#General 3.16 Beta Discussion
2079 messages · Page 3 of 3 (latest)
Selene hands and prom hands are roughly the same damage actually
Gotta stop using that as an example
The leading suggestion currently is to keep m1 at 5 and reduce m2 so top end damage is lower
Gotta stop using ss as your counter example then lol
Was actually joking i didnt use rend
But also prom hands are additive now
So selene hands are just better in every way if you are hybrid
Gotta get that out of your head. Those numbers above tell the full story
Only those screenshots were live screenshots, not beta, and before the prom hand change being additive was put to live. So rend epee and ss1, the skill everyone agreed needs a nerf, are hitting the same with selene hands turn 1 only one has an m1 of 5. Let's see some 2 turn celestial arrow samples on your end against sokam since any other examples put out aren't considered accurate lol. Just don't forget it's 2 turn and stuck being holy damage which can be zeroed out again before it ever even lands
Hey im not denying magic is lacking in m1 in general since the ultima nerfs / all the resist options put there now, but that doesnt mean rend is at all in a bad place. Whenever we compare magic vs melee thats like apples and oranges. Oh by the way, theres new magic penetration gear out there now. Check it out
Any cele arrow build id put out would be quick casted tbh.
Im still on the side of m1 5.0, m2 0.4
I'd add Horizontal Slash III. As they tend to have similar damage until defense gets really high / defensive buffs go into affect.
Another question, should 16k def zero out everything from 15k att opponent with DC, Golem, barrier up?
Yes
Well no
Dc/golem/barrier with that defense would require rend epee to get through or redlining
But other abilities should have no problem pre buff
Could you rephrase?
Dc / golem / barrier altogether is like 3.75x to your def
At M1 = 4 it'd zero epee too
Correct
Which is why I'm against this 'balance' or nerf
It would close to zero at least
15×4 = 16×3.75
Yup thats the math
But yeah, I've seen some crazy BeoA defenses too at high AL
M1 5.0 and m2 0.4 provides a tool to penetrate but still enables defense to work in most cases honestly
I just don't like the scenario where there's no hard counter to defensive stacking
And that combined multiplier of 2.0 would be less than hs3 so against medium to low defense targets hs3 is just better
People against epee are so because they can zero everything else imo
Yes you nailed it
Some people want to be unkillable
I'd rather the adjustment be on the M2 side as will. If an adjustment is deemed necessary at all
I need to direct respond to this.
1- From what ive heard about the nerf, my beoH at my AL will still hit similar damage numbers with SS skills. The nerf is more and more with ALs above 50. Im pretty close to that threshold already at 65. Flat miss is the biggest issue though and thatll be gone. Yeah, it probably needs more of a nerf than that honestly.
2- ss1 being on par with rend damage for me will stay somewhat the same in those pics for the same reasons as #1. Ss1 also allows you to hide behind insane amounts of unkillable ward, while rend kind of forces you to sit naked in rags killable with a t5 using Tree Trunk. We cant compare the 2 like that, yet here they are doing the same damage.
3- prom hands and selene hands do the same damage as a hybrid class. Selene hands just penetrate more. Cant keep using that as an excuse and i dont want it to be misinformation
I believe at al 65 the reduction to SS damage is 4.5%
Yeah barely anything
Right
So the consolidated screenshot you posted @teal python would still hold true
But the removal of static miss is big as you mentioned
Its massive yes
But only a start. Lets see what titan augment nerfs do first i think before evaluating next steps there. Tldr dont nerf rend epee m1. Ill die on that hill
Fix magic if anything if thats the counter argument
Agreed, Selene hands are the elephant in the room now and until that's addressed I don't see epee being out of line.
The 2-hander update has at least cleared a path for a nerf to Selene Hands that won't be felt in horde dungeons.
Heres 100 AL dursa vs 150 AL gursa
Nerf rend!!!!!!
Not totally juiced but you get the point
Let's see the stat screens, those are always missing 😆
1 turn would be better ofc, but if we're keeping it fair with a selene hand or prom hand comparison it's going to be two
13k attack
In the sokam v ensseric one
Regardless, we can sit here and compare all day. Odie has all of the data on it and said he's looking at it holistically and not just the damage factor and decided to lower the m1. That's telling in itself imo.
Na i completely disagree. I think that was a mistake
Im also not sure what data is needed again its just math
That's cool and all but he has a lot more data than just damage 😂
I do think that ss needs a much bigger nerf. Simply put, rend and magic are best used by glass cannon classes, that have no defenses and both have counters. But ss works with really high defenses and has the same damage output of a glass cannon.
Maybe though….its the issue of epee and hs3? Because epee is easy to resist, but if you do, you get wrecked by hs3? Idk. I really don’t care about epee at all. Only about ss being nerfed and ultima being less restricted. 😬
Wait, ss being less restricted? I thought ss is what everyone outside of gilga wants toned down lol
Ok. Lemme fix that
Looking at the data at a macro level is only the starting point. Not drilling down and understanding the micro level (the math) from players (literal champions of finese chiming in) that help define the meta and work to min/max their stats to create the most favorable opportunities to win in a pvp setting - would be a mistake.
Ultima's ties to every element seems to be at the root of why it was OP and subsequently hard countered into the ground. I'm not sure how you fix that without losing it's identity.
Need a elementless Ultima.
Though I'm getting rather off topic for this thread now.
Lol. It doesn’t need a fix. Never did. IMO. And let’s said it does, amities are too much.
It’s a general discussion.
Only there's 2 ppl consistently zeroing it (and in bof, not settlement or territory) and from the sounds of it, it was due to "abusing" a mechanic. I'll have to re read the post. Pretty sure odie knows the math behind it since he created it but it doesn't always play out as intended. I had 18k def + warden + 15% territory defense amity + every conq build bonus and wasn't zeroing out a player with 130 AL less than myself. I'm sure I slowed him a ton given he only grabbed 13, but quite tightly grouped so maybe he just wasn't going far. Maybe ge equalized me, who knows. But given all the math we've seen he should have been zeroed out easy
Do I want or need to zero it, again no. Top end damage should be reduced absolutely and being a 1 turn spell the m1 should be brought on par with other turn 1. M1 of 4.5 does just that
Sorry, I'm not sure what you are referencing with the "2 ppl". My previous comment highlighted the importance of looking at the numbers and the experiences of those players posting data driven evidence to help balance the game.
But I'm curious, your personal situation - sounds like you don't actually know what this other player was doing to you? Have you reached out and asked?
It's a shame there isn't a feature that counts when you "defend" a settlement (defend being a defeat or someone attacks and leaves it).
If there was, you would have a better picture of the situation.
Any chance with gear balances we can get t.All 1 on all pieces of Yggrasil drops rather than just the chest?
Would be fun for build varieties on all classes 🤔
Looks like a buff for deity 🫠
And RCorvus
And HCorvus
And any Gilga, Beo or GS that wanted to
🤔
It has horrible proc rate
