Rogue backstabs

Explanations please - no flames
striat
Posts: 393

Re: Rogue backstabs

Post#11 » Thu Sep 03, 2009 2:11 am

Koeril wrote:So I talked to Lillu the other day and he confessed that Rogue damage was altered. I knew it felt different when I saw parses in ToV of 800+ instead of 600's.


Glad things seem a little better (?), but nothing has changed in about a week as far as damage, etc. goes. As you mentioned, damage is similar because it in fact is unchanged!

Hope that provides a little insight.

Jeido
Posts: 1265

Re: Rogue backstabs

Post#12 » Thu Sep 03, 2009 2:15 am

Well somethings up still, flying kick doesnt do over 200 anymore. it used to do 5-700 non crit
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Koeril
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Re: Rogue backstabs

Post#13 » Thu Sep 03, 2009 7:23 am

striat wrote:As you mentioned, damage is similar because it in fact is unchanged!

Hope that provides a little insight.


It does provide much insight. I only followed up because I was told it was changed - naughty Lillu!! No cookie. Guess that spell file change was the only difference ... +100ish DPS. I'll begin doing my parses on the training zombies so that the results are more standard.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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Topsy
Posts: 517
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Re: Rogue backstabs

Post#14 » Thu Sep 03, 2009 9:18 pm

Jeido wrote:Well somethings up still, flying kick doesnt do over 200 anymore. it used to do 5-700 non crit


patch notes said that flying kick was nerfed, but melee damage was increased. haven't played topsy much to see that much of a difference. I did notice he was putting out about 950dps on average though .

striat
Posts: 393

Re: Rogue backstabs

Post#15 » Fri Sep 04, 2009 12:49 am

Jeido wrote:Well somethings up still, flying kick doesnt do over 200 anymore. it used to do 5-700 non crit


Okay, seems there is some confusion:

-On Wednesday August, 26, the upgrade occurred.
-August the 30th, Koeril posted about rogue dps
-Flying Damage was also discussed.
-Sometime before September 2, some things were altered including proc effects. Koeril posted noticeable dps improvements. *Nothing related to skill level OR attack formula was edited in this time*
-I posted that nothing since August the 26th had changed (so, yeah, nerf still around).

So, basically, I'm still aware of the issue with special attacks including monk flying kick and rogue backstab. And these are very high priorities. They just haven't been fixed. Will take care of it this weekend.

I hope this clear up any confusion. So, be on the outlook in the near future!

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Shin Noir
Posts: 380

Re: Rogue backstabs

Post#16 » Thu Sep 10, 2009 10:34 pm

Just a quick update, Wynn I was fortunate enough to parse yesterday prior to Striat's change. Without procs, she was doing around 950-1100 DPS vs Vlan in a long duration fight, without using discs/daggerfall.

With the change this morning, and the same setup, she is now parsing around 1500 DPS, non-disc.
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striat
Posts: 393

Re: Rogue backstabs

Post#17 » Thu Sep 10, 2009 11:27 pm

Shin Noir wrote:Just a quick update, Wynn I was fortunate enough to parse yesterday prior to Striat's change. Without procs, she was doing around 950-1100 DPS vs Vlan in a long duration fight, without using discs/daggerfall.

With the change this morning, and the same setup, she is now parsing around 1500 DPS, non-disc.


For my good friend, Tyler:

If there is a need to downgrade DPS (or even upgrade) higher level rogues, the best solution currently is to edit the backstabdmg column under items. In this case, a weapons damage may not indicate it's actual backstab dmg. However, it should be consistent (i.e. 25 dmg piercer having significantly higher backstab dmg rating over a 15 dmg piercer).

If there is a need to change damage on a global level, you'll be able to tweak a rule added in the next release.

If there is a need to edit certain intermediate caps (level 20/51/60 for example), I can do some tweaking to the code to make it a smoother transition.

Koeril
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Re: Rogue backstabs

Post#18 » Sat Sep 12, 2009 8:08 am

Make sure you check with zombie you are fighting now. They have scalable AC from 0-4000.

Also, and this is something I recently just realized myself, we need to remove non-melee hits from our parses if we are going to compare with other classes. Non-melee (proc) damage plays a huge roll in DPS right now - huge - and this can easily be seen by how fast that melee immune dragon falls. The reason is that you can't see the mom-melee hits of others and so if you have yours turned on and are parsing the same as someone else, you're actually parsing substantially less than they are.

If you are comparing your DPS to yourself, as Shin did, then it is no issue and the parse is good. Unfortunately I don't have any saved parses of me without non-melee, but I might be able to filter them out I think. Not sure how GamParse saves single fights.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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