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Exalted Weapon Augments are being downgraded

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  • Exalted Weapon Augments are being downgraded

    Exalted Nimble Symbol of the Skeptic
    http://lucy.allakhazam.com/item.html?id=48703
    and
    Exalted Nimble Symbol of the Warmonger
    http://lucy.allakhazam.com/item.html?id=48742

    They have 12 base damage on Live but now have 10 base damage on Test. I just /testcopied and discovered this to my horror.

    I only have these two on my Monk so not sure about the other Exalted Augs but I assume the change is a blanket one.

    They made the proc req lv 71...

    It's like cutting your hand off and expecting you to say thank you for letting you live.

    I don't understand why so many weapons and Augments are getting upgraded and the Exalted are getting downgraded.
    Sister Amparo - Martial Artist

  • #2
    Exalted Nimble Symbol of Growth
    +12 dmg, 6ac
    150 hp/mana/end, +8 stats and svs, plus a few mods
    Procs Tunare Balm V-does a group hot of 15 pts a tic for 4 tics.

    Elaborate Hammer
    +15 dmg, Dly 25, 7ac
    130 hp, 140 mana, +4-+7 stats and svs, plus a few mods

    Combined together
    +27 dmg, Dly 25, 13ac
    280 hp, 290 mana, 150 end, +12-+15 stats and svs, mods
    Proc hot 15 per tic X 4 tics-60 pt heal

    Flail of Redemption
    +35 dmg, Dly 25, 14ac
    235 hp, 240 mana, +4-+16 stats and svs, a few mods
    Procs hand of Holy Vengeance V-200 pt dmg to mob and heals group for 100-250 ish.

    About the only place these new playermade weapons come close to comparing with the easily obtained groupable gear from SoF is in the HP and Mana. The procs and dmg/dly ratios sadly lacking, even in the Stalwart/Venerable weapons. When you compare them to the groupable content weapons from SoD they no longer come close in the stats, and the dmg/dly ratios are even worse.

    What they need to do is improve the dps potential of these weapons so that they are a somewhat viable alternative to the groupable drops, not nerf them to the point that TBS or TSS group drop weapons would be better.

    Whats the point of adding the tradeskillable weapons to the game if no one would realistically choose to use them, and as a result, no tradeskiller would bother to make them?

    I would think that making the dmg/dly ratios on the tradeskilled weapons 1 or 2 points lower than the groupable drops, and making the stats comparable, would make the weapons a much more viable alternative to players, and since they would still require not so easy to get drops in the form of spinnerets and loams, they wouldnt unbalance the game any.

    We arent asking that these weapons be made the equivalent of raid drop weapons, or be capable of being aug'ed to be made so. Just that they be reasonably attractive to the non-raiding player base.

    Please, please redo the comparisons between tradeskilled weapons and groupable content dropped weapons and rethink this decision to nerf weapons which really need some improvement.

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    • #3
      http://lucy.allakhazam.com/item.html?level=85&id=48841
      http://lucy.allakhazam.com/item.html?level=85&id=48351

      This is the set I'm interested in.

      Weapons delta from test:
      Removed elemdmg: 'Corruption DMG: 1'
      Changed damage from '11' to '16'
      Aug delta from test:
      Changed level1 from '85' to '81'
      Changed damage from '16' to '19'
      So from at (11+1)+(16+1) over 18 = 27+2 over 18
      To a (16+0)+(19+1) over 18 = 35+1 over 18

      At 2:1 corruption to real damage, this is a ratio of 1.97 vs 1.56, or a 26.7% ratio upgrade.

      (Above items chosen because they have updates on test).
      --
      I am not the Yakatizma you are looking for.
      No, really.

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