2hnder Balance

Explanations please - no flames
jsre
Posts: 188

Re: 2hnder Balance

Post#31 » Sat Oct 08, 2011 8:31 am

will be pretty low hit rate unless you can find a level 1 dummy ;-)

ChaosSlayer
Posts: 1693

Re: 2hnder Balance

Post#32 » Sat Oct 08, 2011 8:52 am

we could probably ask Lillu to add a level 1 dummy in the forest with 1 AC ;)
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Taladome
Posts: 275

Re: 2hnder Balance

Post#33 » Sat Oct 08, 2011 11:28 am

From reading through previous posts the cap is still 255 unless a dev steps in and says the code has changed since then and we are now able to go above it. Overall, I am simply stating that it doesnt matter how high base damage is on a weapon that does not hit. I am not saying to base class balance using 2h weapons on accuracy alone. I am saying that it is hard to balance at all with lack of mods on so many weapons and that without mods to bring the accuracy up your delay and damage become a moot point. If the code is changed Im thrilled as the devs can go crazy adding damage for future tiers etc, but I do not think that 2h users should be punished by the lack of mods making their raw dps low.

Im not a dev, but if I were working on 2h weapons. I think it would be easier to adjust delay and damage to bring dps in line for a given weapon, than it would be to adjust damage/delay/accuracy. 3 vs 2 More work and more testing imo. Lets make a 255 40 weapon that people see and say wow godly, now remove those procs and skill mods, the dps from the weapon would be laughable because of its misses alone. Even the epic 2.0 2hs weapons only get a skill mod of 10% very low. Epic 1.5 none so they are only going to be hitting at 66% accuracy. Accuracy does not have the impact on duel wielding that it does on 2h because whatever raw damage you get, you can x2 it so its important that a 2h is hitting very often regardless of its dmg or dly.

Ive been through the clone, 2hs weapons are about 50/50 for those that have mods and those that don't which doesnt matter much since you get 2hs mods from sleeper and poair augs. 2h blunt out of all the weapons I recognized as droppable in game 2 had skill mods(poor monks). 2hp which there are actually quite a few of none and Im not sure any class even has a 2hp skill or if this weapon is affected by piercing skill. Those weps kinda stuck at 66% accuracy regardless.

My suggestion is to pick up one of these weapons with no chance of increasing accuracy, throw your biggest lure proc aug in it and use it a while see if you are satisfied with its dps. Tier 5 you can grab crow footed lance, or a nova struck spear from world bosses. Tier 6 you can try an Aged Bo Staff of Trorsmang. Now turn your misses on and just kill stuff. Youll quickly understand what Im talking about.


Tal
Last edited by Taladome on Sun Oct 09, 2011 4:55 am, edited 1 time in total.
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Kron
Posts: 227

Re: 2hnder Balance

Post#34 » Sat Oct 08, 2011 6:53 pm

255 is the cap on EQ but dmg augs will take you over the cap. This has been discussed before but nothing ever came of it.
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Grey
Posts: 1101

Re: 2hnder Balance

Post#35 » Sat Oct 08, 2011 11:47 pm

Kron wrote:255 is the cap on EQ but dmg augs will take you over the cap. This has been discussed before but nothing ever came of it.


Discussed here on THF or on EMU?
The 255 dmg isnt really the point here atm its the poor itemization of the 2h weapons in regard to skill mods. I'll turn on everything and parse my monk tomorrow since I need a new parse on it and I'll see how many misses I have then just compare that to the warrior / paladin.

Kron
Posts: 227

Re: 2hnder Balance

Post#36 » Sat Oct 08, 2011 11:58 pm

posted on THF long time ago
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~~ THF - Fusion (retired) ~~
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jsre
Posts: 188

Re: 2hnder Balance

Post#37 » Sun Oct 09, 2011 4:16 am

Kron wrote:255 is the cap on EQ but dmg augs will take you over the cap. This has been discussed before but nothing ever came of it.


For what it's worth, Emu code supports over 255 base damage.

==06/04/2011==
Secrets: Fixed damage on weapons above 255. They only display on SoF+ clients, and Titanium will simply show a cosmetic issue (an incorrect value). You can set an item to any value up to the max for an uint32 and it will work.

Taladome
Posts: 275

Re: 2hnder Balance

Post#38 » Sun Oct 09, 2011 4:52 am

Here is what your gonna get with any weapon or weapon skill you are unable to increase its accuracy on.


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Any skill can suffer this same fate, even some asked if the double and triple special attack aas work properly because I dont see them go off very often even though they should be 100%. They are 100% and go off but if your misses are turned off your not seeing that your additional hits are probably misses. Doesnt matter what aa's you purchase if you have no skill mod or low skill mod for the weapon that aa uses, your probably missing. Most of your epics have no skill mod even 2.0 minus the 2h weapons. If the skills arent coming from somewhere else your kinda borked on accuracy. Everyone suffers from this issue, but point in fact, 2h users suffer the worst.

Tal
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Grey
Posts: 1101

Re: 2hnder Balance

Post#39 » Sun Oct 09, 2011 7:51 am

Thanks kron, I thought I remembered that.

Kron
Posts: 227

Re: 2hnder Balance

Post#40 » Sun Oct 09, 2011 11:52 am

jsre wrote:
Kron wrote:255 is the cap on EQ but dmg augs will take you over the cap. This has been discussed before but nothing ever came of it.


For what it's worth, Emu code supports over 255 base damage.

==06/04/2011==
Secrets: Fixed damage on weapons above 255. They only display on SoF+ clients, and Titanium will simply show a cosmetic issue (an incorrect value). You can set an item to any value up to the max for an uint32 and it will work.


ok then that must be a recent update relative to when these discussions took place.
~~ SoA - Unforgiven (retired) ~~
~~ THF - Fusion (retired) ~~
~~ Gnomish Proving Grounds - Armageddon ~~

---- Kron the Warrior-King ----

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