melee damage is at ~3000:
(3000 + 155)*3 ==~9.5k
With jolt thats:
9.5*2 = 19k.
With Jolt + fist of celerity + errant strike:
19k (base) + 19k (fist of celerity) + 19k (errant strike)
Your <highlight>Fists of Transcendence</color> hits SENATOR DEMETRIUS for <highlight>62028 (43712+18316)</color> damage.
Is this an actual parse? If so, then I don't know. If its just hypotheticals, then I think I can see a mistake:
In raid thats with all + damage, my melee damage is at ~3000:
(3000 + 155)*3 ==~9.5k
That would be your damage without any +flat damage buffs. If I understand right, you'd have to add the flat damage to thousand fists 9 times (3 times for the 3 effects in thousand fists times 3 for base + errant + celerity), then double it for quickening jolt (which applies after errant and celerity I believe).
The formula talisker gave was:
total damage = (ability damage + flat damage) * % damage buffs
so your total damage will be (28.5k + X) * 2 where X is whatever damage you got from the flat damage, which I understand can be rather high
.
Let me know if my math is off, I'm tryin to get an idea of how this is working.
Logged
Xenophon
Venerable Warriors
Sung_Entune
Recruit
Karma: +0/-3
Posts: 23
Re: Bug / Nerf Rumors
«
Reply #6 on:
April 30, 2008, 12:59:46 PM »
Quote from: Ronmaru on April 30, 2008, 11:46:24 AM
Quote from: Fujitsu on April 30, 2008, 10:29:01 AM
but that isnt a bug, thats how its been since day 1.
I agree with that, the wording is definately wrong, insisting that its a bug fix is only serving the purpose of annoying a lot of people, calling this post Bug/ Nerf Rumors is likely to insult a lot of people as well. Granted its all semantics for the most part but lets call a spade a spade OK? /sigh
If they wanted to change how + damage was added to attacks, thats no longer a bug fix thats a change to combat mechanics, one that effects every class by a large ammount.
Not too sure about the effect every class by a large ammount bit? From my understanding (Unless I missed something? Wouldn't be the first time.) it really only should effect the listed classes, monk/rogue/pally/turg aka classes with multihit abilities. Others really shouldn't notice that specific change. That said...
Quote from: Fusoya on April 30, 2008, 09:42:53 AM
the game cannot be balanced with mechanics that are broken so severely.... it's something that needs to be done for the benefit of the game. If the (primary source of the out of control raid damage) wasn't found and fixed, we would more than likely see a flat % damage reduction to all of our abilities and end up having to experience a revamp every time levels / content / gear / buffs / mobs / abilities / anything changed.
Is pretty much spot on. And hard to argue with.
Defining this (source of out of control raid damage) helped save the majority of the monk community a huge damage reduction (across all styles of play), by pinpointing the problems and just adjusting the broken components.
Is also pretty much spot on.
but coding is not always as the tool tips read,
huge understatement
and then worry about class balancing and adjusting our damage to fit the trend line.
If it all goes in as one patch which you suggested earlier...and frankly seems likely then it will all have to be taken into account simultaneously along with melee haste adjustments...which should save a lot of time in the grand scheme of things but also be a simply massive undertaking....I'll cross my fingers
Any class that has an ability similiar to "300% Weapon damage + 254" will be affected albeit slightly. The way it should work is : 300% Weapon Damage + 254 + (+damage effects) in otherwords, it should only apply one time.
The way it works now (for all classes with melee attacks like this) is: [ 300% weapon damage + (+Damage effects) ] + [ 254 +(+damage effects) ] Basically, it's getting two of every +damage effect...2 bard songs, 2 frenzied symbiotes, 2 cleric buffs, 2 marsheling crys etc... So every class will be affected some. Classes, such as monk, rogue, war cleric, etc... that get mutliple strikes abilities in a single attack get the bonus each time they get an extra attack. So with Celerity + Errant Strike + Thundering Fists, you're getting almost 50 applications of +damage when you should only get 8. So ya, it's an across the board fix, but some classes will feel it much more than others.
Logged
Sung Entune -
Bard Class Lead
-
Blades of Wrath
Khana Kopnisien
Sensei
Karma: +9/-4
Posts: 369
Re: Bug / Nerf Rumors
«
Reply #7 on:
April 30, 2008, 01:50:35 PM »
I fail to see the problem. The biggest factor in the equation is Quickening Jolt, not Fist of Celerity, nor Errant Strikes. I don't see why WE should be fixed - it's Quickening Jolt that gets applied to the wrong things.
Logged
Khana Kopnisien /\ 50 Dragon Monk /\ Lowland Elites /\ Halgar
Fujitsu
Sensei
Karma: +23/-20
Posts: 847
Re: Bug / Nerf Rumors
«
Reply #8 on:
April 30, 2008, 04:02:45 PM »
Flat damage is added to melee damage, so in a raid if i have 3000 melee damage thats with all the +flat damage added in. Thats where the real problem is, not in skills that are 300% weapon damage. The fact that we get the +flat damage added into our regular melee damage makes the hits large.
The flat damage is added 1x to your melee damage, and is then multipled by 3 for thousand fist, and then by 2 for each additional + damage buff. If you use all 3, then yes the + damage ends up being (3 +3 +3 )*2 So that +200 damage is ending up as + 4000 damage.
The way melee damage works is it already has the % damage modifers in it. So thousand fist really is as simple as (3000+155)*3 That includes flat damage AND damage modifiers (which dont apply to flat damage)
And yes that was an actual parse of my 60k hit with each of the parts broken down.
Being as i didnt have war/paladin buffs for either of those attempts id have to assume people hitting for 120-200k are getting those buffs, and that they are most likely the real couprit
Logged
Fusoya
Desciple
Karma: +37/-26
Posts: 37
Re: Bug / Nerf Rumors
«
Reply #9 on:
April 30, 2008, 04:10:15 PM »
Even without quickening jolt, having that kind of fire power available every minute and 28 seconds...Pretty much every other 1k fist chain is one with cool downs. But once again, I stress the fact that if you don't get big numbers now, you won't notice a big difference. The only argument that would be valid at this point are Monks complaining they won't have god-mode anymore. Other than that, don't worry so much. Gonna get gray hairs.
The bug is being fixed and the abilities involved will receive tweaks. You can do all the math 50,000 times over and use 1,000 examples, honestly it won't do any good with the way things are coded currently. Until the changes are made, it's hard to say the exact impact. Once we have something to work with, I can give you more details and updates on which of are abilities are changing because of it. Might even ask a few of you to copy your characters to test and work on it.
I work very closely with Talisker and you can rest assure that the Monk community has representation in the matter.
Logged
Monk01
Recruit
Karma: +0/-0
Posts: 15
Re: Bug / Nerf Rumors
«
Reply #10 on:
April 30, 2008, 04:40:49 PM »
Sung,
Everyone has their opinions some bear out others don't. You coming on these forums and double posting the same posts as the OVF is not specifically needed. Most understand that the changes will be implemented and are trying to get to the root of the issues. While you may be "in the know" you are not a member of the dev team or the monk class lead and as such your posts no matter how well informed are only opinion. Rest assured that all reading these forums are reading the OVF as well.
You can and most likely will continue to do as you want but know that you are fostering not open discourse but resentment and bad will in more than a few eyes. These forums are Monk specific and while open to all are focused on Monks and Monk issues. To have another class come in and tell the population here how the Monk class is to be played and how our skills work rubs a lot the wrong way. As a proponent of these changes you coming here and posting is akin to kicking someone while they are down.
Just a bit of insight for you, do with it as you will.
Logged
Hakuan
Desciple
Karma: +0/-1
Posts: 30
Re: Bug / Nerf Rumors
«
Reply #11 on:
April 30, 2008, 05:39:40 PM »
Quote from: Khana Kopnisien on April 30, 2008, 01:50:35 PM
I fail to see the problem. The biggest factor in the equation is Quickening Jolt, not Fist of Celerity, nor Errant Strikes. I don't see why WE should be fixed - it's Quickening Jolt that gets applied to the wrong things.
you are 100% right. the biggest problems are the multiplicative effects. the "Flat damage" stuff is just a way to justify a full class nerf, if you only nerf the multiplicatives it only effects the cases where you have tons of multiple attack buffs stacked. take those away and the problem goes away w/o a top down nerf.
they (SOE) i am sure are aware of this. but it is much easier to say "well see we found this bug here, sorry guys buts its a bug we gotta fix it!" instead of "well, we need to nerf the damage so that sorcs have an edge. not enough people are playing them so we need that flavor of the month."
are the changes going to happen regardless of what any of us think? yep. cant do a damn thing about. it would be nice to have them not try to BS us but well im sure a public relations expert is writing the "official" story.
Logged
Thorius
Recruit
Karma: +0/-2
Posts: 13
Re: Bug / Nerf Rumors
«
Reply #12 on:
April 30, 2008, 06:06:45 PM »
i agree with you hak. Its a flat out nerf and they are just trying to justify it to the players.
Logged
Fusoya
Desciple
Karma: +37/-26
Posts: 37
Re: Bug / Nerf Rumors
«
Reply #13 on:
April 30, 2008, 06:49:43 PM »
This bug fix wasn't the developers discovery or idea. I came to them explaining the situation and why it was happening. If you saw the amplifications I see every night, you'd realize how broken the current system really is.
Our damage is being changed with balancing anyways, this just eliminates a bug and allows the developers to give us accurate abilities and actually know what they will do. It will probably go in with the class balancing patch, but will be done prior to the balancing. Why would they make up excuses to nerf us prior to class balancing? If anything I think this will help us in the balancing process to ensure people who aren't reproducing the damage I am aren't getting lowered in damage as if they are.
Logged
Draxs
Grandmaster
Karma: +9/-5
Posts: 132
Re: Bug / Nerf Rumors
«
Reply #14 on:
May 01, 2008, 07:26:29 AM »
The devs have stated their vision.
Sorc top caster DPS and top overall DPS.
Rogue top Melee DPS
Monk Second Melee DPS.
In the end it will be this way, we will be one of the top DPS classes.
The bug fix is glarringly obvious to those of us that see it nightly in raid enviorments. I personally saw over a 300k hit lastnight on Malazath, and this hit wasn't alone it was accompanied by several 150K+ hits right infront of and behind it.
They will fix the bug and see where our DPS stands once it is corrected.
Remember as I have posted many times I do over 7k DPS on pretty much all bosses and I am a Dragon monk. I do not even have erran fists and I dont use quickening jolt I stick with Frenzy (simply cause I'm busy with stuff and dont want to micro manage yet another clicky).
I only have the single thousand fits/thundering fist chain with only those two abilities, so no errant strikes and no quickening jolt and I can still get over 7k dps, so rest easy in that while our numbers will dimisnish they are not going to drop to an undesired level. And if they do, they will adjust out damage skills to put us where they desire us to be, second highest melee DPS, which is pretty good in my personal opinion.
Logged
Draxs
50 Dragon Monk
Brotherhood of the Spider
Xeth
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