#General 3.16 Beta Discussion
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Btw Bloodflask old sprite had a Red color not sure if new has
Reference :B
Welll more like brown vs white of manaflask
For clarity, In regards to accessing Flasks outside of battle, is that from the class screen?
Personally I'd like to see the button move down a line and centered.
To me it can replace basic attack hahah
I also have this doubt
Any/all outside of battle stuff regarding looking at flasks - class screen being weird, not being able to see your flasks outside of that menu, anything
👍 everything with it is hunky dory, 👎 everything with it is not hunky nor dory
I voted down because I didn't even know you can access them outsidw of battle hahaha
I need to try the gallias to vote on many of these.
Long but definitely incomplete list of new weaknesses on beta
- Arisen Great Gazer Water
- Lyonesse Forces lightning
- Dark Pegasus earth
- Chimera fire/earth
- Arisen Typhon/Tiamat water/earth
- Kelpie lightning
- Ortanite Golem weak to Water immune to fire/lightning/earth
- Fenrir lightning
- Crimson Gazer lightning
- Nin-kilim earth
- Mighty Griffin water
- Anubis lightning
- Cockatrice fire
- Guivre water
- Ankou fire
- Dark Basilisk got a weakness unsure which
- Minotaur Earth
- Bandit Lord Fire
- Arachne Fire
most early game summons now have a weakness 🎉
Really cool to see Omnimagus Ara getting the HAra kit.
OMAra potentially the best t9 raiding class now?
So OMAnt gets...? Bloodflasks, and the Necromancer Flasks always seems to fail.
I've gotten it to work but yes, it fails a lot
I mentioned it in the mage topic. Probably got buried already
I think it just counts as using Summon Dead and thus gets the "non-summoner" chance to fail with summon spells
I don't know if it is intended; it feels like a bug
reported it just in case
Nekromancer thematically should be able to cast this spell/use the flask with high success rate tbh
I have not tested Nekromancer
The above is only true of Omnimancer and Omnimancer Antla
as far as I know, that is
It seems to work every time on Nekro
Can we get a poll for the ward changes that only includes al 100 and up? Including a bunch of players with low stakes in the feedback for changes dilutes it too much imo
Has anybody tested Storming Tempest vs Ara Vesta 4?
Well, I did some testing, but it uses ara Vesta 4 in a wrong way kinda
Basically I have my typical hybrid amity + hybrid lute Mage Dance build on dara, its possible to slap wind tamer on it
I tried it with BoF and wind tamer - damage is enough to kill anything on anguish 19, but, if you hit 1 opponent instead of 3 and BoF doesn't trigger - you can die, classic non whole field aoe, wind tamer shield is a bit annoying in a way that you cant get HP regen from ashen ruby (coz celestial weapon)
Then, without changing anything, I swap windtamer to another lute (blackened eyes for peeoenix and 1 ashen ruby), without crit, raw ara Vesta damage is about the same as Storming Tempest, which is surprising, and when it actually crits - it just annihilates anything, but 400 mana per use is problematic, can be kinda countered with acorns since daras pool is massive, but still, 2-3 uses per floor for 22-25 floors - you can't fit that much acorns on a dungeon farm gear build, but works completely fine with terra's bracer, so Critless Ara Vesta 4 is kinda viable...but I still prefer whole field damage aoe, because hitting 1 opponent per press 5 turns in a row is...sad
crit less Ara Vesta 4 (I hate the single hits)
also, bruh, WHY, on the goddamn beta server
Hmm, does seem like storming tempest might be slightly safer though? You could also use the reduced dot damage gear for not needing a ruby
And anyways, I have a hybrid + 5% hp regen amity so I'm good either way 
Here's a clip from same anguish level as HCorvus. No hybrid. Showing both.
My issue in the end as beoH will definitely be dex though, I hope I can get enough dex without ranger of just get enough als to use cactus for ang 2.0
IF you have a good shield, which isn't a thing for most, and if you do, 60-70k ward not gonna help you 
For me, I want to decide on this for towers tbh, I'd much rather use kektus for anguish dgs
I use dara mage dance, so same thing
On ang 50??
Ah, I somehow can do ang 43 with kektus if I'm lucky (need to set up with zerk first though)
I looked at the flasks and wasn't really sure how they would help me.
I do think problem for HCorvus would be lack of hybrid boost from lute, making crit build with av4 better
Especially pairing with crit poise now
I would normally red and blue line HCorvus, but I put an ashen ruby in it since it was mentioned.
Yeah, that's why I wanted to do it as Hera.
also rember incoming hybrid lute nerf
so crit av4 might be the only option ._.
soon™
I do not appreciate kektus horde, because it requires too much setup, unless you have lots of asc levels
Not yet though
but I swear, if itll be a plain stat cut that says do another 50asc to get your dungeon time back in 5minute range, I'm not gonna play
I was trying to compare Ultimastrikes crit effectiveness raiding in live and beta but it's so hard to get the exact same buffs lined up on DUrsa. Got this nice 44 million crit though in live. Best I got was 17 million in beta.
Careful of the m2 variation on US, i dont think it should be that worse compared to live
if you rely on same element weakness and crit stack - the damage will drop down a lot
my ultima setup received nearly 40% damage hit, meanwhile swash realm strikes received only 12% reduction
Okay this is better. I got a 27 million on beta
used different elements?
US has a wide range. I think the red and blue lines made up for misisng the t.att++
There's also redline/blueline stat difference in effect. Overall maybe US is one of the less affected skills? 🤔
wasn't they the main nerf target? people hit 65 mil with them
Doesn't ultima have a higher weakness multiplier than US? I thought that might be the reason
It's probably easier to try ultima. I can do that.
65 with ultima strikes, not ultima
for me ultima went from 20mil damage cap to ~7-13 mil
Isn't that just because us has a higher m2? I'm not sure but I thought it's weakness multiplier is less than Ultima
And that's probably paired with the already crazy live multipliers system
well, I never messsed much with US, so I can't really answer this
every time I tried US it was just a shadow of what ultima can do
probably a gear issue
Ultima was much easier to compare with quickcast on HAra
Oh shoot missing the tmag+
that was my difference, not as much as in your case
Here it is. It doublecasted this time but you can see it did 5.6 million
We're getting about the same results
ye
but I can't test properly on live since im hitting the double 9.999.999 ceiling
ye, thats why I said I don't know the full number on live
I have HAra, but I'm too lazy to test again XD
(coz I'm cleaning the apartment right now)
Yeah, I had enough testing for now. I should do some cleaning, too.
requires a full meter to use
needs to wait two more turns after that
That means someone used a Carving Stone on the settlement
That's not beta specific
The larger UI makes me feel like a boomer with reading glasses. Will there be an option for the normal size UI?
So in testing out new ways to maximize US and doing out the math again I'm coming to realize that US raiding is much more accessible to new T11s/people without crazy amity's,
Double 40% crit/30% Drag is actually not optimal anymore
Double 30%/20% (off different elements) are actually only ~30% behind what I've found to be the most optimal build so far, which is significantly more accessible
(not sure if this has already been determined, been busy and a little out of touch with beta info the past few days)
So we know that Ultima's weakness multiplier in live is 2.4, and Odie said Ultimastrikes' is 2.5, but bother were reduced in the beta.
Is there any chance Odie could please tell us the new weakness multipliers for each?
Huh, I always thought Ultimastrikes was lower, learn something new everyday!
Unlike ultima ultimastrikes is affected by resistances/immunities of the target
If we can learn the new weakness multipliers I'd be interested to see if bulwark or fallen sky robes performs better
(I'm gonna assume bulwark but mostly curious by just how much)
Is the consensus still to try and get this beta out to live before the end of the month? Feels like it won't be lol
Getting it into beta before end of month was the goal. we don't want to rush getting it live
live beta or open beta (current)?
we can't do live betas of balance things, so current is as far as betas will go
Gotcha, misunderstood the announcement from before. Makes sense lol
interesting find
augments shadow changed?
Hey guys, is it me or the 'seed' between mirrored char and live are now different? I tried to HOC back to all other previous classes I had before being Deity and I am stuck at like AL17 on Gilga for example when I was actually much higher before?? Strange! Feels like it's different because last beta I could go back to what I had ascended on other classes... not this time.
ok thank you, I'm not crazy then
Well, very very strange then because I remember like one or 2 years ago I HoC live from Gilga to Beowulf and then to Deity more recently and I could do the same in Beta
I don't know
Maybe I dreamt it and it was not the same AL
I'm quite late to talk about this, since the 2h update is already live, but I still think it's worth suggesting...
The two staves belong to the mages of Lyonesse: a T9 staff, and the other, a T10. After trying out the Arisen Trevelyan's Archistaff, I thought it would be great if the Gradlon's Archistaff, a more accessible option for new T10s, also received that same ability. I think it would be a good change.
I think it should receive brilliant lights 1, since brilliant lights 2 is very strong (idk if there's much of a difference between the two though)
The t6 staff also has brilliant lights 2 so it could remain an event exclusive weapon skill at the least
Brilliant Lights is also currently a Trevelyan-flavored spell, not necessarily a Lyonesse one
I hadn't thought about giving it a weaker skill 🤔 but I took a look and saw that the only users of «Brilliant Lights» are Trevelyan T6 and T9 raids and currently this skill only hits 1 target, it seems like it needs more work than just adding «Brilliant Lights ii», but anyway, I really think it would be good for Gradlon Archistaff to have some shine/highlight, I've always considered it a good staff, it's not the kind of excellent item that I would go after, but if it came I would definitely level it up because it's more defensive compared to A.Qatvanga
That said, my thinking was more along the lines of this:
- «Brilliant Lights ii» is a good spell, but it's completely locked behind an event
- Would it be bad if it wasn't just a seasonal item?
- The Arisen Trevelyan's Archistaff is T9. Would it be bad to have a T10 version?
- When adorning the staff, we'll need to decide between crit adornments and adornments with a 2h bonus. If you choose the latter, you'll need to have some Phoenix feathers to reduce your stats... If you choose the former, you'll need to wait for Cerus or use adornments with 2% crit rate, which will lead you to need crit feathers on your armor
-
- 👉: I'm not sure, but I think «Brilliant Lights ii» has 20~25% crit rate? That's what it seemed to me when I tested it
- 👉 Having your stats decreased while using a T9 staff is a bit more painful than when using a T10 staff (T10 has higher base stats)
-
- You could take advantage of the link between Trevelyan and Gradlon and give Gradlon's Archistaff a good use, which has been lacking in shine, making it a desired option for some time
- It would be a good staff for early T10, compared to A.Qatvanga it has less Mag, but it has more ward, but thanks to that it tends to be safer for those who are still starting T10
- And compared to Arisen Trevelyan's Archistaff, because it is T10, it has some higher stats like Mag and Ward, with these two it would make completing hordes a bit easier
Even if the studio leaves «Brilliant Lights» and «Brilliant Lights ii» as Trevelyan-exclusive spells, I think Gradlon's Archistaff could also get something AoE 🫶
An updated Gradlon's Archistaff would be a good intro to 2H AoE for fresh T10's IMO
Gradlon's Archistaff does already have a completely unique offhand spell
And it's not bad either
This variant of Ward of Light uses magic rather than attack
Not every 2h needs aoe as its 2h ability 😅 We got a lot of good 2h aoe for sure, but there's room in the game for 2h other stuff like utility skills (lay spikes comes to mind) or single target damage.
Trialing weapons def need some Love though
Trialing weapons get use already -- if they need anything it's probably not much.
Do they really? They're great
They need more love from the playerbase if anything. If you want to use a boosting weapon Trialing weapons sit in a nice middle ground between one boosting weapon + shield and 2x boosting weapons
The trialing bow felt pretty good as a Realmshifter. The trialing staff feels very weak as DAra.
Ive never seen ppl use it
Its always 2 questing or terror
Venin
BiS for amity hunts, and then it does get some use (especially in lower ascension) pve as a more defensive farming setup than dual-wielding.
Maybe in theory, but in reality its not something ppl use (outside of amity hunts youre right)
I run all my endless with a trialing bow
Im not asking for a pseudo aoe or anything, but blightstrike 1 for a t10 weapon is a bit eeeh
I leave it to NF to provide actual usage numbers, but I'm generally of the opinion that things that already see use shouldn't get buffs for no reason.
It's quite unique, but I've never used it for this skill 😔 using Transfer 3 (I don't know what the name is in English lol) ends up being my first option
Is elysian balance treated as additive in beta just like everything else that stacks elements?
yes
Thanks!
Where do we sit outside of two handed patch?
Heretic identity is slowly but surely getting done i believe, can't tell for the other changes
Nice
Mages don't seem too impressed with definitely-not-apex
as a mage i'm ok with it, it has its good potentials, but nothing ground-breaking like DAra
I would probably push for some balance changes if live feels like it, the dual-mancy and omni-mancy spells are in urge need of update, and HAra feels like could get a bit higher Stat for MAG (1.1 currently)
Feels like it would be best for the studio to comminicate time tables
i think i will delete my message actually xD, it feels like i'm talking for everyone
should be better
Not disagreeing with the sentiment that Hera rework is looking good and near completion
yeah, i feel like just some loose ends right?
(if not, it should be.)
Let’s test the damage and see if it needs it
Well in the live game often Rend/Epee's damage is a little on the low side already
It's the penetration that carries it
I used to do ang boss horde (and towers) as dorado with rend epee.
So a 20% damage hit is pretty rough
Why?
I'm also mainly concerned about it for PvP
nm, i double checked, and the m2 floor was increased 33%
Ok thanks, that sounds fair then
i'll update the note
Good penetration. I didn't enjoy ward-based attacks. We have slice and envy now though so it doesn't matter as much.
So Rend/Epee is:
Live:
M1: 5
M2: 0.3 - 0.6
Beta:
M1: 4
M2: 0.4 - 0.6
?
yes
Thanks!
I thought it might get a separate adjustment for pvp and pve like Ultima.
So to put it another way for people to visualize, damage power is going from:
1500-3000
to
1600-2400
I dont understand these numbers
I only understand pain
Old epee ignore defense
New epee still mostly ignore defense
New epee still does around the same minimum damage as old epee as long as you have high attack
Not sure it needed the buff against non def targets... That's not what the spell is for. I'm going to need to try to get my character ported and see how easy it is to zero rend now at 4 m1
Even at 5 m1 in bof it was easy to zero as long as you didn't have it super juiced. Ie. https://www.youtube.com/live/niRLXmSWwcU?si=RkxAncPtFyLK-gfg&t=6982
But it all comes down to who are we balancing the game for. Even match ups 250vs250 or high al players 🤷 this is all up to Odie tho I would love to hear thoughts from him on why it needs to be changed.
Im happy now 
Rend epee was brain dead in non al pvp aswell. It needed to be tuned down. Ca was popular choice bc ss and re were popular. And ca was nerfed so the other 2 should be too. Simple as that
My hopes as well since it's my main attack for endless.
For equal stat classes wouldn't verse 4 essentially have an M1 of 3.5?
I see, I see just making sure I understand where epee falls.
New epee will be:
- ~14% better than Verse 4
- 25% better than Ultima in PvP
- Equal to Celestial Arrow
Where does Celestial Arrow come from?
Heretic Corvus
Gotcha, so mage is getting an epee.
It's two turn
Ew
And has existed since towers were introduced
Well so is Ultima so I had to add it for comparison
Yeah, but just the possibility of 80% res seems to have made Ultima vanish from PvP.
Maybe that's just defensively.
As long as you know your opponents in territory control aren't resistant to it it's still good
I used it during one of my brief stints as Deity
I see, I mainly think of wars regarding PvP as I don't focus much on territory.
I haven't seen if there's anything about it yet, but the nerfs to crit and elemental damage and SS3 changing to dex seem to me to have been a bit extreme in relation to the BeoH's damage, since basically all the nerfs affect it directly.
All the nerfs effect everyone directly aside from basically just Grand Summoner
Nah, it also affects GS quite a bit, being Ultima our fastest raiding method and the changes affecting Elysian Balance directly
Plus CS is also the fastest way we have to complete towers
Yes, but the class that I think has been affected in every respect is Beo.
Counterpoint: blood pact is completely untouched
So maybe summoners will actually be using summoner spells for once
Could be, but even in the AW, which was the only place where charging the passive made some kind of sense, Ultima was still faster and safer
I'm just saying GS isn't as unaffected as it was mentioned
Technically the most affected classes by crit and element stacking are RS and Heretics as their innate crit damage buff should have as much impact as it used to.
As for SS3, having a fixed accuracy was far too strong to begin with. And despite that BeoH really don't have it too hard as you've access to every gear in the game so you can easily find dex + accuracy from riftrogue. Not to mention phoenix bestial bond is another layer of accuracy and bonded dex.
Maybe you'll have to modify some of your loadout, but you're being a bit overdramatic here.
I don't play and Beo so I don't really care but analyzing the potential of the class as it is now and the items to be nerfed, I feel that in pvp only it will suffer a little more now, maybe it's not as I'm thinking but in my view it was market the Critical of verse 4, Beo's accuracy in ss3 / damage if adapted to dex build since Beo is "blind", Raid item was nerfed as promised but I think it's very fair.
they still have hybrid monster for their damage so now they'll have to focus a bit more on accuracy, sounds more balanced to me.
we got ranger to help with that
although being "locked" to a certain follower / spec sucks for sure
Womp womp
Unless the build was pretty juiced, we were able to zero rend / epee in BoF tourneys. Thats equal AL. Feel like we just nerfed an important tool for area control here preventing lower ALs to even hit at all. Not even considering the fact that rend epee doesnt hit that high to begin with. Not sure why this nerf was needed
I would have liked to see the M2 be slightly reduced instead honestly if any change were forced here
The general direction this game keeps trending with these kinds of balances is kind of worrying. Hoping the overall balance patch aims to trend the other direction
At this time, Rend / Epee has the highest pen of any one turn skill in the game. the question i would ask is: is BoF the appropriate place to house the highest one turn pen in the game?
From the quick math, damage should still be pretty consistent with what you already have in BoF, given the m2 increase. I'm really only looking at defense disparity with the change
If that proves to be untrue in low-AL situations, then m2 can be adjusted more
Working out the math here i now basically need one less single + defense buff to tank it in BoF
And again thats equal ALs. What happens when someone is 100 ALs above me with full defense gear? Am i supposed to be able to hit them at all? Hypothetical
Thats a built in DC, on top of it being really easy to stack multiple other buffs in a single turn on defense
What I saw in the epee thread was that some people seemed to believe someone 100 ALs below should never be able to take territory from them, while others thought they should. And Epee is one of the ways that a player with so many fewer ALs is able to damage someone highly ascended
Exactly so if the direction of the game is 100 ALs above you should never give you a chance, thats worrying to me
However, with an M1 of 4 I still think Rend/Epee will be extremely effective when used by someone who actually builds into their attack stat.
Its just a tool too. Having m1 of 5 doesnt guarantee you are killing someone 100ALs above you if they know what they are doing
We do have Material Equalization as the tool for 100 AL gaps. Personally, I don't think one skill should be as effective as the Rampart in the Conq scenario
Should one skill be the lever by which all of mismatched AL pvp is balanced? Clearly no, that's insufficient. That's why ramparts and ghosting exist, among other holistic solutions.
oh, jinx.
🙂
Should material equal now be the one lever now then with the same logic?
There should exist a few levers
Rend was barely even one of them in my experience
happy to make it 2 turn to balance against other skills
With 7500 attack (extremely doable with no ALs on BoF), you still need an effective 25,000 defense to zero out Rend/Epee with M1=4
Thats so easy
Cmon now
You can get that in a single turn
This is my point
Im advocating against some of my own builds here
Does that not speak for itself?
I don't believe it's 'so easy' given the game's PvP AI
I'm only talking territory here
PvAI
I can guarantee you a golems + DC in turn 1
Also with AL disparity thats another DC on top of that
Am I the only one who thinks this is a bad change here? Very worried
I don't think a 20% M1 reduction is that bad, no.
But also I have literally no way to do extensive testing on it
have you played with it?
In beta there's almost no way to re-create the scenarios where it makes it a difference
Ive played without it, and it already doesnt punch as much as it needs to penetrate defenses at equal al
Probably more testing than anyone not a flex but have spent lots of time running tests for tanking
equal AL is defintiely half the story though - we'll want to make sure it is balanced against other offerings holistically
It's easy to say the HS3 with an M1 of 2.6 isn't enough penetration, and that Rend/Epee with M1 of 5 is potentially too much, but testing any middle ground is a challenge.
Feel free to release it to public beta and we can test it further but based on my testing with m1 of 5 this is not a good change imo
Its just math though theres not much to test right?
You can't public beta an M1 change, it would have to be full release
Ok cool full release. Can always tune it back later
Just my 2 cents ofc. Felt obligated to chime in here
it'd be nice to be able to parameter the cactus to test things like that. Like giving him a set amount of hp/def/res/ward. Plus chosing your loadout for the fight instead of using the overworld loadout by default.
To be specific:
Outside of highly ascended territory fights Rend/Epee should do generally the same damage (with a higher minimum damage and lower max damage), it's really difficult to test scenarios where defense grows to the point where M1=4 vs M1=5 makes a sizable damage difference based on enemy defense.
I can plug numbers into a spreadsheet but that obviously doesn't tell the full story of a PvP battle
We can run through the specifics right now if you want to do the math right here
And speak of epee, I'd rather keep it strong. In the end it deals damage but you've to build 96% crit which is a lot, and you probably have extremely low def for swash.
In addition to that, there are so many other ways to counter rend epee. It doesnt even deal high damage. --- It only penetrates defenses---
Like it already has its downsides to build around
at AL 41 with epee I ccan't 100% kill Goudine, and I can't defend against him at all.
Thats assuming Goudine is trying to counter your epee too he prob isnt even full tank
considering he plays Deity Ara Chained shield, I don't think he's trying to hard counter me 
Thanks for the anecdote definitely helps the point I'm trying to prove here
Anyways. Hopefully it has been heard! Ill see myself out 
Here I ran the calcs for a not even extreme case:
With 15k def BeoA at 65 ALs on Warden with 15% area control stat amity
Thats 21k defense on turn 1.
DC and Golems can go off almost 100% of time on turn 1. Thats now like 53k def.
If rend epee has an m1 of 5, you still need almost 11k stat screen attack just to hit on turn 2
how did we deal with that before Rend / Epee? what are the comparables? Is Rend / Epee still more effective t1 than the comparables?
I assume you've the % usage of rend/epee in pvp fights, and its win rate. Could you share if possible ?
(i have no horse in this race, just need to understand the full picture)
how do ppl even get 15k def on beoA 65AL?
We didnt
Well. Verse 4 came before it
Thats how i dealt with it
Before BoF we had tourneys with AL involved. I ran a 13 AL beoH. It was literally the only way to deal with 75 AL and 140 AL deity that inevitably won the tourney
BeoH is a huge menace for getting thru defenses without rend epee in the picture. But that is a specific class and build
Rend epee is also spec locked. Gotta remember that
If we rewind time prior to Rend/Epee, it was also prior to quite this much bloated ascensions
It also was easy to tank people back then in amorri gear
The M2 adjustment seems fair to me. A turn 1 M1=5 absolutely disregards so much investment made by the high AL player. I know this discussion is a matter of ALs and how they interact with PvP, but a skill that makes a AL100 easily killable by an AL10 is definitely unbalanced and negates a ton of the effort the high AL player invested
^ This is honestly the difficulty with this argument
Should the AL 100+ be able to stonewall the low/no AL player or not?
and also, people are speaking of epee as a free win, which is far from being the truth
There should be tools. Ascension should not complete negately skill and strategy
My argument is more about appropriateness - is BoF the place to have the best pen in the game, and is the pen difference too far of a margin from the other offerings
Or does there need to be more offerings?
Yeah this is why I didn't interact with that that thread, I felt like people on both sides may not have been arguing genuinely.
It's certainly what the other thread was all about: only ALs.
Should a tool exist to break the defense stat? Is the defense stat still interesting? Honestly surprised to hear that S2's opinion is that pvp is hopelessly defense-favored, that anyone can slap together 10s of thousands of defense on a moments notice.
Did defense start becoming oppressive before Rend/Epee, and if so when?
Only comparing like-to-like ALs here
Have we reached the point where the Def/Res stats are mattering again? 🙂
Well well if it isnt AL a problem once again lol
is BoF the place to have the best pen in the game
I think so, it's a PvP oriented spec that is quite challenging to obtain.
Or does there need to be more offerings?
Yes, I think there could/should be a middle ground of skills between HS3 and Epee
Mobile wonder and I used to have defense wars all the time. We both had some huge tank sets that could zero each other until beoH stepped around
Again its just math here guys no testing is needed
Its not opinion either
The facts are all here
IMO the problem with def/res and the damage formula is either they're useless or they're too oppressive. It's hard to see a middle ground.
Once the def is out of reach in the m1 part of the calc, there is absolutely nothing you can do to penetrate except redline/blueline
Nailed it
In an unequal playing field (ascension differences) defense and res have mattered significantly for a while now
Sokam and i have abused this for 2 tourneys now
And are asking our own build not to be helped here
And again thats equal ALs
AL disparity amplifies it
solution: release Anguish 2.0 so that there is some ascension counterbalance
disable AL in PvP
Got it, done 😛
I'm still in favor of Epee being nerfed to M1=4 to be clear, but I do think some players have massively exaggerated it's effectiveness.
I am still in the "Al's should not exist in pvp" camp
we could meet at 4.5, while increasing some pen on some less utlized skills so that it is less dominant
But since we will never disable ALs across all pvp, please lets not nerf some tools that help bridge the gap
The real monday hype
I like this 👀
Thats a decent compromise ill take it. Just know that even with 5.0 it isnt overpowered whatsoever
The part about making more skills relevant
As a point of reference, in a fairly optimized AL 69 build with 9k attack and 2.25x crit multipliers, my Rend/Epee does not always oneshot defensive builds and they can kill me back.
Again guys its just math here. The only opinion that you can have is on the math itself whether you think a change is needed
Your argument is that players can get such insane defense stats (on a build? on a set of builds?) that only one epee build cracks it, but quoting you in this thread, epee "already has its downsides" and rend was "barely even [a lever]".
So... help me out here 😅
Is it absolutely vital that it exist at M1=5 (or higher)?
Is it acceptable for that to be the only solution?
Is your argument really that defense is too high overall (that only one build can do anything about it)?
These aren't math questions, but are very relevant.
Do you want me to list all of the current methods to breaking a defense?
I've posted about some screenshots of me being Higsbyed and another dude winning with same al. Took me about 5 pvp matches to lose both of them.
They are all counterable, by the way
Nerfs are only needed where there is 0 counterplay. Ss3 for example
Imo
Im saying that epee represents a massive tool available to all melee classes with some effort grinding it. And when you build it, you basically have no defenses.
A strong tool with its own downsides is balanced
And as orion pointed out, it doesnt magically delete everyone in its path
Unlike SS and BP pre-nerf where they had M1=100+, it "only" has M1=5.
And your argument here (quoted) is that there is counterplay at M1=5.
Selene hand v4 beoH
Has been my bread and butter for years
But that is class restricted
And is super low dex
Downsides!
This may not be the best way to box the situations in which nerfs are needed. It is one metric, for sure, but balance is wider than this
Fair i usually use extreme cases to prove points 😅
There is plenty of counterplay to rend epee at m1 is 5
And again its all math
Multiplication addition type of stuff no integrals or derivatives
It just brings me to:
Is it absolutely vital that it exist at M1=5 (or higher)?
Is it acceptable for that to be the only solution?
Is your argument really that defense is too high overall (that only one build can do anything about it)?
Your stated concern is that defense is going to win too much if epee goes from M1=5 to M1=4. So that's a soft yes on the first question.
You said there's a lot of ways to crack defense (without specifics), so that's a rebuke of the second question; that the premise that epee is the only solution is wrong.
Leaving just the third -- is defense in a good place in pvp? Or is it too high overall? (Or more generally -- what's your take on the state of pvp at current?)
I can't even one shot myself with epee, 50k HP + some ward at 50% is enough to survive at least 1 hit.
Good question give me a sec to directly answer
I've always thought that defense stacking of buffs on the front end while attack stacking buffs on the back end was problematic
Mirror match on beta and live, same build. There's definitely a significant difference, even on low def enemies.
Is it absolutely vital that it exist at M1=5 (or higher)?
The counterplay to rend epee has nothing to even do with stacking defenses. The fact that you even can stack defenses and zero this already should say volumes though. M1 being 5 isnt a magic number, but reducing it just eliminates its purpose imo. Hence why i suggested m2 reduction instead. Lower damage output but the ability to penetrate defenses better than most other options with a very specific spec and build for which there exists counterplay.
Is it acceptable for that to be the only solution?
Everyone and their moms currently use SS1 selene hands eyes closed to get through everything. There are maybe two or 3 other ways, some of which are class specific. With incoming selene hand nerfs and ss3 nerfs i can see the next question becoming more relevant--->
Is your argument really that defense is too high overall (that only one build can do anything about it)?
With the upcoming nerfs to selene hands, there is legit concern that defense will be completely out of hand for some classes altogether
@fallow sundial sorry for dancing around the questions hopefully this answers?
My ultimate point here is if rend epee wasnt really a problem to begin with, and represented one of few tools to get through a thick wall, why make it worse?
Also sincerely appreciate everyone hearing me out here
Oh I forgot my take on state of pvp currently. Loaded question. My take on Pvp with ALs or non ALs?
No, it's good. It gets to the actual thing instead of getting lost in ALs and personal territory grievances like some other threads.
I think the core argument is about how much defense (the stat) should matter.
Clearly there is a curve where M1 goes from "not enough" to "too much" -- examples being SS/BP on the high end. Everyone was unhappy with defense not mattering, so those were changed; we have good precedent there. Epee isn't at the tier where it completely ignores defense ("only" M1=5), but it does minimize it significantly and all the exact same arguments from before apply.
Can there exist a fun, desirable pvp skill that significantly or completely ignores defense if it has enough downsides? Note that you don't need to swash to use the skill; the downside of epee is supposedly the low M2 in the hopes of having it not be a one-shot machine. How much would change if epee was prevented from ever killing someone in one attack? Would nothing change or would it become unusable?
Unusable. We live in a one shot meta type of world
You dont need to swash correct but without swashing you miss out on (60%?) attack which is massive in what makes rend epee tick
Counterplay includes:
High dex
High hp/ward
Dont build def simple as that
That being said, m1=4 i can probably stack def and zero a good amount of people using it. Which completely ruins the point of rend epee in the first place. 20% is a lot
We can look at the numbers specifically if youd like and you can decide what is fair m1 based on those numbers
Example
Mirror matchup with CS in beta. I deal 40% more damage than epee. And I can't even win against myself unlike with epee.
Right -- how much should the defense stat matter? 😅 Because high dex, hp/ward, parapet, summon/follower protect%, and second chance all work at the same time against all other attacks too. So it's just the defense (stat) and how much weight it should have.
Or the argument is that defense itself is simply too high (from gearing changes), or gets too high too fast (t.buffs) in pvp. 🤷♂️
Ok but the moment we start tuning m1 down is the moment we can start building Def
Now there exists a full slate of counterplay
And ruins the point for all the downsides that exist for building glass swash rend epee
And again, we already can build def and zero rend epee at equal AL
With just one turn of buffing
Now that I've tested it more, it looks like the people complaining are mostly people with dumb build no hp no ward turn who thought that just the fact that they out AL you should make them stronger.
Are we saying the same thing i cant tell? @fallow sundial are you saying keep rend epee at m1 4 or go back to 5?
I still dont know how this got changed in the first place
its funny because the whole "knowledge" of the thread was that m1 was 6, but then this just appeared the other day
which means it was never 6?
Makes sense based on some of the stuff i had tested in the past
Always seemed to get zeroed sooner than intended
My strongest opinion is that I want data from NF around its usage. Just from personal experience I think M1=4 is better (because I remember highM1 pvp days and they were boring and sucked; because M1=4 is still an incredibly high value; because if one skill is holding up the AL-pvp house of cards then it should come down).
On pvp topics generally, ever since I switched from beo to GS I basically took myself out of the field. I'm certainly never going to be worrying about 25k defense stat on turn1.
If M1 is really down to 4 to prevent overly powerful penetration, the M2 will have to be buffed accordingly. Currently, epee on beta deals significantly less damage against no armor (and it's be even worse on higher armor).
My suggestion in this thread and the other one was to lower M1 and raise M2 accordingly. Treat it in the same class as every other attack that on-paper should care about enemy defense or lack thereof, as opposed to a separate, unique class of skills that ignore defense and have downsides to prevent abuse.
Albeit still at the top end of that class.
Its no skin on my back. Then my argument would be that defenses and ALs are indeed too strong as there are now less counterplay options
m2 was increased by 33% fwiw
Im making my m1 = 5 argument based on the state of ALs remaining the same, which is based on previous discussions I've led
And always seem to go nowhere
I've posted some images here #1331673427056132126 message of the comparaison. Sure there's some variation in damage but it's overall much lower currently, even with 33% better M2.
(characters are identical btw)
If the goal is for people to overcome 100+ AL differences reliably, then we need to be talking about M1=10 or something 😅 Because that's a gap wider than the Grand Canyon.
I don't think AL-pvp is or should be solved by one skill (Epee) at all. Really only considering equal AL pvp.
At some point high AL players have so much HP that you could have infinite M1 and you'd still lose
It isnt currently solved by rend epee at m1 =5 though
And it's not the only thing available. It's a tool not a solution
Hence why nerf it
Makes no sense to me. I have no actual proof for the argument to take m1 to 4
By going full defence /low res
Orion with a different approach is hitting the nail on the head here
I think rend epee was actually in a good spot before. Strong, niche, not OP
Also when I tested rend epee on a t9 it got counterplayed so hard by dex and hp
As an extreme example
I can sometimes 0 ss3 but not rend eepee.
This was m1 = 4 beta. A 50 al beo was the highest I could get
3 turns to kill someone 40 AL higher than you, including 50% more damage from collateral (which is ridiculously strong if you ask me). Epee is definitely not strong on beta.
The AL part doesnt matter if the guy is wearing rags though. I appreciate the test but thats not showing much
In this specific example you likely would've done more damage with HS3
Well if we're taking in to consideration orions beta pics that's just for comparison. Do with it what you want
Orion is showing that the damage is overall lower
@woven steeple which btw
So before it was
M1 = 5
M2 = .3-.6
Total multiplier 1.5-3
Now it is
M1 = 4
M2 = .4-.6
Total multiplier 1.6-2.4
Against 0 defense targets
If my math is correct
So yes the math works out to prove your point that the damage is lower now
Higher minimum damage, lower average damage
I bet orion cant stack tons of def and att on a mirror match in the same time.
reverse psych. i like it
I already showed some math as to how rend epee can be zeroed.
I also tried to explain that stacking defense isnt the true counterplay to rend epee
🤷♂️
Without outright telling high AL players how to be str8 OP
Rand/eepe with magic damage :3 dream? Maybe.
No but while rend epee exists. Theres no point to build def. Hp and ward is effective enough vs all
Thats not true at all either
I get ur logic though
Here we go, swirling around the bowl once more. 😆
but building to counter epee might not be optimal against other build. While epee may be better vs armor stacking but put you in a weaker position against other builds. For me it's all balanced.
Correct but building around rend epee works 90% of the time
Only second chance or any other dmg prevention will be effective
Atleast thats how i see it bc im a beoA player
So after all of this discussion. What is consensus ?
M1 of 5?
M1 of 4?
React please!
as a deity I've both an epee build and a CS build, guess which one is the strongest (even on live).
on beta, my CS deal 40% more damage than my epee in mirror matchup, while also having far better defensive stats.
The current meta is low def bc bof and swash ss3 exists
Unless you are hybrid user^
It has absolutely all of the answers
We dont need to debate with thoughts and feelings here
Orna damage calc is PEMDAS
Dang did that actually derail the debate ^ nice
I think you'd be surprised.
Wanting a 1-shot pvp meta versus not is purely thoughts-and-feelings based.
As is the "bad feelings" of being zeroed out.
As is the "bad feelings" of defense investment not mattering.
And so on.
It's very much feely, not that mathy. There is a math component though (specifically on that M1 curve where we can talk about at what point it inverts and optimal defense stops caring entirely about the defense stat).
Personally I'd say keep Rend / Epee at 5. However if there is a desire to continue to balance Ascensions in PvP with a rework or a cap or even removal at some point even if that is in the far flung future, and Rend / Epee having an m1 of 5 is actually holding that possibility back then I don't mind it being turned down. 🤷♂️ Everyone around me uses 400-900k ward depending and so I don't really use Rend / Epee anyway because it can't punch through enough ward to matter before I just get walloped
Rend epee does not one shot idk where that is coming from
[11:02 AM]Fuximus (GS114): ... How much would change if epee was prevented from ever killing someone in one attack? Would nothing change or would it become unusable?
[11:03 AM]S2iVi: Unusable. We live in a one shot meta type of world
C'mon man you're killing me
I dont use rend epee for a reason
Because it doesnt one shot
And i live in a one shot world
Ur killing me😂
Now its nerfed
So i definitely wont be using it
!!
I missed a lot of the conversation, but I think it would make more sense if the damage of rend was nerfed and not the penetration. So it can still serve it's role as an armor pierce but not deal quite as much. So you certainly could chip down a pure tank but would struggle if it was your main move vs someone going damage.
But I'm not an expert on orna damage equation so not sure how that shakes out.
This is exactly what i suggested earlier. Thank you!
the damage is already low, I can't even OS myself in mirror match. All you need is HP and ward turns.
Which is why i dont use rend
But it has its use case as a tool to take down defenses
Now that tool is weakened
🤷♂️
it's like rend/epee is strong because people refuse to build against it. If it was so much of a problem that 90% of the PvP was rend/epee the meta would have long ago shifted toward a rend/epee counter.
Yeah I think that's good. The use case should be vs high armour, why would it be good again high effective hp? My two cents is that I've seen rend hit higher than I think it should.
Rend/Epee is quite bad against Spiked Shield ward builds
That is from my own personal experience when I do daily quests for arena farming
Yeeeeeeeup. Can 110% confirm from local settlement fights. Which I'm referencing since those were what started the discussion.
Arena is just rotten to farm though I know we are getting an AL removal button for Arena and Coliseum so that will help there a lot
Reasons to keep rend epee m1 5:
- represents a good tool to take down defenses
- does not do a great job at one shotting as is
- has counterplay
- locked behind a spec
Reasons to take m1 to 4:
- no other single turn ability has an m1 higher than 4
Did i miss anything?
I really feel like im missing something here
Id like for this to be a legit list this isnt sarcasm or anything
Give it non elemental damage too, so Melee can have fun with non resistable damage. 
And make it AoE 
Woah now, that's a step too far. Just make it so it never misses like perfect shot
No seriously did i miss anything on that list?
- invalidates building into defense unless you go all in on defense
This is my current view of Rend/Epee:
- Rend/Epee is very good, but also turned into a bit of a boogeyman for high AL players to explain why they were losing territory to low AL players.
- In most non-high defense scenarios, rend/epee will do less damage than HS3
- However because M1=5, M2=0.3-0.6 can produce a power number higher than 2.6, Rend/Epee also can hit higher than HS3
Therefore, I think it's entirely fair for Epee to be downtuned in some way so that it's maximum power can't exceed other melee 1-turn options.
defense > ward > epee > defense
Exactly why my original suggestion was to just tune the m2 down a bit
The counterargument is that it invalidates building into defense against BoF melee players. Which are only a subset of the playerbase.
And you can literally change your build live
It's a separate problem that BoF is the best spec to be on all the time, so that subset is disproportionately large.
What melee class isn’t on BoF though?
Con - might slow down my ang 50 goblin forts
If BoF wasn't the best spec for almost all content on melee classes we wouldn't have such a huge issue with Epee being overused
Least it's no longer Oracle
Even when not on BoF, was everyone really stacking defense to the point where Epee would have issues?
I am perfectly OK with epee going to M1=4, M2=0.4-0.6
Because that was not my experience at all
No, not many were. Should they be? Maybe
Meta isn't always strictly correct
why should stacking defenses be a counter to every damage build ?
My experience is that tank deity used to be a lot more popular defense build. And I rarely see it anymore
I’m not against the change proposed by S2iVi though, keeping the M1 and changing the M2 instead
Im surprised to hear that given all of the discussion. I truly think rend being 20% less penetrating will make it so much less usable
I already don't use it
Now i really wont
I do use it, it's great when you stack multipliers... which I'm realizing I wasn't accounting for, and mulitpliers are being nerfed 🤔
I don’t think I’ll use it with either change, so I’m not using that to factor into my opinion 😅
Multipliers are m2 and also that implies not a one shot
Indeed
I have plenty of other options to one shot and not stack multipliers
So i dont use it
I stack a lot of numbers for one shots 🙂
But anyway, yes
So maybe the better proposal is making it:
M1: 5
M2: 0.3-0.5 ?
Is 0.5 enough?
I mean low enough. That still maths out to power of 2.5
Hmm. yeah, it's probably fine when compared to options like HS3
Yeah that's already the case
What about other people, does reducing M2 max from 0.6 to 0.5 solve concerns?
I could see an argument for it still being too high
For you anguish junkies out there i can see keeping the m1 being useful in the near future btw
Pvp aside
that would make epee deal less damage than CS, with a glass cannon build.
CS and Epee shouldn't be compared at all since they use totally different numbers for their damage calcs
1.6-2.4 vs 1.5-2.5, basically?
Live:
1.5 - 3
Beta:
1.6 - 2.6
Proposal
1.5 - 2.5
Notably "beta" here has M1=4 and "proposal" has M1=5
2.5 with high pen might still be too high damage wise, but 0.4 would be too low. Unsure, I’d have to see how it translates damage wise
But I’d be open to testing that out in the beta
But thats just a high roll scenario
I get the point for sure
Remember ur spec locked
Avg 2.0 is pretty crap tbh
The average roll is going from 2.25 to 2 in my proposal
Thats like omnistrike 3 crap
I'm haven't tested it at all, but is there any build that runs rend without crit stacking? Just keep in mind these builds are already prob losing like 20% damage
No
And that is something that needs to be considered, however crit stacking hurts other skills like HS3 just as much
Fair. I’d definitely be open to testing this proposal in the beta
Buff HS3 while we’re at it
Odie did say this before
"increasing some pen some some less utilized skills"
The point of the skill is to delete defenses. Keep m1 high but at expense of a lower overall multiplier
Why don't we get rid of the range altogether
Just make m2 0.4
Its such a cool tool
Man id even be happy with m1 of 6 and m2 of 0.3
Rend low true damage buff other skills pen
If we're taking everything into consideration then we need to take into consideration stat decay and every other variable in the settlement world, no? Lol. This is more from a live pvp stance
By the time stat decay happens the battle should be decided
I know that is directed at me so ill respond with i do not use rend epee in area control because its not good. Hard stop
And it's already been a while
low true damage is useless, it's not like the enemies will wait while you use epee 5 times to down his 200k ward
Should I present this to Odie?
Rend / epee
- Decrease the high end of the M2 from 0.6 to 0.5
- Keep M1 at 5
Epee's effectiveness is already being somewhat nerfed by the changes to crit stacking, and reducing the high end of M2 ensures that HS3 always deals more damage against lower defenses, and some other melee skills often deal more damage.
And please consider buffing penetration on some less used skills, like you had previously proposed.
@tepid fjord i used to be top 100 area control too. My stance comes from everywhere
Not sure how that's aimed at you? It's a general statement that it's not nearly the same in an ai pvp stance.
I had to check; stat decay doesn't take effect until your attack on turn 4
Overall settlement stat decay? Or battle ?
In-battle, sorry
Stat decay is the problem then not rend epee ?
For settlements you should typically be using upkeep often for max rewards, right?
So decay should be semi-minimal?
Yes
what are you all considering "too high damage" with rend/epee no buff first round that you've witnessed ?
how am I supposed to get 27k attack as a deity ? also 28% crit
If people wanted the numbers, thanks to the Ethiraric for doing the legwork and finding the proper speed of decay
I like Odies suggestion. If it stays m1 of 5 make it a 2 turn to keep it in line
I don't think that was a real suggestion lol
I know lol
@fallow sundial thats hilarious didnt even notice
Exactly
This skill does not need a nerf
On contrary im trucking out way higher with v4
V4 is not a melee skill
V4 has an average power of 3.5
Yet we are talking about rend nerfs
V4 isnt spec locked, hs3 isnt spec locked
time for rend buffs
The spec that locks rend epee forces you to basically fight naked
not sure thats true. my dummy thick hp and 0 defense is still good
tho im not likely to run bof on defense
unless i go to bed with it on
All im saying is
@lime hornet i know you can survive a 150k rend epee
Thats from a super juiced build too at al 65 beoH
wait how do you know
Because u play gursa warden
what have you been doing to my ai
This is the core disagreement.
As I said earlier:
Treat it in the same class as every other attack that on-paper should care about enemy defense or lack thereof, as opposed to a separate, unique class of skills that ignore defense and have downsides to prevent abuse.
Let's probe this a bit.
If M1=5, M2=0.5 is acceptable, then:
- Is M1=10, M2=0.25 acceptable?
- Is M1=100, M2=0.025 acceptable?
- What are the limiting principles here, if any?
Imagine it was mechanically changed to actually ignore defense. Such that for Epee, enemy defense doesn't even enter the equation, so the damage formula is just (atk * M) instead of (atk*M1 - def)*M2. In that world, what is the correct value for M to still be interesting and balanced in pvp?
take me off your excel spreadsheet please
ive got 3 hocs lined up you have no idea what im about to do
if i could delete my boss kills i would so i could drop off global
If you always ignore defenses but hit sands of aaru damage i dont see a problem with infinite m1
There exists a middle ground for sure
But detuning m1 is not the answer
It would be a shame to remove such a cool tool honestly
Man in this case im barely killing t3s
But infinite m1!
Nerf to the ground
I only have a problem with infinite M1 and one-shots, but you told me that it never one-shots anything.
I suggested adding a "cannot kill in one-turn" clause to it but you said it'd be unusable 😅
We have M1=6 on a two turn but nobody cares about that. In modern orna pvp, if someone gets a 3-turn skill off then they should probably just autowin tbh. Rework Annwn Fury or Strikes of Ursa to instantly lower enemy HP to 0; it probably wouldn't affect much.
Magic's 2-turn spells are only relevant in PvP because mages have access to 1-turn quickcast
Exactly so you agree that m1 = 5 isnt a problem?
I just showed an image of 28k attk at 65 ALs hitting 150k
All you gursa wardens need 300k for a 1 shot not including all the RNG cheese u need to get thru
Fine, nerf V4 as well
As long as it has Sands of Aaru damage (read: M2=0.175-0.375), I guess.
I wonder if NF has an answer to that M question I asked before, where enemy defense is removed from the equation. Or even more simply, imagine a skill that does fixed, flat damage and doesn't care about player attack or enemy defense. I wonder what value that skill would need in order to be seen as balanced in pvp.
It's balanced by BeoH's inability to hit things
On BeoH
Show em something else to complain about and the original argument disappears amirite 😂
On Deity it's strictly the wrong choice to use Epee over V4
And it’s about to be unbalanced by ranger existing, but that’s another discussion
Ranger neuters stats compared to other options, but yeah
At 30% I have no issue with ranger
TREE
Buff HS4 into existence
TRUNK
Hs3 m1 of 2.7, m2 of 1.0
Rend m1 5.0, m2 of 0.3-0.5
?
HS3 gives a ward turn and reduces defense, we could get skills that don't give the ward turn and do something else
HS3 is 2.6
Yes slight tune up
Spellbreaker my beloved
higher version of swordplay
Plant the seed
Ok so where are we at
Have i convinced anyone yet
That rend is indeed not in need of nerfs
I am still here
Rend Epee -> M1 = 5, M2 = 0.25 (like sands of aaru)
Because it ignores defense
Or at least in the m1 department
so rend stays the same and Hs3 gets a buff? melee eats well?
Ship it
Thats a sizable nerf
isnt this like taking off the other guy's armor and then tickling them instead of a nice stab?
Decrease Rend's upper M2 slightly, add variety to melee high penetration skills
Ship
I have been convinced by this thread that Rend/Epee is actually a tickle attack and doesn't one-shot anyone ever 👍
Honestly that helps higher al players more too
Might as well make it honest, y'know
true got it
in live pvp i like an hs3 opener into rend/epee anyways
If ur being serious then hell yeah mission accomplished
RIP if not 😂
I am kinda liking this idea of an attack (that you have to grind for in BoF!) that just does 10k damage.
Attack? Doesn't care.
Enemy def? Doesn't care.
Scales with multipliers of course, but base 10k damage. Still has to deal with dex, second chance, parapet, protect%, just like every other attack in the game.
Now you just need to get Odie out of a local snow drift or the nerf will ship as is
Itd be cool to add that as an ability elsewhere
Rend epee with a slight reduction in m2 for now i feel like is good for variety
And usability
I like that idea though for another ability
Do you still own i80? Im taking it back tomorrow
Prepare now
ive showed Sokam that video. I dumped 30k+ territory when swapping over to new conq system
enjoy free spots or w/e is there now
Ah thats no fun. Im sure someone has it
that means you are going to jackson?
Yessir
enjoy!
Maybe it should be polled on a wider scale with different options. 'Cause as it sits most ppl still wanted the m1 nerf
Who is most people?
I mean from votes
Changing it in beta isn’t really a guarantee that it hits live like that. I’ve tested the current iteration enough in beta, I’d like to test the proposal before committing to either
I hesitate on anything with votes regarding the damage formula, because people vote without actually understanding how the formula works
It took days for anyone to come in here and talk about rend/ epee i don't think a majoirty of people are looking in here lol
I was told to check this area out to see what was being done to rend epee so yeah. Thats why im here
Fighting the good fight
And I don't look in that thread because it's been exceedingly unproductive and circular from people on both sides of the argument.
And that's the same for some others too
The conclusion in this discussion has been reducing Epee's damage, not keeping it the same
Just not in the form of m1^
Reduced 1 shot potential, not tank penetrating potential
Skills should be able to penetrate defense, but those same skills shouldn't deal enough damage to kill someone with high ward. And vice-versa, and things in the middle.
this is already the case. live epee is negative matchup against ward. if its damage is reduced so you can't one shot unprepared enemies, then I don't see a reason to spec into it. if you need 2 turns to kill with a glass cannon build and 2 turns to kill with a ward stacking build, there's no reason using the glass cannon build.
From the bit that I read in that thread, some players struggle to create a build that can defend against rend/epee despite having exceedingly high AL. I'm sure some of that is a build issue, but also it's damage is kind of high for what it is.
Rend/Epee's current damage range means that it has a fairly solid chance of out-damaging melee's second best option of HS3, which it probably shouldn't be doing.
Given the M1 differences, I'd guess against the average opponent Epee will do more damage than HS3 at least 1/3rd of the time. That ratio raises against high defense opponents
This would actually make the skill more balanced lol
Because nobody will use it? Cmon
With one DC the m1 on turn 2 effectively becomes half, or 2.5
Math guys
And thats just DC. Not adding player using golems there too
Buff stacking very quickly kills any multi turn abilities from an m1 standpoint
btw we still still have no actual data on how strong epee is in different areas of pvp on live.
It's probably skewed because only really dedicated players tend to grind out epee
And dedicated players would only use it when it's good
I provided some
Reposted
This is live
Oh I was thinking Orion meant Odie data
that's exactly what I ment
usage / winrate
Thats not a good metric
There is?
What i mean by that is orna pvp is a lot of rock paper scissors. If everyone is throwing paper at scissors, of course you're gonna lose
That full juiced image i posted could not even beat myself in my regular war setup
swordplay3 hit like wet noodle.
This. Currently epee penetrates and deals too much dmg ( unless using ectoplasm)
I might miss remember but cele gilgas might have swordplay
Is this too much damage?
What would be an appropriate damage amount based on this build/image
Im in rags no hp no ward almost full juice
65 al
BeoH too mind you. THE glass cannon class
sure, I wonder what's the problem here. Epee having too much penetration or the 27000 attack. mmmmm tough choice.
To reverse engineer this; epee rolled for around 0.5 on the M2, which was on the higher end
My opinion comes from auriga lines. They have less hp to begin with. Focusing on hp wont help if epee penetrates and deals triple of your hp.
Your Auriga dies much more easily to HS3 than epee
Not if i have enough def.
So you basically want nothing to kill you? Got it
@wispy cove hoping for an answer to this
This might be a hot take, but defense is too powerful for anything other than a oneshot meta
Then only nerfing rend/epee will not help
game has infinite scaling. i want infinitely long pvp battles for balance
blood for the skull god
Lmao no
litterally what I said earlier, defense in orna and its damage formula is either useless or op.
Na i think its actually pretty good for how simple it is honestly
Against a defensive opponent the only two options are:
- Kill in the first two turns, or have a very high attack stat and epee
- Kill ten+ turns later if you somehow haven't died
With ranger, won't spiked shield just become the meta again? 🤔
This is exactly what Sokam and I abused. That was with epee at its current level too
So please feel free to nerf it 😂
Some people say they want #2, however I think generally most people who actually engage in combat with that kind of setup would agree it's not exactly fun
i do think nerfing the 1 shot meta into the ground for longer pvp battles would be okay if 'rewards' were better
right now other players are basically world mobs
1-2 greater souls here or there
Ur al 150 though
The lower stats should help lower the damage from non-gilga classes
this isnt much better at low AL or no AL with good gear
True
one shot meta existed before AL
But still
BACK IN MY DAY
defense converted to damage reduction with diminishing returns is far more simple to balance. More complex to understand but simpler so balance. And personnally I'd rather have a balanced game than a game where average Joe can calculate his damage.
People will enjoy 2 if pvp rewards scale to counter the length tbh
Back in my day the oneshot meta used Realm Strikes because nobody had high enough defense to beat a swashbuckler with Realm Strikes
But as long as gps pvp exists, not an option
peppridge farm remembers when swash on defense was scary
Gandring was meta back then. We’ve come full circle
Thats cuz u never rolled thru Denver 🔥
One shot meta will always be infinitely better than stall meta
Correct, when I rolled through Denver I still played PoGo
here's a real hot take : PvP in Orna is not balanced at all and will never be.
@wispy cove did u come up with a number yet? Hoping to work backwards to an m2 value for you
Noting that auriga classes are glassy in nature and low hp
This so much!
By the way, this is what v4 does in comparison
Guarantee whatever nerfs we do to rend epee you arent gonna get what you want here
Not 100% sure how that'll affect damage too much. My hybrid ss3 does 120-140k turn and I'm expecting less than 10k dmg decrease from spec stats only since I use bof (without utilising the passive at all). And I'm also under al 50
gimme a few weeks pal
Dont wait too long. I have some pretty busted stuff planned for post ss3 nerf balance
Ok here are 3 images
Which ability needs nerfing the most?
Pretty interesting when you actually show some real numbers
Can you post 3 more pictures with the targets in reverse order? But yeah ss is eating a sizeable nerf. I think the specter of Selenes hands hangs over all these discussions too.
For S2 SS3 isn't being nerfed almost at all, being only 65 AL
However I don't think the targets are exactly fair, given the AL differences between them and us not knowing their loadouts
?
It's mostly about comparing the three in equal conditions
BeoH attk is so high ss1 gets thru everything turn 1 with the upside
Same person with balanced def and res if possible
Sure. Please hold
Against Fuximus I doubt it would've been 600k. It probably would still be insanely high, but not as high as your comparison makes it look
That is also SS3, not SS1
Ill gladly get you guys specifics glad you're interested
Thanks for that
That 600k SS3 with that paltry amount of ward hurts my soul as a Gilga
The game is allowed to have multiple problems (and does)
👀
I don't think we should direct entirely away from epee because SS exists
It's rough to measure for this beta phase but anything using Selenes hands is almost certainly going to get nerfed with the augment patch.
Why doesn’t heretic always have one of THOSE problems?😩
I'm actually curious how those numbers are even possible. I may be half his als but I top out at 140k dmg with ss3. (no sgs though) I'll assume very high quality Selene hands, spiked greatshield and maybe some amity working together for that
Beo + lute + Selene hands + hybrid amity is my guess
Not surprising. I can do similar damage. Maybe just a tick under. And it was during a 3 week stint as Beo. First time ever. With no optimized gear.
Pfft. I can do similar damage as heretic too.
Hybrid amity makes SS scale with attack, magic, and ward with ascension. Not quite cubic scaling but higher than quadratic on a hybrid class
So I just need 30 als more and my ss3 damage will quadruple? Doesn't make sense
I am not sure I could do anywhere near that amount of Damage as a Gilgamesh without some buffing involved and my target deciding to be squishy
Don’t believe ya
The hybrid amity are disgusting youd be surprised.
You also need whatever else he's using
Sokam has around 18k defense here
Which one needs the nerf?
Ill give you a hint. Not rend epee
😂
Tbf spiked shield is eating a nerf
Not for me im not whale al
That’s an illusion. His epee had 3k attack
No it’s not lol
If i get beoH converts after those nasty hits its bonus win for me 😂
It's going to miss exactly as much as those other 3 skills, but it will do about the same damage
It's being nerfed and the builds that use it are getting nerfed, might not be enough in your opinion but it still is.
Doesn't the nerf start at al 50?
Maybe, still the damage difference is huge so I'll assume it's a broken amity like hybrid+full hp+ward skill dmg
And that sgs 😢
Are we done here with the m1 nerfs for rend epee? I rest my case
BeoH 
It's the difference between S2 being 65 AL or 62 AL, roughly
To put it into perspective
Ur realmD relax ill never hit you anyways
I got distracted, I'm too tired to understand numbers now. Will reread the thread when i wake up
You’re not likely to be fighting any of my settlements anyway 😅
Where are we at with this guys are we still debating or we done
Happy to provide more evidence if needed
Gilga nerf is 25%. Of the gained ward after AL 50 right?
I dunno what beo dex is like but you'll prob have to squeeze more in your build to be as consistent. Not saying that isnt the case for rend or verse but you can't just run full ward/attack in the same way
That's interesting, thanks a lot for the ss
For AL 50-100, yes
From 50 to 75 then post 75 it's half
😂😂massive nerf
The only part i care about is the flat miss chance removal. Which is HUGE nerf
Doubt it
I can hit max dex dorado
I might be wrong
Did it change at some point? Haven't been on beta in a couple weeks
I was thinking:
50-100: 25%
100-150: 50%
150+: 75%
But now the patch notes only mention 50 and 100 as breakpoints
Wasn’t it:
50-100: 50%, and 75% after 100?
Yeah that was it.
@white axle what are your thoughts having seen the screenshots i posted vs 18k def target
BeoH can deal extremely high damage and all of those are one shots?
I don't really have a good answer
Note rend epee was the worst
Base beoH dex is 326
Of all of them
I just mean pertaining to rend epee m1

Does that influence anyones opinion
For that matter
I can't imagine thinking it needs any nerfs after that but idk thats just me
with AL all things are possible
im a fan of this DM
Im going to go start a buff rend epee thread brb
Packing the good ol' June 2024 hybrid and inability?
I know when I pulled a hybrid amity my SS damage went up astronomically
Oh yeah definitely higher
is that the ward turns + skills use both attack + magic amity
It's skills uses both attack and magic bonus hybrid damage
The ornate had additional ward skill damage too but I couldn't pull it
In general if SS needs to see an additional nerf, i would push to have it in pvp. I am not sure if that is possible in the game but with a T1 damage being that high I would prefer to have it nerfed again
i should really use this one
id like to see where SS lands after round 1 nerfs, and selene hands get changed
man 2m ward in territory is a dead goal. 2m turn 1 dmg is the new hot thing
help i need a better amity
Thanks, I hate it
Patch notes: SS skills have been removed from the game
Because apparently I should've been using SS this entire time and not using the hybrid amity on my realmshifter is why it wasn't doing enough
How you get so much ward on ursa? Crown guards?
yeah this is running all 3
investment is a little different Rend vs SS though, no? part of Rend / Epee's issue is that it is there, should a 1 turn skill
we have gone off the rails
Yes, SS does need some investment
ah, good to know. i'll see myself out
I’m not sure anyone is taking the epee vs SS comparison seriously, they’re obviously different circumstances
See v4
Rend / Epee -> m1 of 3, m2 of 6
Ignore ss3 please
We did get a nice proposal for epee before fully derailing though
I think hybrid is something that prob needs to be addressed
Only if it also costs 10% of your current ward, to balance it.
See skill comparison for reference against an 18k def target
If you missed
sure. no mana cost though
I did forward a link to that proposal in the ORN chat for Odie
That’s why you’re the prettiest ORN member
Gilga has a surprisingly good magic stat
pettiest. ftfy
I saw you in bof today 
I know, Realmshifter should be the absolute worst class to do this on
And yet it massively increased my damage 😐
After some testing, I can hit over 600k with no buffs on Herc, provided I can get near full ward and go full Selenes and hybrid. Definitely not Turn 1 damage still though
Oh lol I misunderstood
Yeah that was fun 💀

That's utterly ridiculous, you must have some massive attack in that build to go with your fat stacks of ward.
Much better😂
I figured the puzzle out
man was talkin 2mil earlier and Im sittin here like why not more
Gilga full diabolus build viable
Did you win
Nah, the other dude had rend epee
Yes dad
Glad we can joke about Rend epee now. Makes me feel a bit better. Had me worried
after review of the thread, nerf it
Has the change for crit damage multipliers going from multiplicative to additive gone live yet?
tf?
towerfall i guess
Oh, elemental damage nerf
Not sure. Testing that is kind of annoying so I don't want to do it. If someone else does the community would be grateful 😆
Actually im not sure, bc i have been fighting vs rift raids so they are resistant vs tf
Vs cactus i can do around 10m without zerks
Well, can we get the SS changes live as well then? 😂
Elemental nerf is live
What damage were you going before?
What were you using previously? Did you try Selene Hands + 15% at full HP amity instead.
this is a very contrived set up that eventually got to 3.1m turn 1 - in territory
Dang, as a Realm running Selene Hands and all skills are hybrid amity?
I just figured there'd be a better option for realm not because with 5×Selen Hands a realm's mag is gonna be very close to 75% of their attack. So using all skills hybrid you're only gaining like 5% stats.
0.6 × (100+75) = 105.
I thought it might've just been the raw att being added that increased @white axle's SS damage because Selene Hands are very good at doing that.
No, unfortunately I am using a 15% Hybrid + All skills hybrid amity and that's the biggest damage boost amity I have
It's dirty and I hate it. But it seems to be the highest damage SS at my disposal
Excuse me, I just threw up a little in my mouth. Alright, good to know. Carry on.
Just gonna go back to my Swansong dungeons.
- run all conq guild buffs and warden spec. 2) selene hands + BB1 amity with hybrid and faction element on weapon 3) follower that has 15% dmg at full hp as its BB1 4) use an alt at t1 with no defenses
Lmao, ridiculous
5 be gilga
Do conq guild buffs increase ward and att?
all 3 stack and they definitely increase all stats - including those
Around 15m with those buffs
My max with zerks was around 23m
Are elemental multipliers of all the different elements all grouped together and additive with each other or only additive with multipliers of the same element?
Should be additive with the same element but multiplicative with others
Yes please
Make realm great again

Also any word on the m1 rend epee changes
Easier to share format to help the cause.
Comparing a quadratic scaling skill that we all know needs a nerf is not really a fair or accurate comparison. Also, rend is being used with selene hands in the pic vs typical prom hand usage. Notice how selene hands SS1 is on par with rend epee damage and it's losing it's 5% static miss chance and does not have m1 of 5
