#3.17 Spiked Shield & Gilga Changes
1 messages · Page 2 of 1
Dosen counters with ss1 hitting the same as i do with ss3 😆 . Heretic is actually the most balanced in terms of ss3 damage compared to crit building, but the survivability is substantially higher if I can survive a turn 1 hit
If I had a dangy laptop over 155% to beat out my 200% arisen shield it would be another story
Oops posted the sequencer stats lmao one sec
And sequencer
What you don't see is the amount of times I had to challenge them to actually land a hit 
I have one Rhada on my set, and above average Def and Res. (No Ward to speak of though.)
I do genuinely think an Ultima for Wrecked would do far more than that to me.
Well, above average Def and Res for my level
I tried ultima. Everyone was capping me at about 70k. Dosen was the only one not using something to deter ultima. You can literally zero out ultima off the bat with a 80% resist amity and some rhadas
My ultima hits ranged from that 18k hit to 950k turn 1 on dosen. It's too hard to test against deity because of unstable omnimamcy. The 950k was a double cast
And yes, my crit is going to annihilate any low AL player. I'm 173 AL
My gilga at 155 AL was dealing 400k-600k+ turn 1 damage with ss if I went with a selene filled axe. I didn't ss3.
Ss1 has better pen which is why I used it
Well i think quick cast ultima get lose augment crit from prom hand for it hit as hard
More over in pvp, it has 3 m1 only not 4.5 like it do well in pve
M1 of 3 is better than anything I can throw right now except maybe Neutra. (Not sure of the M1 of Eventualus spells in PvP. Tried to test last year for Cade Labs, but arsed up the test on account of not knowing an important bit of information at the time—and subsequently learned that it’s basically impossible to test anything in PvP if it cannot be thrown turn 1.)
Rend epee has a m1 of 5
Not a spectacular hard hitter turn one, but the average is around 70kish from what I've seen. At my al on heretic I think I can get 120k with it
I'm tempted to hoc back to gilga to show ss turn 1 hits lol. I mainly used g.ursa for it too
Yeah, I don’t have that yet (and, ironically, probably only have gear to make it work if I use the dreaded Selene Hands; my actual physical weapons are all 💩).
I’ll have it eventually from Conq Guild—though at this point, I might wait for Allegiance instead of buying it. (I’m probably 3-ish weeks from having enough Proofs of Crownship to buy DoF, or maybe a month from having enough to buy BoF—but I’m not sure that’s the wisest expenditure right now?)
I can't say about the allegiance system because I don't know how fast we can grind much higher after the beta but.. if I can give you an advice it would be to take the Highest spec first if it's only a matter of few weeks for you.. I did the mistake of buying the first one, then oslo pet.. and I'm yet to have BoF.. probably like 5 days away 😛
How usable will the highest one be for me though?
The best non-cele Atk weapon I own right now has 1339 Atk. Compare my best non-Cele staff at >1600 Mag. It’s a huge difference, and I generally prefer using Mag anyway.
I could probably make the higher one work by doing Cele Lute + Selene Hands + Hybrid amity—but I’m not sure that’s a super wise investment, since that build is probably going to eat a nerf soon and we don’t yet know how big of a nerf (if any).
Like, the extra turns of DoF would probably be useful to me, but do people actually play Heretic-BoF or other magical BoF builds like that?
We probably ought to continue this in another channel, lol
Well, as far as specs go, some swear by oracle because they've got insane amities, some others by BoF... some like me with cataphract because.. safety first :D. It really depends on the context and content. But, if you are going to pick between DoF or BoF I would just wait a bit and get the highest one.
Also, fun fact, the conquest pets are kinda useless it seems 😛
Xd
It’s time to bring back the Spiked Shield that can land critical hits.
I hope that's a joke lol
How much less are people hitting on beta now? Im okay with the static miss chance if SS hits less than CRITs from a glass cannon.
same question
I havent tested yet, but with the lack of dex scaling, I was basically hitting 99% of the time before. So I would guess 5-7x more often depnding on the skill.
how about dmg cap reduction?
compared to here, ss1 is now 4m, ss3 5m
- Spiked Shield/Chained Shield: adjusted the damage when high a value of Ward is used (ie: when highly Ascended)
Is this the previous "counts 50% after AL 50, counts 25% after AL 100", or different numbers?
Can you do tests live vs beta just no buffs turn 1 damage? Send load out also
nah i dont wanna HoC in live, i'm not gilga
beta loadout below, amities are 30% dragon, axe has 2x ward regen 3x attack spines
So ss3 took a good hit, ss1 not so much? Ss1 has higher pen and like I said above was my go to because it was still high damage while being an absolute tank
Adjustable AL on beta with no need for mats
pls
i can do a onetime set if you let me know username/class/desired AL
pls say AL500 lol
_Wrecked_, gilga, I'll say 155 AL because thats what I was on gilga when I went back to heretic
done
SS1 has way less contribution from ward, which was where the exponential scaling had the impact
I used ss1 and had stupid high turn ones with g.ursa 🤷♂️
Thank you very much!
Id like it too but make it on live servers pls
Yeah I need to test al500 on live servers
Science driven testing
Golduck and I are about to be sequestered in our own server at al500 with nothing to do but throw spiked shields at each other
T1 dmg cap battlefest 🔥 🔥
Is there anything special I need to do? I cycled through the mirrors and chose gilga to see if the AL would change and no dice. Also tried account recovery before doing so
I did the account called _Wrecked_
oh. which hasn't logged in since Aug 2022
you must have a different username
Ok thanks. My bad i guess I should have said this one
Thought you meant my current in game name lol
okay, i'll do that one
due to the mistake, i'm running low on free ALs, so i'll just take them from your live char
done
😂 😂
I did check there to make sure it didn't mistakenly get put to live. I had an oh no moment 😆
Can I have the ones from the _Wrecked_ account since it's been inactive for a few years
reduction seems a tad too minimal tbh; AL 181 .identical gear (recent mirror), 244k in beta 275k in live
with selene hands, so it' slike selene hands debuff entered the picture, but not "ward contribution at high al"
sorry wrong picture
live above
beta here
Damn
kinda reminds me of when testing with the high AL ward nerf
You are still going to run people over hitting 360k.... I dont even need to hit that much when I run into you to take you out.
is this something like, additional ward over 100Al is discounted in damage calculation?
AL 76 Live vs AL 68 Beta
Ok, still didn't work. Ensseric has the examples though, so it's cool. If anything I'll just HoC my old heretic mirror and see what I can do
From a lower (but still decent) AL situation this has almost no effect on me
i dont understand how at al 181, with 5 selene hands, my SS3 is so similar live v beta
And 200k damage still oneshots people perfectly fine
i get reduced even less i don't get it
given how much the ward consumption on that shows, it does mean that ss damage is impacted even at that level
Wait - yeah that's right there's a Selene Hands nerf
you do need to hit about that much, 75k @ 0.75 = 300k
Let's keep in mind that in every example, the damage dealt is still less than the user's total hp
My axe is Selene hands
in my first image i showed what selene hands nerf looks like
#1370141629444395028 message
there was also a crit multiplier nerf that was reverted
so two amities would be 1.6 or 1.69?
1.96 instead of 1.8
My crit examples above were live. Pretty sure sokam's were too
I assume this is just an M2 reduction
dang, you have 40% dmg amities for ss?
meanwhile a dragon enchanted cel ax + 2x 30% amities is what I was referring to
anyway this is without selene hands
in beta
and this is live
i reallt have no clue same build
wow
no ok
LOL
live i had a t1 carl ring ornate equipped
sorry guys
it looked insane
ok it's identical damage
Still seems to do more damage than the alternatives like crit from my quick testing and from what people are posting? The fixed miss chance coming back at the same time is probably more of a buff than anything else
i don't understand how the nerf worked because if it touches me 0 at al 181
then it might be after some actual nominal amount of damage? i see esseric having a big reduction
knight nothing aside from selene hands nerf i think
This is one of the few times I agree with AncientL
I'm not sure what was done regarding SS. I'm seeing minimal changes in my personal testing when I expected to be nerfed, and I see from Yoshi and Ensseric that they had huge nerfs.
Maybe because they are gilga
Is it just because they're sufficiently above AL100? Does the "anti-quadness" only kick in after a huge intro time?
That seems likely, though it's not clear why AncientL wasn't hit
i am al 181
is that not enough?
Personally at al100 on dara i went from 330k to 260k
but numbers are low because GSA sure, still the quadratic part should stop /get reduced?
then yeah I don't think that's the reason for the weird math (that it's not just about being above a certain AL)
Hands or no hands?
This is important
Full hands
Yeah
Oh yeah totally forgot that
but not from formula having changed for ward contribution
Was a non-gilga reduction accidentally applied to only gilga?
we need an al 150+ non-gilga with mirror to confirm / deny
(no Selene hands used, the exact same build in ever piece of gear)
AL104 on Live vs AL99 on Beta
Not 150 but 
that's big yes
Your stats are different
What do you hit with selene hands that needs to be considered also
You have different ward and hp totals
That's the 5 ALs
can you try much worse items?
104 vs 99
like remove axe from both to check
just curious i think it's about "big numbers" threshold
Mine is hybrid as well
Live on left vs Beta on right
Same build just without the axe
(Yes, even on RS)
see
proportional reduction much much smaller
Selene Hands are so broken it makes sense for me to use a hybrid amity on a class without a magic stat 😐
Yeah so it looks like it must have to do with a threshold
Where SS starts considering less of the ward you have
Hybrid damage or hybrid amity
Yes
the 15% or the "use both att mag" amity?
how much difference vs using just 15% hybrid?
i thought the other only helped very very balanced stats like deity or beo
This is the build though
how balanced are the stats from stat screen?
I'll test chained/spiked shield in ang 30 towers in a bit and see if anything changed in terms of clearing capabilities
hm k not so distant
The difference with and without it is minimal
But it's technically better lol. Just a tiny bit
Yes. I'm the one who wrote that formula
do verse 4 too
💀
I know this is a PvP thread
It's both
Barely
Its definitely both
CS turn 1 is towers / anguish dungeons
w/ selene hands
We use pvp logic but it applies to everything guys
Anyway, the flat mixed chance is barely a nerf at high anguish. Between the -accuracy malus and having to status things, I pretty much only hit stunned targets when applicable
that one is funny
Static miss chance change basically only applies to PvP
Whether it has a static miss chance or not is almost irrelevant for PvE with Anguish 1.0 dex gone
ye but your damage is only 1.5% difference
Then why not remove it
that makes it weird
I don't care either way, which is why I'm not making a big deal about it. What I care about is the damage that seems to be simultaneously nerfed too much and not enough
The formula could also be /1.65
w/ beguiled axe
Im working to get ss3 fixed as a whole. Not just as it pertains to pvp, or pve.
might be the 65 yes
Why would it be nerfed too much
How much is enough in PVP tho? I Wish I had more than enough when critting but I dont....
im inclined to ask for the skill to be split like ultima
I've got no idea how to make sense of
this: https://discordapp.com/channels/448527960056791051/1370141629444395028/1371523966602182796
and this: https://discordapp.com/channels/448527960056791051/1370141629444395028/1371524350179807273
😅
"Players with names that start with Enss lose 2/3rds damage, everyone else unaffected"?
Ss honestly should not be a top contender for damage when the build for it is already tanky af
its a targeted nerf
We cant talk strictly pvp anymore because nobody will take it seriously. Must talk in terms of pve

uh what do you mean?
PVE doesnt hurt anyones feelings tho
Have you met an IL?
If you want change ive learned to make it pve focused and based. Unfortunately
So here we are
Is this not a gps game with other players? No one would care if it wasnt smashing people in PVP
Have you seen the refinery thread? 👀
.... jk jk jk
With dexterity scaling gone from Anguish, it's no longer difficult to hit anything with any skill
some classes have pepega dex
Is there a medium where SS damage gets hit with the hammer properly
And Gilga (base and Ursa?) Get some bonus damage for their class-line (non ward based) skills to makeup for the PvE hit at least?
That is also palatable or at least able to be handled by Gilgamesh?
2 turn
I'd still like to discuss my idea of adding a base m2 damage to the SS line in which the ward expended gets added to, thus bringing the floor up (in addition to the asc ward nerf that is in testing right now)
Floor up and ceiling down is fine too
Ceiling still the same really
Well the ceiling is down right now it seems
It went from astronomical to stratosphere
I.E could someone do a poll for like:
-Spiked Shield(s) are 2 turns (in PvP?) Which could take a damage and survival hit if someone wanted to load an axe with Lungs of Oceanus
-Spiked Shields lose 4x scaling but other moves are buffed for PvE purposes/viability
-Floor Up
-Each gilga interacts with SS moves different for some tradeoff (overcomplicated)
When we get a bit more on the table?
But is it down to lower than non SS glass cannon counterparts?
A better metric imo would be to compare it to Glass Cannon Gilgamesh class/subclass builds
Summary of SS3/CS current issues:
- turn 1 gilga damage is relatively low due to half starting ward pool
- turn 1 everyone else damage is high due to full starting ward pool
- turn 1 damage still exceeds glass alternatives
- Gilgas primary raid damage is SS3, so we cannot nerf the damage to the ground unless this skill is replaced
- Flat miss allows you to build pure ward /survivability with no regards to dex whatsoever in all forms of content
- SS3 scaling damage off of a survival stat (ward, hp) will almost always be problematic
Also, do y'all not think early gilga has a performance problem
Almost nobody goes gilga in early t10 because the class is really bad without the necessary gear
I think there are workarounds that are unclear to a new player
Tbf, most folks would say any class isn't particularly easy without the necessary gear. We do want to keep in mind all Gilga players with changes though, rather than strictly t11 ascended players
Gilgas primary raid damage is SS3, so we cannot nerf the damage to the ground unless this skill is replaced
I think we need to define "to the ground" here; bound to be a lot of disagreement on such a loose/emotional phrase.
For some people, losing 10% damage is enough to think it's 'dead'.
For others, losing 50% damage would still leave SS damage above all other options, and thus it's not a problem.
The selene hands change hits everyone, new and old. The quadfix should theoretically only hit highly ascended players.
100% agreed. Trying my best to leave emotions out and say it like it is. The primary issue i see here is any nerf to ss3 damage is more of a direct nerf to gilga because of its reliance on ss3 in raids.
Most raiding skills have nerfs and balances elsewhere aside from ss3 currently
Hence where the issues are coming from
Everything I've ever heard about early gilga is that it's bad compared to everything else, because it needs so much ward stacking
Its hard to compare to Friday results because of the new malus tech (and because I think it might be bugged)
But chained/spiked shield are still probably the best option as of right now
Floor 21 ang 30
Sure, but ward is one of the most available stats in the game. Event gear very frequently has ward
By comparison mana regen, follower stats, summon stats etc are all less available
Not saying Gilga is easy early by any stretch. Just saying that a point about requiring necessary gear is a shared viewpoint by many classes
i got told you have to list the PvE problems though
These are PVE problems
Turn 1 is towers / dungeons
can quadfix SS3 and add a raid damage bonus to the skill for gilga only like "raid hunter" or something passive +25% ward skills damage vs raids
ye i know i was just joking. Anyway the main problem is that it is too good vs alternatives
in too many scenarios (if it was bis in 1-2 things it would be ok i guess)
Floor 25 mimic fight
No worries, agreed 🤝 do you see anything out of line in my summary or something to add?
being already thought of as the best possible skill for anguished dungeons with hp scaling is a problem
But I capture that in the 'turn 1 damage' right?
in some sense "high amount of passive ward regen being available make ward skills more problematic"
no it's in the late stages of dungeons you can still keep going when the idea was originally i suppose, you depleted a limited amount of ward
but idk if Odie likes maintaining that these days
not able to sustain forever spamming the skill
if you were required to stac / replenish ward 1/3 of the time it wouild be less problematic in some content
Now chained shield damage compared to slice with ymir feathers
i know a nerf like "double the amount of ward loss" would do nothing to turn 1 problems
still that could address at least raids / dungeons to some extent
something like you have to keep it where it matters
Despite the nerf, chained shield still:
- deals more damage
- is significantly more tanky
- doesn't need an anguish weapon or offhand to function
- can ignore crit and 2H malus options entirely
Nerf it more 🙂
And you dont have to build dex at all, can just build pure ward for maximum hit chance
To add to that list
I think that could solve half of the issues definitely
Its hard to nerf something that is oppressive in some areas yet underwhelming in others (raids vs towers/dungeons/pvp)
I truly think thats where the issue in balance is coming from
Having been in the weeds with this for a bit now
ultima and bp are raid skills that are split
unclear why ward-based skills should feel bad to be split
also as Dangy is right to point out...it takes awhile to get to the point where SS is behaving badly
You mean with gear?
Or ALs?
both
it's fairly normal actually with enough complexity to expect stuff to work differently in pvp; problem with ward attack skills is that they are oppressingly good in tower and dungeons as well
I'm not seeing a lot of argument for where SS/CS is 'underwhelming' in any content area, pve or pvp, on any class.
The only place people seem to agree it's not busted is early T10 gilga trying to use it with mismatched ward gear. At which point it's competing with idk warrior's pavane or something.
but pvp would be easy to fix by splitting (just removed static miss chance from pvp only)
Gilgas are claiming that with these nerfs, ss3 is underwhelming in raids
it's underwhelming even at decent gear , al 30-40
in raids vs US
for gilga
Let's see some video evidence of the underwhelming raids then
Tired of hyperbole and theory crafting
1 sec
try AL 30 gilga US vs ss3 raiding
with decent not op gear, so 180-190, and 1 line amities
(it's expected to be underwhelming because in raid the insane part kicks in with the quadratic ascending)
There is no world where hitting for 1.6m with only bear and gunnr is underwhelming
At 150 ALs?
Yes, ultima and ultima strikes are busted and need to be nerfed too
everything is busted
lol
we are going to face 200m raids but 1.6m at turn 3 is ok
Got it so you're saying ultima needs a nerf not ss3
Im confused
Realm strikes 2 with bear/gunnr and redline at 100 AL
Spiked shield 3 is now in line with other skills
wait you can use a real pet though because you dont need the warg to refresh your ward
dmg up
so use mighty mimic obviously?
Im saying current beta damage is in line with other endgame skills (like realmstrikes)
But if we compare it to the single most broken skills in the game that have been broken for years, then yeah it looks bad
SS3 forces you into the ward pet can't compare other skills with no pet and say it's balanced
try rend mighty mimic as a minimum?
as comparison
lol at trying with no pet
But in order to get change to happen we have to prove balance -against the other things that exist- otherwise counterarguments will exist and nothing will ever change
Hence this list
Sure, but balance it against anything that isn't ultima and it looks fine
Balance anything against ultima and it looks bad
Balancing against a massive outlier is a bad idea
s2ivi do rend pls so he stops talking ultima
Gilga ded
Man, im so underwhelmed
Notice the ward difference
How dare you not use a damage cap breaking amity
Hitting for 1 mil instead of 3 mil does not make the skill unusable when you still have half a million points of ward
Just shows how broken quadratic scaling is with a lot of al
Realm strikes 2 is a multi hit, low pen, single turn, fixed miss chance skill? Why are we comparing it to Ultimastrikes, a Omnimancy, two-turn, very gear reliant skill, in the "Spiked Shield & Gilga Changes" thread??
Thats fine - we agree with what needs to be done here. Im trying to address the counter arguments as best I can so we can get the change that we both want here
Both are endgame Realmshifter raiding skills 💀
which is what ss3 is?
kk, nerfing BP too. brb
It makes sense to compare different endgame raiding loadouts across classes to determine where SS3 makes the most sense to sit
Because gilgas who are resisting the change are using low raid damage with nerfs as the counterargument to change
need to check rend for gilga imho
SS (with a build with hundreds of thousands of ward) should definitely not even be comparable damage to a build with 20k ward doing BP/Ultima(strikes)/etc. and hoping not to get hit by the enemy. 😅 Something that has ~zero chance of dying versus something that can very easily die is a bad comparison.
@echo bone the question was about "how much (raid) damage should SS be dealing?", hence bringing up other raid comparisons.
to compare the damage
Yeah, Rend/Daggers can be relevant for both RS and Gilga
i think turn 3 rend does more than ss3 with top gear for both builds for essenric but icould be wrong
(now after nerf)
also one relevant thing is some builds get golden with insane amities more than others (bp in particular doesn't benefit much from amities ) and those can be harder to get than all other gear
I've heard enough, decrease the max number of summons on the battlefield
Big safe raiding has also always been one of Gilga's things though, so it's also not bad if Gilga is a bit better at it
like towerfall could more than double with eprfect amities
I was comparing it to spiked shield 3 damage
And the claim that SS3 is now underwhelming
Unironically. Wish that BP was also quadfixed (ages ago, and now also).
Because things that scale quadratically with ascension, when everything else doesn't, means that they're the only thing that matters once players are highly ascended.
It's true for SS and BP simultaneously.
2 turn skill with 2 buffs at 120 als deity ursa note I don't have a ton of ward to keep me safe and warm.
I feel like a lot of gilga mains take the ward for granted and forget that other classes just don't get to deal damage AND survive like them
yes the ward class...takes the ward for granted
We shouldn't be trying to completely have everything balanced though no? Classes should be better and certain things than others, like knight said, it's not bad if Gilga can raid safer.
Everyone is up in arms about Gilga raiding but is that just not a strong point of that class? The class can't perform what so ever in endless but everyone is okay with that?
also has less ward than another class with higher base stats that can do the same build
I feel like a lot of classes just go "lets nerf ss to the ground", we wont care anyway since we have reliable other skills to choose from
this thread does look more like lets just remove the class entirely from the game because it impacts me negatively rather than looking at just SS
Im not worried about complete balance
But the argument that SS3 is underwhelming after this nerf is nonsense, that's all 😅
This is a beoh problem
This is exactly what im trying to protect gilga from (unless ss3 is removed for good, and something new replaces it)
We need a pvp vs pve adjustment. I don't care what SS/Gilgas do in their homes pve but don't come do it in my lawn to me.
hmm not sure tbh. losing 50% damage after full buffs for raiding is hard to swallow
SS4 time baby
im not sure this thread is going to become, Odie designs a brand new skill for gilga
hoping for a replacement is likely not productive
I agree we should not nuke ss and give gilgas nothing else. I'm content with making ss moderate instead of the current (live) insane state
right, i very much prefer to just split the damage. plenty of people dont care about pve performance outside of CS dominance in all horde content
different people in this thread are focusing on different content categories
But ss should not deal more damage than everyone else. Ss should not even deal as much damage as everyone else.
SS should deal less damage than everyone else because SS builds inherently have more ward than everyone else
If I, as a realmshifter, have to use chained and spiked shield as the only reliable way to clear the new anguish 2.0 content, that's a problem
I dont care what the solution is, buff stuff, nerf stuff, whatever
Im not spamming chained shield for another year
Cs can be tuned back and you will have the same issues
If its also true for diety, beo, summoner, and heretic, its probably a CS problem lol
Oh sorry - for anguish 2.0 it may be both 😂
that said thief is well...in a bit of neglect and I havent seen any 'balance' discussions around it, particularly for performance in ang2.0
but thats prob for a diff thread
might be nerfed a bit but otherwise , same as gilga with ss3 in raids, what's GS in raid, just a bad heretic with no pet?
Losing 50% of spiked shield is hard to swallow? It still deals too much damage tbh
For sure, but id also be very naive to expect realm to get a meaningful performance buff this calendar year. Hence, nerf it more.
where is the pet buffing you more on top of your own self buffs
I can't see this being the fact with the new changes to ang2.0 today
i am being perhaps more measured than I should be but what sort of damage would you like to see?
Corvus and Base are still languishing
Ymir feathers and gandring both get me killed the second I get even a little bit of bad RNG
And if im not using those, there is no reason to not use CS
As a rule of thumb, ss should deal less damage than classes focusing on other types of damage. SS is a skill based on a survivability stat
Sitting behind 450k+ ward and dealing more damage than other options makes it really hard to justify anything else
You mean from a pvp perspective and the current meta, ward doesn't matter beyond 50% hp?
ward numbers are only this high because they are multiplicative
gilga's design is to use ward for damage
its class passive is based around this as well
orna does not have traditional class roles
there is no actual tank class
we all use the same defensive buffs
That doesn't mean ss should be its highest damage source by default
im not saying we should not nerf SS, i am saying be careful about how you apply your own perceptions to the class
ensseric what got fixed more or less is a good portion of the quadratic damage you dealt
at al 50 you would see basically no difference
It's not really perception to say 500kward and 3mil hits are out of line with other options. And I agree it's not inherently a gilga issue
it's just that the skill wasn't designed for high al existing or being achievable
at al 30 or 50 you wouldn't deal more than the best offensive skill while having the highest ward achievable at that al
But I think gilga needs a different damage source if we are bringing ss down. We can't have ss dealing the same damage as everyone else while still having half a million ward
so it's not "the skill", it's the interaction with al
this is the assumption I am asking you to question
But it isn't an assumption
taking bp aside
The entire purpose of the skill "Spiked Shield 3" is being Gilga's highest damage source
"doesnt mean it should be its highest damage source by default" is an assumption
SS3 is the best turn 1 source of damage for ALL CLASSES at a given AL, depending on the class and gear
Are you saying ss is not gilga's highest damage source
but it's the best source of damage for heretic as well lol, just at a higher AL threshold
read your own sentence. you are stating that SS3 doesn't have to be gilga's highest damage source by default.
Correct
what would you like to replace it with?
Literally anything that isn't tied to ward
or you raid safe and slow
Safe and slow has never been Gilga's raiding identity
It may be what you expect from a "tank" class in an RPG, but that has never been Gilga
Gilga may not be a ""tank"" class in the traditional sense but it is a ward class. And ward is tankiness in Orna
it's not about identity it's about necessity: safety and speed have to find a tradeoff, for all classes
imagine ultima 2h was MORE DAMAGE than sequencer
100% of people would play 2h, more ward more damage...
so, are 100% of people raiding and playing SS3 gilga today?
Only people that want to HoC for efficiency. Class choice has a large aesthetic component.
very true. but nerfs and class parity appear to have an aesthetic component as well
How do you mean? An SS nerf isn't even particularly a gilga nerf, aside from the (admittedly longstanding) belief that gilga can do nothing other than SS.
The question I have for gilgas is: how do we justify investing virtually all your stats into ward and hp, and maintaining the same or higher damage as other classes that must directly invest into damage stats?
gilga is a tank that isnt a tank but is once because of multiplicative ward scale. it doesnt fit into people's models from other rpgs and what they want from class balance
i also think back when ward recovery was not so accessible raiding was ...different
you could still hit a damage cap. but without access to stonewarg or prom feet you would be forced to recover ward
And this isn't bashing gilgas, it's just easy to say gilga as the de facto SS class
Few points:
-
in a game where you are playing solo 90% of the time, damage/speed is king. You can't say this class is 50% tankier so it should be 50% slower. Its not an even trade off. At some point X% slower than other classes means the class cannot keep up for progression. I'm not saying this is the case now, but something to keep in mind.
-
The notion of a tank also implies, in my mind, some utility. Gilga does not have that, again largely due to the single player aspect, so I would see it more as a juggernaut than a true tank, just semantics really, but realize that damage is often used to make up for lack of utility on off-tank classes in other RPGs.
-
I undertand a lot of this reduction is due to the existence of quadratic scaling. That does not mean that in a world where it is fully removed the class is now fully acceptable. I think an increase of some non-quadratic type is acceptable to help performance.
For point 1 - the tradeoff must exist somehow, somewhere. IMO ss should be a slower tool since it increases with survivability; gilgas should therefore have options to decrease their survivability and increase their speed
Though it will doubtless get lost in the scroll. Gilgamesh class design is not based around being the tank
It's based around being the class that best utilizes it's ward
SS by it's very nature uses your 'defense' for offense. Oops, my brain is fried (edit)
I was looking back through some old posts. Searched other than SS 😆
2021, I think this was during the crit SS nerf...? Anyway back then I said: https://discordapp.com/channels/448527960056791051/905399265784913960/925234748513742889
the salient point is that gilga can do things other than SS.
I remember it was a big topic for a long time, and it never went anywhere. Nobody wanted to put in brainstorming effort, people were happy with the class just doing its one spiked-shield thing. Celestials were added and GUrsa was intended to be the "wardless, non-SS gilga" and nowadays I see them using CS just like everyone else anyway. 😅
i do like this discussion. my only problem with trying to have this exact convo right now is I have no idea (guessing no) if Odie really wants to spend design time making a whole new thing for gilga
this isnt rework gilga patch its 'balance ss' time
How many other skills consume your 'defense' when you use them?
And an important part of 'uses your defense for offense' is that it 'spends your defense for offense' which also lowers your other stats.
I'm content with this patch just nerfing ss as a stopgap
Blood Pact, arguably
Shield Bash
lol that's just gimp SS
You do realize SS3 consumes 30% of your ward when you use it, right?
Even if you miss
Yeah, and ward recovery is very accessible to compensate
(which also lowers gilgs stats, offense AND defense .)
Sure but by doing so you sacrifice somethign else, like more damage
I'm pretty sure 70% of hundreds of thousands of ward is a lot more than 100% of the 15k ward I have when I build for maximum offense 😅
It's very clearly not enough
15k is pretty generous 
I'm ascended 😎
Alright, but your skill is spammable, for continued damage while being able to keep your highest damage. I am not saying SS is perfectly fine, I am saying the highest defense and highest damage argument is just patently false
It is verifiably true, actually
See any screenshot in the last hour
(Funny enough the last screenshot posted is of ultimastrikes)
wish I had second chance 😭
Man that must have just barely depleted your ward
I think I will leave this in Odie's capable hands now and see what nerfs do or dont get applied.
I'll head out just saying that I love the gilga class - but I think it needs to have more viable options than spiked shield variants. IMO ss is flawed but maybe if you nerf it enough, the consumption aspect will actually be a serious drawback and the skill won't be the clear best choice for most content in the game
From what I am seeing, the damage reduction on Beta for Gilga seems fairly significant
I hope so! I am not sure if 50-60% is even enough to bring it in line
The consumption aspect is a serious drawback which is why Gilga need to run amities and celestial augments to mitigate it.
It's well below what I can do in a Realmstrikes build
Bump
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Does this list still hold true ?
Though I haven't tested it because of mirror issues I am reasonably sure I could not clear an Anguish 50 Horde dungeon on live with CS at these numbers
Has there ever been an attempt at some sort of hybrid scaling from, let's say, attack to defense in the history of Orna?
Historically, there was a point where spiked shield ONLY scaled off of ward, which allowed people to run pretty ridiculous only ward focused builds. The quadratic change to attack AND ward was actually a fix to that.
Maybe gilgas could get a passive that makes them chase some other stat to get back some of the nerfed ward damage.
Though that only fixes 1 thing out of the list of problems.
I think some of those have been addressed for certain
It formerly scaled off only ward and crit 😆
The days of full superior Ashen Pinions and not a care in the world
I think adding additional defense scaling to SS only makes the purported issue worse
The glory days of you can't stop me with an m1 of 300
Yes, the current setup was actually a great change (making gilga and every class care about attack stat).
And it worked until people ascended past like A30 where quadratic effects started to really take off 😅
Yeah, I look at it more as make them want attack and make the attack hybrid scale defense and maybe some ward damage separately
To a lesser extent, the addition of selene hands also broke it, because then you could get a mega-attack-stat weapon that also came with ward (celaxe).
I'll be trying to get through those soonish, like today
Thanks Dangy
How about a straight PvP nerf?
it's not a straight pvp problem
Yeah. I was about to say. Dungeons and anguish
It would still be ridiculously strong there
Honestly thought the fixed miss rate removal was a good PvP nerf, but actually served as more of a buff for anguish.
pvp nerf + scaling worse on higher anguish levels?
With the fixed miss rate removal there needs to be no ranger or hoaming shield. When you hit like a truck there needs to be some counter play like dodging it.
there's currently no homing shield
I think ranger is just a bad idea overall
^ said by gilga mains that says something.
Same. I can get enough accuracy on heretic to hit very well.
I'll advocate for my class but I try to be somewhat objective for balance. If you look I've come out in favor of crit options and against ranger a number of times
I do understand the idea behind ranger. But even at 10% accuracy it would be fine. Maybe 10% + a bit of dex if the 10 is too low
needs counter play like not a ton of m1, or it misses
I'm not caught up but in regards to raiding
I would say that the m1 nerf would be worse.
Not sure what heretic is feeling like but Gilga feels like its running into decent penetration issues at high Ang.
Another point (and this has been brought up in polls, so there may be a solution in the works already)
But there are entire anguish levels that dont affect spiked shield ~at all
Level 16 is a freebie for spiked shield
Not a built into full blown ultima, but a turn 1 dual cast at 173 AL
With buffs at 173 al
That's on base. Someone else can put the ara numbers up. I can't ara raid 😅 I don't ever get the numbers there that I see others doing lol
The amity is 40% crit 30% dragon BTW
m1 is just penetration so maybe it can be tanked in PVP.
There needs to be a counter play either it misses or it cant hit so hard and have the user be so tanky.
At the end of the day it is impossible to balance it for both PVP and PVE so its going to need the ultima treatment.
^ agree with that last part
I would be content with splitting it, and then giving better options to players to deal with difficult content outside of just ward and CS
I also wish we could go back to AL scaling nerf to ward
But even in pve as bwubble said, if im realmD and still spamming CS in all content, then this isn't a successful balance
But that seems off the table
I think splitting between the two is a real pita. It was what I suggested for rend and agree it would be better if it could be done for ss too
I think the way its written into ward scaling may make it impossible for ss? Odie already said it can only be curved, not fixed without changing the ward calc
Maybe he'll chime in and let us know lol
Al 49 in my normal dungeon anguish setup. What anguish level might this correspond to from an enemy HP standpoint? Is anyone deep into melancholy?
If this isnt going to be the meta id be shocked
5 digit damage is enough for spiked shield and chained shield in pvp.
Its what BP does
It's more than ASG
Is rend epee actually used in PVE lol. Rends epee's not hitting very high now a days.
There are literally four skills named rend
Epee isn't really used in PvE except for some niche depth endless builds
Daggers is one of the better raiding skills
(And the other two also exist)
I saw an argument for it in endless, like knight said. A lot of ppl said they used it to hit 1m+ on zerks 🤷♂️
I have never done it nor do I really care if you're using it in endless for that purpose lol
Anguish 40 towers
Floor 21, dragon fight
Shackles are set to 113 but im only AL 100 here
I can reasonably clear everything except immo lords (100% RNG) and Odin/Baldr fights get dicey because the northern mobs punch for 100k+
Only manageable at all because of how chained/spiked shield currently function.
And after a fair bit of testing today, the damage nerf that went out hasn't really affected this strategy at all
Oh, and this is without the anguish gear passives that will give me more ward regen, making CS/SS even stronger
If it's going to have a fixed miss chance it should be 10% to match the other fixed miss chance spells. Still shouldn't if the results are showing it's still the top performer imo
Has anyone with a Mid AL (50ish) tested the nerf to see if its worse for them?
S2 has and has shown the SS works great for him still
ok was about to try when I realized I am only 32 in beta
and I don't have a spiked shield yet sadly 😄
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Thanks Knight, so much talk in here I scrolled past that one
Or this is a better representation for PvP #1370141629444395028 message
Okay, sorry to circle back to this but i really think the fixed miss chance has to go. The skill still hits for a lot given the protection ward builds provide, but now we’re back to not being able to invest in dex to play around it. The other meta skills that have a fixed miss (RS2 and Chakram) come at the expense of having to build a lot into damage, so they at least have some downside
I just want to point out Anguish 40 Floor 21 and this was the reward for a 1:20 fight?
Congrats
That was Bwubble not me lol
tower shards bonus being bugged has been reported before i think
There wasnt a bug report in the open beta thread but I just made one
I am going to stop assuming a bug report has been made, that's really bitten us this beta
You are a Gilgamesh also right now correct?
Yup
ok Just to clarify where I stand (and where i think most people I talk with stand) if my gameplay ever had to include a sequence like this I would rage disinstall the game and probably throw away my cellphone as well as cursed for good, and never again even think of playing this game. even watching this was more painful that going to Ikea with the wife to buy furniture.
More ALs 😂 heretics best survival tool
I have two carbon copies at 142% 🫠 . Can't beat the 200% arisen shield yet
few days. wish you the best of luck (serious sentiment). but make sure it gets nerfed more first (unserious joke)
Ironically they both came from last years raids. I was wondering if it was bugged to get two exactly the same
Yeah I was a little bummed haha. Oh well. We shall see in a week
Oof lol. It's giving me axes and lutes
now you can shitpost in twice as many beta threads
the red feels good though
Yeah, that was a nice drop to get two in one
Maybe I need to go back to gilga with the nice axes it has given me
As soon as you swap to gilga you’ll start getting mage gear
That's how it goes haha
My first event item after HoCing from realm was a 200% Cowl Y
@swift lava
?
Oh um posted this in the regular balance changes but it might fit better here. On Selene hands, why don’t we give them negative ward (-5%) leave the pet act rate unaffected and change it to a 12 hybrid damage? That way it’s still usable for other classes, but gets rid of the huge spiked shield numbers.
Selene hands aren't why spiked shield is OP, and spiked shield isn't why Selene hands are OP
Just hoc to gs
Seem like out topic but same issue quad scaling
I think op in pve
Ok so then this might be the wrong channel for this, but at the current state, what’s the point of using Selene hands when there are arms for marginally lower attack and magic and way more pet act/stats?
My 1st turn dmg al 168
Beoh with al 244, is just only do as 3m5 with ss3 for comparison, and not min max my gs yet too
When you need maximum damage in a build and aren't on a class that's already hybrid
So in theory gs will outperform with bp
Arms are much less usable on Realmshifter and Heretic
As same al if double cast
And dont have any relate in use for selene hands as well so
I think a real gs just enter the chat lol, let have john thought in this topic
In single-opponent fights. In pve. While being squishy.
As opposed to SS which does it anywhere everywhere while tanky.
BP will hurt more, sure, but it has drawbacks lol
There's a reason it isn't a prominant skill right now
I got amity 30 sumstats+10% dmg at full hp so just test it yeah
Tbh ss3 gain more benefit from amity than bp
With ele and hybrid
So 65 attack and magic is worth -10% follower stats and -5% act rate?
65 * ascensions * 1.1
(Plus if you're taking one you're taking five)
Before ascensions factor in, the difference is ~360 attack/magic
That is huge
With 76 ascension (what I have) the difference is 629 attack/magic
IMO 629 to have a pet that actually does something is easily worth it, guess that’s just difference in opinion then idk 🤷♂️
Tbh I do think Arms should have some kind of malus too
Dang so I’m guessing you’re for crit getting nerfed too then?
I'm primarily for Prom hands getting nerfed, but the full additive crit change wasn't a bad way to do it
Going full additive for crit and elemental damage makes things easier to balance in the future
Didn’t that get reverted though?
Yeah that's why I said it in the past tense
It's not neccessarily permanently reverted, but Odie doesn't want to change everything at once. I kind of disagree and I think nerfing everything at once makes sense but he says he has numbers that show that probably wouldn't go over as well
Yeah it probably wouldn’t, I still think that follower act and the hybrid bonus to 10 is rough though, probably just gonna switch to the arms 😅
#1370141629444395028 message
I disagree. I think this is a bit wild—SS doing 130% more damage with Selene hands really pushes things over the edge. Hybrid damage definitely breaks the balance for SS and gives them to much m1. If Selene hands didn’t interact with SS the way they do, that alone would go a long way toward fixing things.
Honestly, critting with Prom hands vs Selene hands feels way more balanced by comparison.
Prom hands will now always result in more DMG than Selene hands if you're critting
Even before any changes I still opted for prom hands because of multipliers
What are your stats, though
The damage might be similar, but that’s while being ultra squishy yourself
For pve it is 1 or 2 turns so np
Batallions too
Could use fey menja battle robe if want endurance now with hera robe
It can easily miss, though, given the trash dex on base GS and the fact that BP doesn’t have a fixed miss rate unlike SS, CS and so
spiked shield is busted because of refineries which allow you to take advantage of quadratic scaling ||this is a joke||
It's refineries all the way down
Unironically... 😶🌫️
This conversation at least would be happening in a few years from now instead of being late now.
For next April Fool's, I'm requesting a refinery raid boss for players to take their anger out on.
A lot of us just use waygate for mats, just make the waygate 6 refinery bosses
A new Terra Day raid boss that is a giant punching bag for mats... comes back around in waygates
Make it drop everything in the Materials category. You'll get some cort, some wood, some darkstone...
131 AL Gursa with 6k attack

Level 250 Warrior
Thanks for the data here - we are also running a bunch of tests
The real endgame

Probably over nerfed. Be on the lookout for more tweaks
Yeah seems a bit too low now lol
you'll have an entertaining beta and you'll like it
man now I'm tempted to request a second mirror
@sly geode just went from clearing Ang40 towers to probably not clearing Ang10 
nah just switch to dursa 
@west verge let's see some numbers now with and without Selene hands. I'm really close to hopefully getting into the beta
you want me to do beta work when there are amities to hunt
ill trade SS data for protect/parapet amity
Patch notes:
Skill dmg is dynamic (changes according to discord posts asking for nerf)
O god
should be better now
Fast service!
"80% nerf was a bit too far, so we just removed SS3 instead"
Seriously though, this is definitely entertaining watching from the outside in.
need time for client to catch up or skill issue?
You do more damage when the sprite's head is rotating about the top. Skill issue.
or just heavily nerfed off-class and working as intended?
ahhhh I see I see, my bad
What class are you using that in btw?
Oh disregard, looking at pictures a little bit above is hard for Beos.
I've concluded i have no idea how atk stat currently affects the damage, doesn't make sense to my testing
it's ok I get it lol, beoh no brain solidarity
The follower has the brain, I just buff.
no one has the brain over here, the only button on screen is verse 4
monkey see verse 4, monkey press
LOL
ouch
Never thought id say it, but maybe a bit too much
Looks good to me ship it
9k attk and 428k ward
only gained like 10k dmg after 140 more ALs sounds like quadratic scaling is fixed NODDERS
ship it 🗣️
It's called penitence for all the dirty shit you did the last few years 😂
Really?
Quad scaling isnt not only ss
It is 2nd turn minimal buff turn pretty sure can kill most raid with 20-30 more al
i believe you may be replying to a joke
yes
🎉
(yes i know Odie probably slapped new changes ontop of old one before removing it but I am here for memes)
Mom come pick me up im scared
Do we know when ward stops contributing to the formula? 🤔
Thats just a nice way of saying "odie pls explen"
Atk definitely matters a lot more
issue should be fixed now
Much more reasonable now ty lol
Ship the unfixed fix for pvp 😂
SS was removed from the game right?
removing lines of code is always better
Are we saying selene hands need a bigger nerf 

-100% pet act so the only thing pet does for beoh is temu second chance /s
imma have to test how much more Suffering™️ beoh endless will have with reduced phoenix dc procs lol
Nerf ward regen and we should be good to go
Just make Spiked Shield and CS gilga only spell and we are good to go
🧖♂️
Then ultima deity only
All good
Don't forget Followers Valhallen Only
kek
You know guys it would be probably easier to change the m1 or pen of other spells to make them competitive or give more AoE than trying to nerf some that are working and the only ones that we can actually use 😂😂😂 just saying
We’ve got basically hundreds of spells at this point and use maybe 5 of them for attack purpose
I thought the 2h revamp was a very good example of that… people were so happy to have more aoe choice
Yeah but the candle analogy
Cutting 1 candle easier than adding wax to a bunch of others and stuff
Don't make Odie have to wax philosophical on us again 😄
🤣🤣
Im just saying that there’s so much potential out there that he has prepped already
That’s kinda annoying to always use the exact same spells and pets… especially across ALL classes… I play my deity the exact same way I played my gilga
And I use kinda the same gear for my Beowulf too
🤪🤪🤪
I tried to advocate for not nerfing and raising others kind of like the whole Kingpin "A rising tide raises all ships" kind of approach
Anguish 2.0 just happens to mesh very poorly with AoE on 2h weapons lol
- Crit damage maluses
- Crit chance maluses
- 2H weapon power maluses
It needed to be 50% better and last for at least a year
I still haven't gotten my swansong 😦
Im so happy i never got a swansong because I wouldn’t have had a reason to complain otherwise (as it may be the only viable one in anguish now I bet ??)
100% skill issue I know
Same ahah
I have no idea
I mean for sake of comparison
Interestingly if the internal limit for ward contribution is fixed then pieces like FSC don’t have as much value at high AL and swash becomes better for pushing damage.
Neat so all I need is a bunch of time locked gear at the highest levels of ornate + whatever you AL is to do that
oh sorry the 2nd pic loaded
so only 166 AL
Idk what it looks like for earlier Gilga up to the limit on live vs beta rn
I’ll try on beoh/maybe diety later to see how it plays
With 2 zerks I can just barely scratch dmg limit
Which in a sense is how it should be
How much over the dmg limit do you need to hit for a turn 1 skill with that much tank and ward?
You scale damage with attack instead of ward
I think the ward cap was just to keep people happy that you still have to care about ward
I’m just showing examples
Even though a 100k cap is achievable no matter what as long as you have a shield on
@west verge what are you able to hit on Turn 1 with CS, and how does that compare to other options (Slice / Envy / HS3) if you are able to test
Can just be on cactus no prob
Just wondering if balance is achieved or not / needs more tweaking etc
A reduction of almost precisely one-third from live to beta (assuming the 175k in the second shot is the actual hit, and the 70k is CD)
Jesus fkin christ that makes me sad, your dmg on beta is my dmg on live. I just know im gonna hate it when this goes live
After all now attack will contribute more to the dmg. BeoH will still be able to stack dmg. My understanding is that gilga gets hit the worst in this fix
Well i hope we get some form of CD buff because this is disheartening
:/
This is one of those things where:
- If Beo is now a better user is chained/spiked shield across content
- and this has been tested in a controlled environment
- then people need to show up in this thread, present the evidence, and talk about it
I dont think anybody wants non gilga to be the best user of the gilga skill, but there is a suspicious lack of tangible data in this thread
(Not pointed at you, sorry if it came across that way)
Odie said he might be tweaking non-gilga vs gilga scaling with SS
We just really, really need more actual testing in these threads
I can provide beoh ss/cs but I'm low AL
I definetly wouldn't want Gilga Skills to be better with non gilgas like Ultima or Ultima Strikes for Deities
Youre right, i hope thats just me getting ahead of myself. Its still early. This just makes me fear for my character ive been building for the last few years
And I am not being sarcastic there
I will say whatever change got settled on seems to be performing quite well on beoh
Discord doing a dumb?
Thats all I see
Discord problem
None of them are showing for me
...since we're actively lowering our attack stat with bristles to get CD. If attack is more relevant than ward, this tradeoff is doubly harsh
bruh
ok
in summary
damage ranging 80k to 100k unbuffed t1 against cactus and conq NPCs
I would argue that its a fair trade off - similar to crit builds that lose attack thanks to pinions etc
Is that with full ward?
Or full unbuffed at 50% ward and just 1 hit?
Seems a little low
setup is celeaxe full selene hands, random placeholder riftrogue helmet that still has pinions kekw, fsc, pumpkinless pants, high legendary sgs, hybrid offense + 15% hybrid amity
oh it's beoh not gilgh
But getting +CD dmg is super hard. We'd be pretty much giving up dmg to get +40% dmg, maybe 50 if we REALLY want to
ooooh ok, still seems a bit low
you're talking to someone with a massive skill issue lmao
fwiw I think it outdamages my verse4
actually maybe not if double crit amity
and assume 0 al?
Maybe sirith can test and tell us
huh I have 30% dragon on this hybrid amity
do I have this on live?
how do I enchant the celeaxe, do I need a masterforge
I really Know What I'm Doing
Discord still being dumb 😦
Celestials can't (or shouldn't be able to be anguished
again t1 unbuffed
on cactus
not surprising, lines up with 30% dragon on the amity
So, if the non Gilgamesh effectiveness is the issue with the Ward skills currently, I would like to know how other classes are dealing with high Anguish without using SS/CS.
s2's over there casually tripling my damage on actual enemies kek
ahh noooo my trev staff and swansong are both un-upgraded on beta
rip horde
are they MF?
We just tested and unless something changes from 2 hours ago I made a broken weapon Anguished
my trev staff is level 8, swansong is level 1 kek
you don't have the free Aaru anvils?
may have to ask Dangy if he can do another free code for 50 anvils
there were free anvils? I only have 3 from one of the archpaths
damn
I thought trev fell off severely in high anguish due to pen
although I'm al24 I'm not exactly a contender for high anguish
I don't have a trev to even check the pen on it
With your CD this hits the exact same as I do as 173 al heretic with 1 turn ultima. Only I have t.mag^^^, T.all^^^, snotra, mag^^.
Oh and I use a 40% crit 30% dragon amity
Ss still looks solid but I need to read beyond that which i can do in like 5 mins from now
I have a 200...
...
...
fallen shield
my sgs is 163-165 idk which exactly, it's not that amazing
So how does the current ward cap look like for ss3? Just throwing it out there but i’d love to see only scaling on ward. And other classes having a buff on dealing with ward then just limiting ss.
Also thank you NF team for keeping channelanus 1 turn.
Only scaling on ward is super problematic. You get harder to kill as you gain damage
only scaling on ward sounds like a prom feet disaster
I totaly understand your pov, agree to a certain degree.
On pvp stand point, as dUrsa BoF i kinda go for ward dmg first so opponent has no chance killing me unless there is a huge AL gap. Which works most of the time. On defense we kinda have counter measures. Counterattack/ second chance/ paraphet etc.
Those counter measures exist for everyone, including those who build massive ward and deal 200% of your eHP
Maybe I'm late to this, but this situation kinda reminds me of how the GSH passive works. At 0 AL, it gives a 2x stat boost, but at 100 AL, it gives 1.5x.
Its formula is something like this: (2 + AL/100) ÷ (1 + AL/100).
(Sorry for the poor format; I don't use Discord much.)
Iirc, Gilga gets a 1.5x increase when using SS/CS. You could change that to 1x, and with the formula, you'd get 2x at 0 AL and 1.5x at 100 AL.
Other classes could get 0.5x, so 1x (normal damage) at 0 AL, but 0.75x at 100 AL.
A change in numbers will be needed, but this idea fits the situation without reducing player ward or a hard cap.
Fwiw that's not how just GSH passive works. That's how every stat passive in the game works.
Redline works that way. As does blueline.
As does bastille.
And the DAra passive
Oh thanks for correction, I havent touched anything else besides beoh for months
You can simplify the passives by thinking of it as:
(1+ (AL/100) + P) * Stats
Where "P" is the passive %
My understanding is that 100% passive is the same as adding 100 ALs to your character, effectively.
(Without the ward/HP/mana benefits)
Gilga gets full value from the amount of ward expended when using the skill applied to the skills M2. All other classes get half value from ward consumed.
Though there may be a bit of a variation in the formula so it's not an exact 1/1 ratio or 1/.5 ratio as the case may be.
So if u apply it to the skill, could it work, in your opinions
Here are the formulas for SS3:
Gilga:
M2 = (Current Ward*0.3)/5000
Everyone else:
M2 = (Current Ward*0.3)/10000
There's no variation built into it then?
Interesting so basically gilga at 50% ward hits same as others 100% ward all other things considered equal
Right
Turn 1 damage being equal aside from other base stats or hybrid abilities
It wouldn't surprise me if it was designed that way partially with turn 1 damage in mind
Why can other classes use SS. That would make balance easier
Agreed here, but in that case other classes should have access to some exclusive skills (which would be super nice)
Why can other classes use SS
https://playorna.com/releases/75/
Not the answer you were looking for, but the answer 😆
Realmshifters have sadness
Fixed
I see those as exclusive mechanics, not exactly skills (but i see your point, just dont fully agree)
Yeah they are mechanics but they are also skills to be used in battle
Yes, hence why i dont fully agree 😬
Feels like ss could be something that goes that way
RS get avidity
I don't really see why not
This was about skills
this #1370141629444395028 message
I mean if we're just saying passives, Gilgas have Collateral Damage
That's why other classes can use SS, I guess?
I've done some testing around and overall feel like the damage I'm outputting is too low for someone with my gear and AL.
Caveats: I do not know the threshold for ward so some optimization may be in order. Also this build was doubly affected by Selenes hands nerfs (but should be considered since this is a primary damage source for spiked shield)
In raiding my damage output is reduced by over 50%, it makes it slow to kill raids even without any anguish level. In anguish raids the problem is even worse as my damage is in the low hundred thousands. I think it could be stand to nudge back up a ton, with a gilga exclusive threshold bump this would fit the identity of gilga using their ward better than other classes.
Additional notes: I haven't tested but I think evident on its face that classes with more access to attack will benefit more from use of spiked shield (beoh, deity). This nerf also hits gilgh more than other gilga as their passive specifically buffs shields which seldom have attack.
I would support a damage increase and/or gilga and gilga h specific threshold bumps. I also think it could be interesting to differentiate the spiked shield variants a bit more.
Lmfao. Not on topic here but those notes contain a(n unqualified) line which is relevant to the discussion that was recently happening in #1295844979574440119:
The Sleep status effect is now removed upon receiving damage
It was a massive update
It also did this, which was necessary but sad:
- Improvements to World monster seeding logic
Previously, world mobs were actually semi-permanent, like bosses.
Fun
When this change was made in March I had a Scary Skeleton from the Halloween event still chilling in my Origin town that I never killed just for the fun of it
I think a lot of pvp sentiment is dripping over into this discussion. I really think the hit rate nerf was a good option as it allowed for dex gear options for both the gilga and the opponent. That being said, not have a fixed miss rate was a buff in the context of anguish, so hard to say how it should shake out in the context of this patch.
btw in anguish raids i don't think the skill needs any nerfing, shackles does all the nerfing already making it almost unplayable
For some transparency I do want to add that we have been having very large discussions on Spiked Shield in the ORN channel, and I've been working really hard in there to keep PvE and PvP seperate. PvP has issues, but nothing should be done that puts Gilgamesh in a bad place in PvE.
Just a few anguish/party play options I considered, not sure they really move the needle that much but make the skills more interesting:
Ss1 could offer some defense down options, would save turn/pet economy by assisting dealing with tougher mobs. Traditionally ss1 is the armor pen option, but could open up combos as far as ss1 into ss3.
Ss2 could apply provoke to a mob to assist in party anguish content and allow gilga to actually do some tanking
That's much appreciated. I don't want to touch on it too much but think with the fixed miss rate removed it could open up power budget in herc to have a much higher ward damage threshold. Particularly because herc already has the built in weakness to status
I hope they remove the flat miss chance and make dex valuable to gilga's like it is on heretic and beoh. If not make it low m1 like all the other flat miss chance spells if they dont.
Especially cause we just got cool new apollyon gear to use
new patch!
Still feels very weak in raids imo. Additional strange pvp interaction, likely due to the ward capping, is that the effectiveness of ss1>3 is basically in reverse order.
@west verge what are you hitting in beta turn 1 with ss3 now in pvp?
I think it got a sizeable nerf in this patch for pvp
Absolutely agree with this
For me turn 1 its like
Ss3- 100k
Ss2- 120k
Ss1- 140k
Maybe attack still heavily influences it. How much atk do you have here?
Because as BoF i dont see this pattern
13000, might just be because I'm at the high end of ward, so I'm likely hitting the ward cap therefore the attack mod of ss1 is more effective
Aw shyte lol 13k thats way more than me
15k live as build was doubly affected by Selene
Ss1 should be the go to of any high AL gilga in pvp anyway with the higher m1 and fixed miss chance. If ss1 is now hitting substantially higher than ss3, that's a problem
But my ALs to gilga were lost somewhere so I can't test it 😆
I'll just note that even in best case scenario Im doing like 25% of my live damage
.except beoa pet redline
It is multiple
How much damage do you think you should be doing compared with an equal crit build that is a glass cannon in pvp and in pve?
Can you share what that best case scenario is? Could it be built wrong since the calc relies less on ward now?
This is a bit of a loaded question because it removes context other than tank vs glass cannon. If I can only get 100k hp then my ehp is maximum 200k. I do not think there is a single build at AL 187 built for damage that would struggle to hit my or other current ehp. If spiked shield is the only build not hitting that then it is just not effective as a build. I can't say oh ss should deal 70% of crit, it ignores too many factors. Which is why I think the dex option is good because it allows gearing options.
For pve, right now I can whip out a half baked ultimastrikes build and out damage my very high end ss gear. There is essentially 0 risk in either build.
I can hit 130k with spiked shield1 if I use full Selenes hands, to maximize my attack and magic stat, a hybrid amity with hybrid bonus, full swash bonus from BoF, including an ornate Carl's ring and a godforged arisen ring.
Ss3 hits for around 100k with this build
Just trying to judge what youll be happy with. Your ultima strikes build has zero risk compared to a SS build which is also zero risk in live? At high AL's I dont think any builds have risk vs raids imo
We can't just look at t1 ehp because on offense, you get to immediately WoO if desired
So now your build is infinitely more resilient than non-ss builds
Alright, done quite a bit of testing, let me post some of my results
PVE
Feels better, reduction is about midway between what it was yesterday and live. Probably a good compromise level , though eventually Ascension will probably break it again but it might be fine for another year or two.
PVP
latest iteration does totally nerf Defensive high ward build SS3 damage into the dirt though. However when Testing Attack heavy (10k) BoF builds with buffs I was able to easily get SS1 to about 200k well over SS3 damage of 135k ish on unarmored targets. Just for reference the lower attack (6600)/Cata builds SS1 consistently outperforms SS3 as well, with SS3 maxing at about 35k Turn 1 damage and SS1 coming in at around 50k max turn 1 damage on comparitively soft targets. There is very little growth in damage going from half ward to full ward and what little there was can be attributed to the stat boost from Bastille.
I also threw together some Gilga Ursa non SS attack builds and finally settled on a 17k Eastern Regalia attack build to some comparison with the big hitting skills. Mind you it was petless so it took an extra turn to use Mimic and Gunnr. Rend/Epee Crit was 300kish, HS 3 crit was 275k, Guarding Strikes 4 was 165k ish and Realmstrikes 2 crit was close to 400k all on what looked to be soft targets. In that build, SS1 was 120k and SS3 was 80k, though I didn't expect them to be good in that build
This may seem in parity to some but I would like to point out that those skills all hit for that damage regardless of what my ward pool is at. I am just as deadly at 1 ward as I am at full ward. And with practically 0 defense the Gilga SS build will be pretty useless fast with no stat bonus and no ward pool.
Final PVP thought, SS3 might as well not exist at all in PVP for current cap set up.
Should ss damage be based on max ward instead of current ward?
That does help with the whole feast-and-famine aspect of second chance. Living at 1hp = deal no damage anyway
Well that eliminates part of the whole spend aspect of making it consume ward. Which is part of the balance to the skill.
Well it still lowers your ward and makes you easier to kill (theoretically)
Yeah it can't be just t1, but there's a lot that plays into it, if you don't get turn 1 your ward gets shredded and then you're less tanky and have less damage, I'm just using this as an example
Keep in mind I am not necessarily arguing against it, just pointing out a possible issue.
But your ward gets shredded less if you don't get turn 1
50% damage going to ward vs 85%

yeah but our focus now is ss