T7/8 Skill Mod Changes

General issues.
Stickybuds
Posts: 883

Re: T7/8 Skill Mod Changes

Post#21 » Fri Jun 28, 2013 6:35 am

This is Loki with only aura of the bloodmage and ro's greater familiar. Rotation was Chaotic Destruction and Rk. II instants with Ether Flame if all else was on cooldown.

11,600 dps on Atcho T1
6720 dps on Atche T8 - resisted a ton without enchanter there to debuff

Atche's resist are crazy, he resisted BloodMage Strike which is Chromatic (adjust: -500) very often. All 3 of the Rk. II instant nukes were resisted about half the time id guess at -180 cold/fire/thunder. Chaotic Destruction was never resisted at -400 fire.

Loki - webtools/magelo/character.php?char=Loki
Relevant gear is dark fire, frost, and thunder. Chromatic Arc VI, Ancient Quickening, Faerune II, and Brilliance of the Elder worn effect from Aged Emerald Adorned Brood Ring.

Hope this helps.

Regards,
Sticky
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Sian
Posts: 1369

Re: T7/8 Skill Mod Changes

Post#22 » Sat Jun 29, 2013 7:09 pm

I'm sorry to slightly come back to the first purpose of the topic :mrgreen:
I was wondering if it was intended to make almost all % modifiers the same in t8. I find a little disappointing to see Chaos loot (or other HoH named) having the same modifier as the regular quested HoH augment or really really slightly better than t7.
I see Vaion that you talked about few exceptions being made so maybe that's what you had in mind when talking about that... :mrgreen:

For example :
chaos rare ring (charm of chaos) or bracer (band of eternal chaos) with 19% offense, compared to Dolgrem's immaculate band of destruction 19% and Bridgekeeper's ring in DSK (18%).
Mask of destructive chaos with 19% riposte modifier...and HoH quested earring augment has the same.

There are quite a bunch of items like those that could be named.

I perfectly understand the purpose of the adjustments you made but I don't think it would unbalance everything and looks wierd to make very high-end items better than less exceptionnal items.
It's way harder to kill Nadox and HoH named than stuff in DSK or to get regular augments in HoH so rewards have to be better (they are stats Wise, but lost their % modifiers attractivity).

Thanks :)

P.S: I will post parses during my holidays with few toons of mine but that's not the first purpose of this post, even if I don't disagree with some stuff :mrgreen:

Vaion
Posts: 3712

Re: T7/8 Skill Mod Changes

Post#23 » Sat Jun 29, 2013 8:39 pm

We still plan, like mentioned, to offer some higher % skill mods on some items. Right now, what we are doing is simply trying to balance everything to where we want them for the Tiers. Once we have everything balanced, then we will go back through and add the higher % mods back in for the exceptional items =)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Sian
Posts: 1369

Re: T7/8 Skill Mod Changes

Post#24 » Sat Jun 29, 2013 9:44 pm

There I got my answer :) I thought it would work that way too :)
Thanks ;)

Private P.S :
Answers to more private questions are welcome too :mrgreen: :mrgreen: :twisted:

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