#3.17 Spiked Shield & Gilga Changes
1 messages · Page 5 of 1
You don't have frenzy button?
ios i think
Frenzy make cd chance 100% if I'm not mistaken..
That's a lot of buffs on a very high end gilga for those numbers
i will demo what the equivalent in live looks like
isnt it +50% damage also with frenzy?
Along with spike shield, CS, shield bash damage I guess..
Its both but I think drain rate of frenzy isn't great for facilitating SS skils
^ live?
Spiked shield best build is no shield?
I’m going to get someone to tell me I’m a tank and I shouldn’t do as much as a glass cannon again but like

Frenzy + CS drains about 70% of my ward in 1 turn i really dislike that 🫠
Does seem a little concerning that sgs is not bis for ss
But I'd rather see someone with 100k ward dealing 6mil than 600kward dealing 4mil (or 17-22mil)
will nerf again 🫡
this is now cannon copy pasta
My 2 pennies are that SS got a good nerf but...
-
Is partially too Att reliant and invalidates Ward gearing and the likes for SS which is counterintuitive but also hurts build diversity as well. Original suggestions were always along the lines of making the gear matter more and ALs less for this reason.
-
The damage leans a bit closer to too low for what it offers rn then too high. NOT by a large margin but likely is hurt a bit too much and could use
I wont even propose changes because I have little to no idea whats going on in terms of SS formulas and this isnt my forte but making the gear slightly more meaningful in the calc also giving it a nudge of improved performance damage wise as a result and could mend the damage it does to gearing options aswell.
id love to have an option, in any combination of gear, spec, amities and buffs, that allows me to get closer to where I was before, without even running maximum damage amities
the two hander build has 31,000 attack
any ways last death rattle before settling in
one final meme
the other reality is this patch should be nerfing all raiding builds once elemental becomes additive
US/Ultima rely heavily on that mechanic
perhaps being the "tank" will be more viable in anguish 2,0

🚢
Fuel cost too high..
beautiful nature sounds, 10/10 video thankyou for sharing
That'a in 0 AL..
I'll try to raise it..
@pseudo sonnet @hazy comet the current version of the patch still has fixed miss chance as far as I can tell
this is what turn 1 damage looks like in pvp
of course im hitting my self on a swash build
id expect someone tanky to reduce it to 200k range
Still so much damage
Since SS is nerfed give us elementally imbued SS (water, fire, lightning, earth) to tackle phys immunities in dungeons. Dmg will be reduced because of elemental malus 🥲
This is great
Gilga thread is new mague thread
Next gilga gonna get flasks too xd
Even mw is here
(It's nothing like flasks the button is just in the same place)
I think the primary issue with ss has been the crazy damage output, the secondary is how much ward ss builds get with it. So I don't feel like getting your beta damage close to live is intended
I meant because the chatgpt xd
Wheres tubbug when you need him :/
TUbb
If someone with absurdly high AL could just make a Heretic raid nuke build the same way Ensseric made a raid nuke build, it's a fair comparison
Get wrecked in here and then Enss, Wrecked and I can run comparisons of all 3 main classes 😏 easy balnce patch results
Balancing with whole playerbase in mind ❌
Balance with top 0.1% in mind ✅
Its a joke BEE TEE DUBS
Ideally we have people from all ALs making comparisons
But, this thread is a lot of discussion and not a lot of show and tell
The 0.1% seem to be the only ones invested enough to actually run tests in the beta 🤷♂️
Wrecked did post videos in here earlier it was like 4.5m QC ultima with 2 turns of buff
For 1 turn dps, it's either ultima or chakram
Isnt that always the way it is xd
Ok, so that seems a lot stronger than what Ensseric posted for Gilga
Pls nerf gilga more
i didnt want to but i can hoc on beta, no idea what my heretic will end up at
I wanna use it
#1370141629444395028 message
Just warming up for the HoC on live 
Yeah idk, it feels like we go from "not enough" to "too much" on ss constantly
ive got 3 of them thanks conq guild
I want gilga to be a tanky boy.. idk if damage is really that important to me personally
Not sure what community sentiment is on that
I don't think many people want gilga to be relegated to a tank. It's a good meme
Playing an actual tank with no damage sounds cool in theory but terribly boring in practice
Gilga does actually need to be able to play Orna
Frenzy has potential for solving this
Its not a group raiding MMO
First nerf for SS ever so it's a step in the right direction. (The crit change was actually a buff because then you didn't need ashens in your build)
Gilga feels like it should be more like a barbarian or a cleave warrior if you get the Blizzard Ref - Dual Weild 2H weapons When?
has anyone suggested adding trading?
Your left numbers are worse than me on Realmshifter
live is using 50% max dmg amity, one heart in the axe for max dmg limit
Dropping 3 zerks to do under 2M is crazy at 180+ AL
beta is using an additional elemental amity, and another selene hand
That's crazy at 50 AL
the tree there is doing demise of course
but like
at least i can tank it now
before man i didnt know what i would do
look at this and Enss's following comments. This skill is objectively uselss in PvE
Aren't you supposed to build towards attack in beta
Might aswell not exist
It can't be a comparison using the same ward build as live
What's your attack stat Ensseric?
Spiked Shields whole point is building ward, why is its best use case using it like any other Att based skill. It serves no point in existing at that point
Yeah 12k attack is a huge amount of attack
Yep
Didn't someone have a 21K attack in here earlier?
Ensserric had 30k attack earlier
But that doesn't really change how much damage someone would expect to do at 12k
Your attack <-> damage ratio doesn't get lower at higher AL
And even the 30k one wasn’t faring much better
what does the m2 ward contribution cap at. 200k?
What would be a good number with 186 Als? For spiked shield??
How do other gilga skills compare on these build? How much damage does hs3 or whatever deal using the same setups
lol
Despite the fact that SS is practically useless at this point. You use SS to build Ward adn be tanky why tf is its only viable use with tons of Att. may aswell use daggers or other Att skills like that
I knew the answer like 5 iterations ago but now it's a mystery
somewhat below averaging those 2 videos would be a simplish solution
Maybe if party play needed a tank 🥲
As an aside, it's funny that it's the Realmshifter crew in here defending Gilga and trying to keep it good 😆
The point is that you don't need to build as much towards ward
They’d still need to be able to play the game as a solo player though
Orna is a solo game with party play
I hate modern SS but I dont want Gilga to get the treatment we got. We were Gilgalite for how long, they shouldnt now become Realmlite
It's not a party game that you can play solo
If Odie nerfs gilga then we're next 
I think realm is far down the list of classes needing nerfs atm 😅
Any1 knows the %ward consumed in SS 1, 2, 3 and CS currently in beta?
Make sure y'allvote against going live btw
Por que no los dos xd
#1370416842065313852 message
No. It Vesta atm
Make Gilgas use SS the way its intended and then why not go live 🤷♂️ I think SS is the only disater that needs ironed out then may aswell go live
but this should not hit live
I meant single-turn usage, not max 1 turn dmg
Jeez. I’m late again
What do you mean by intended btw? For gilga
Like spammable
Fey Chimera seems broken in beta 🤔
Only relevant in this thread because I'm trying to perform testing
Why?
It's doing literally nothing
Make it actually reward using and building tanky/ward gear and not just build like a RS and then make it do a medium amount of damage instead of hitting less then an AL0 Heraa
And no I'm not using Selene Hands
Did the selene... ok nm hah
Are you sure 😂
Mine works, against cactus
Any particular content? Idk what gilga is supposed to be used for (i expect no one really knows with all the changes happening), but theres gotta be a reason the team is implementing changes
Did it cast zerk
Mines fine in a raid, Maluses or something maybe?
Is the raid immune to dragon? Dumb questions but it's a dumb problem
All I want is berserk
Try to do one where it's not using tree of demise. @west verge
I'm so confused
My FChimera worked in anguish 2 lyncus
this doesnt ping someone afaik btw
I tried against Fey Chimera and Fey Yeti
Maybe you have a malus, or bad luck 
When you have frenzy it should hit 50% harder also
Ang Malus, AMity Malus, Beo Charms lol
Both
Yeah it does nothing in different gear against the training cactus either
My Fey Chimera is simply defective
release and buy another?
oops
I put it in the keep and took it out and it still doesn't work 
lol
Release that fucker
press the pet button
Did you feed it today
Ok my Arisen Stonewarg works
Mine was freshly purchased maybe yours is simply an older defective chimera
Submit bug report
You moved so fast through the shadows it scared your Fey Chimera into submission
I am now that I determined turning it off and on again doesn't fix the Chimera
1v1 me since we are both using him on beta and mine works
Comparison between Enserric's ward build and new att build
looks like live tbh
What towers are good for gilga?
Frenzy just keeps going even when you have no ward
I found the issue
My beta mirror has a permanent invisible -pet act malus on all loadouts
uhh wut
Well duh
Who wouldn't have known that
Frenzy has 50% damage and you CD every time
Nvm, I was just unlucky with stonewarg. It really is just the Chimera
It doesn't have any act chance
Jajaja
Its cuz its lost to the curse of morrigan :/
Pls help
wrong chat but all of them. in terms of titan adorns then just do prom
Uh ok thanks
Yeah ok it's happening to any follower I buy
You are just too powerful
No testing for me if it invovles pets
They all bow before you now
I have an Arisen Stonewarg and an Ortanite Golem
Damnit, even spawning followers from Titan Mnemonics also have no act rate
I was going to give Atlas a shot 😆
Oh, thanks Frenzy making cd great again..
Blade of Finesse
ill use my Dorado SS build in beta >:)
Give them SS. Give gilga verse4. Lets just innovate 🙌
also i want the amity
that said with zerks you dont get to use the additional dmg at max hp
is frenzy ward consume each turn its active?
lol
the turn you use it, it consumes ward
lose 10% of bastile right of the bat
this is why frenzy active ought to flip bastille
Technically I can get a bit more DMG with some better build optimization
if they balance around amities like that, then i hope they start dropping like rain
Bummer
Given the lack of dex gear for warrior line i highly doubt this gets changed
this my dps with the same buffs lol
also excuse me?
i think i forgot that
Was my last real chase item, years of no Ornate Carls and was grinding and getting no drop then bought another 100 out of Monu and got that and a perfect 200% Ring at the same time
3.17 Patch Notes
- Made Spiked Shield exclusively worse on Gilgamesh, now meant to be a Beo/RS skill
Frenzy isn’t on that one
Let us know if it makes SS great again
Thing is all the gear that would maximize attack with the current attack based damage scaling has tons of dex
Fr we can't be having them actually using and getting valid results out of their hard earned builds
Exactly
They should cry for a solid 2.5 minutes every night
What even is that xd
You know what let's nerf their identity even further!
Remove ward scaling altogether and make it a purely att focused skill
Only let them use skills with no equipment!
along with ward regen amity
In my opinion you shouldn't be forced to use the new mechanic just to make the skill work
Or am I interpreting that wrong
So Gilg is swash class now?
frenzy feels like Odie taketh away from one place, and giveth in another
It always was
swash was always viable for raiding
and better in some scenarios with raid stat scaling
It's only just now we finally got nerfed so hard the only option is swash
No point in build Ward/Sruvivability is my point if its all in on Att
i think i have more leeway at my AL
Seems stronk
I'd keep on playing my funny tank class at al 15 but I sure as hell won't have nearly as much of a fun time as before
feel free?
Hey you don't have to convince me haha. I'm sure everyone is tired of me saying remove flat miss
Well realmshifter can take their saboteur and shove it
You get double ward damage we get flat miss chance
Simple
Saboteur hasnt been relavent in 3 years 
Except I continue to get smacked around by the bleedover when fighting them
@oodie release us from this thread
I don’t know wandering warrior. But these are some late day takes
@west verge Do you think building around Frenzy is still fun/allows for dofferent builds?
Oh for sure I haven't been paying attention at all
it feels like im pressing another button to buff what the skill loss 💀
Just spitting out what I've observed for a while
but is build doversity fair enough in your opinion
sokam can teach me how to make a crit build
Seems like SS should have lost fixed miss chance and frenzy boosted
diversity will be achieved again
The only build diversity we'll be getting from it is just another crit/swash build bro
With a little extra cd in there
It's not a tank class. I learned that today 
Preserve it in glass at this point fr
#1370416842065313852 message
make sure to vote yes
Last minute bandaid suggestion: herc just does a bunch of bonus damage to raids. With the attack scaling changes herc basically lost its only niche
I just wanna grind live again at this point 💀
I like the pve changes. Not sure I love it for pvp tho. Can we revisit pvp?
Save it for the PvP Balance Patch
Can we just focus on anguish
3.17 Patch Notes
#1369690605835387040 message
3.17 Ship/Dont ship Poll
#1370416842065313852 message
@silver rampart please reconsider the way you are contributing to this beta. Comments like the above do not help us progress the beta and is just unnecessary stuff to scroll through. Let’s help the studio help you
Understood
I won't allow this patch to go live until manaseep no longer fades from leaving/rejoining dungeons
I will
Frenzy and rs thingie should fade on reenter i think
Yeah, they should too
Ive complained a ton. THAT SAID: ship it. Looking forward to mixing things up
Ok real talk, why
U fr?
Blame sirith for this one
They’re crazy good and shouldn’t just be an endless setup thing
Dungeon snapshoting is and always has been a hot topic
But seriously its about identity above all else
Just treat it like summons on non-summoner classes
Making it fade punishes taking a break from the game
This is a hill I will die on
I dont think i understand
Lol what?
Oh i understand now lol
I leave dungeon to take a break. I lose manaseep.
I cant disagree there at all actually
They should persist for the same class tree if possible
I leave dungeon to do literally anything - change pets for endless, shuffle kingdom gauntlet, do my kd war, etc etc
I think if its too much of a hassle to implement its better to fade because other classes may take advantage
Will be extremely relevant in ang2.0 btw
But Im not against phils usecase
At least Shadowveil is 100% free to re-apply so it doesn't really harm anyone to lose it on exit
How many floors does it take to charge a blood flask?
Still costs a turn right?
Yeah that is a problem
Not being able to turn off was like the whole point of it being able to be so good
Yeah that might be a thinker
Turning off in dungeins is way less of an ordeal then like raids f.e.
Cause I still close the game when i am about to lose a tower
It shouldn't stay on other classes but should stay on the targeted classes
If you want to reset in the middle of a dung then they can waste the time. I genuinely dk why anyoen would
If this needs adressed just having it stay active for one turn and fade on act fixes any potential issues. If you class swap you have to swap and let the whole dung get a turn befire you could swap back i.e. unusable in Ang dungs i.e. prob fixed for Horde Ang and endless cheese
I still feel like deity and beoh are going to go crazy with SS. #1369690605835387040 message
Did you read any of the previous convo? lol
This was a joke post... I have Frenzy and Shadow Veil active 😅
So is beoh not crazy with SS now?
It's still good, but that screenshot does exacerbate it alot if taken out of context
Frenzy helps a ton indeed. Also it frees gilgas from the shackles of lyncus pubes ✂️
Bristles*
Autocorrect
Dont worry about it
…ish
You won’t be getting 100% Frenzy uptime
Does it fade?
At 0 Ward, yes
SS is way better than crits with bof spec in pvp 120al deity. So guess I'll still be using SS after the Nerf...
Oh yea thats right lol
I'm sorry but using ashen pinions I instantly consider this sub optimal honestly
Good call way to much crit
Are you using a 40% crit amity?
Why using a 2H weapon?
Oracle dual wielding will be highest damage
AL0 DUrsa
Noo please
((15496 * 2.6) - (2279/2)) * 2 * 1.771561 = 138,713
There's no 40% crit amity there
Then what's messing with the damage values?
What? How?
But you need full ward
This is nerfing your damage
sometimes not even that if you get lucky with avidity 
The last bonus is not a bonus with very unequal attack and magic
Really 100 attack is going to help that much lol
Yeah Hybrid is broken and Deity is the most busted class in the game but thats a bad effect for non hybrid
Let see what *** odie will bring next for gilga
Use V4 with that amity
What a meme class
You're losing like 3k lol
No, Sokam, that amity means your attack stat is effectively:
(15,496 + 2,279)/1.66 = 10,707
Technically use that amity just lower your damage
Ah it's even worse than my quick mental math 
!define hybrid
Sorry, no results found for Hybrid.
😏
Funny that that works out to almost the same number as not wearing a 40% crit amity
Weird coincidence
Without selene hands, hybrid amity is useless for gilga with their so low mag
But still better than rs
that dudes a Deity
20k more
third tries the charm, you got this! 
The 2h setup was good idk why you got flamed for that one
The amity just held you back
Thank you for pointing that out I never knew that God tier amity can actually hurt me lol
the % hybrid is the one that always buffs, the all skills are hybrid is only a buff if your att/mag is closish to equal. easy way to remember
Thank you sokam for testing. The original post you shared still highlights the issue.
SS3 is still posting huge numbers and will remain top dog with flat miss chance.
Why would we bother using anything else fam?
I see nothing but celestial weapons in all the raid builds and examples posted. Is it intended for Gil to have to build around frenzy with the regen from promfeet (and in effect lose out on anguish scaling on weapons?) Do celestials hold up in high anguish raid health pools with said loss?
And you have 100k hp and 200k ward
40k hp less and 80k ward less, and 40k damage less!!!!
Balance achieved
So how do i test frenzy, i cant find the button.
Or was it just a joke? :o
Here is my high defense 120al deity SS hybrid build vs myself hitting the same as I can with a crit. I think the SS pvp needs to get hit harder honestly but hopefully that will come in the balance patch... Or maybe just make SS valor only.
Look at those tank stats and hitting like a truck lol
Not to mention flat miss chance!
So much value for no trade offs
We need to eat up this value if this ships like this!!
AL99 BeoH, V4 vs SS3, both very optimized builds, I'm quite happy with this when compared to live
Obviously it's not perfect, and honestly we can't expect it ever will be, but definitely shortens the gap
I'm happy with pve just not PVP SS
Who can survive that with flat miss chance? No one
Heretic and sometimes deity because you need element stacking to get this Dmg Lol
Can you share your stat screen pages as well? This isnt the whole picture
I honestly enjoy fast pvp.
Leveling conquerers is hard enough DX
I don't mind getting onetapped and beeing able to get it back quickly
But i guess the fact this tread exists means im alone in that
I think boring buffy slow pvp isnt fun. And SS makes it an option to just say no to that
Flat miss, high m1, high damage, can be tanky is the problem there are no trade offs
So is there no real tradeoff with chronomancer but nobody seems to care about that anyway.
Its basically SS but as a stun.
So i dont really get the fuzz.
A tank should not consistently out-damage a glass cannon, especially with an ability that effectively cannot miss and has high penetration. Each playstyle must have clear trade-offs. High damage must come with low defense. High defense must come with low damage. There must not be a build that provides both high damage and high durability while ignoring enemy Dexterity.
Sorry, is there an accessory I can put on to make me immune to SS?
All other class builds have some sort of trade off, low Dex, low defense etc. Not a mega tank SS raid boss build
Would love that 🙂
Its called Counter II
Pretty effective in my experience!
Polly offhand has it, specs too
Yee
But in reality weather I'm in SS or V4 I'm not surviving a shot back 99% of the time
1 specific situational item gives you a chance at potentially not getting 1 shot for 1 turn.... Solved boys time to pack it up, ship the update
As my local heretic just smacks me for 200k either way 
Also since its a gilga change, how can i test frenzy, i cannot seem to find it at all. Is it real? If yes, how do i access it
Is your client updated?
With stone warg WoO and 400k ward and 80knhealth lol? Vs 100k hp+ward on v4 (insert the chance to miss a lot a lot). Why would you even run V4
Any reason to even use the v4. I bet you miss dexy players all the time
Why would you use a skill that can miss in 2025?
That was the issue, thank you!
I don't feel like anyone would really mind if fixed miss chance was gone from ss in current beta
Unfortunately Phill, that's not the case - or else I'd think it'd be gone already
Your Stonewarg uses WoO? 
You gotta feed him better
So Gilga and realm now has a mechanic for builds that dont use ward (or just a power buff with prom feet)
I think thats a cool addition!! Any jank found so far? X3
That's fair. I let mine sleep in my bed at night. He only steps on me and wakes me up several times but worth it during pvp
Turn 1 baby
Snotra, DC, mimics, t.mag^^^ with a 40% crit 30% dragon amity. Prior ensseric hitting harder than I was with similar but less buffs and less AL. Not now ofc. Haven't been keeping up and it looks like there's tons of posts beyond this that I need to read lol
I'm BeoH, my pet is a buff slave/meat shield and nothing more 
Dont bother man 💀 it was a lot
Here's yesterday's example at 177 AL on live
All of us came to the determination of ship it and we will see what happens
Alright lol
Poll is still out! Plenty of time for a swing in the right direction 😉
I wish there was a poll good for PVE not for PVP
I just see u do wrong way with ss3
Isnt use aligned pet with your faction and fsc better
To sum up, all of the testing show ss3/ss now unable to do raid right
And significant weaker in. Pvp though still enough for 1 turn kill
I think its able to do raids and on par with the other skills. Its just still the best thing to use in PVP kingdoms and conq guild
Its got flat miss chance currently
I unironically built my first SS kit on beoH for raiding and it works better than verse or chakram w/a t.mag^^^ and deific buff bot pet.. dangit
No, fire alignment gives the same bonus dmg as zerk
(I'm fire faction)
faction bonus + double 20% fire amity = 1.65x
Bulwark + double 30% drag = 1.80x
I also have +15% dmg at max HP on both drag amities, I don't have versions of that with 20% fire
Ok just most of us do ss3 with faction but seem after ele additive it change
It's not in the abilities
Yes, I can't see it
need to update your client (I had to this morning when I saw it)
Currently on 3.17.26beta
and after I recheck of course it's back
Is there one for Shadowveil?
"Boost dexterity", so it's not the same as dodge chance???
It’s also miss chance
Yes, but not an additional dodge chance
Thank god, that would’ve made gursa even more busted in bof 😂
Isn’t it also dodge chance as you have more dexterity?
Mystic Feather also doesn't care about dex, and Dorado doesn't care about in-battle dex boosts (edit: kind of)
It's not bad, more dex is better for endless but, dodge chance is way better IMO
0al beoh hits 120k turn 1 in pvp with my ward gear with SS3 in the beta. I feel like that's a lot for 0als in pvp
No elements just Selene hands and a hybrid amity
Al 0 GSH can single hit for that much and more, Turn 1
Share your stat page please :)?
Ty. Your number could be higher (but its less now) but if you look at your stats to sokams, he has 170k ward and almost 40k health lol
That's not balanced imo
Your risking it for the big hit
I mean 40K hp is pretty trivial to oneshot too
3k defense vs 0?
I'm not saying Sokam's overall loadout isn't better, but he also dies turn 1
Stat for stat its not equitable regardless of 1 shot potential
Yes, that's all I am saying, I can even outperform at AL 0 up to 150ish
there are some Beo that give me a hard time
Were here to balance Knight 🙂
Agreed, but it's important to look at the full picture
I also realize that BP may be getting a pass in the future but a good comparision of 1 turn 1 shot builds
I see what you are saying, but to truly factor in what your saying, you need to simulate them side by side over a large data pool. We dont have thay capability.
So comparing stats is the best way.
Classes will never be, and should never be, stat equal to deal the same damage
That would defeat the purpose of there being classes
Never said equal. I said equitable
Grand Summoner is especially poor at PvP, so tbh I'm impressed it can do that at all lol
It's Hydrus
Having an effective pool of 27k ves 80k is a large difference plus 3k defense and doing more damage
It's an outlier
the reason it can do that is because eos arms are still 20% multiplicative multipliers
Need to be addressed
Multiple examples have been shared showing how SS3 is still over tuned in current state - and BTW, it has flat miss chance
#somuchvalue
Multiple examples have also shown SS3 somewhat underperforms in PvE in it's current state
Actually here is with a better amity 15% damage at full hp
Sorry - only PVP talk here from me
Yall are welcome to transition to anguish - but I'm not happy with the balance pvp state of SS
Happy to take my feedback else where
Where do you recommend?
That was the purpose of this thread being made: https://discord.com/channels/448527960056791051/1370414879395020831
But this is a PvE patch, not a PvP patch
Changes may effect PvP but that has not been Odie's goal at all
Oh - I missed that note in the SS poll he put out - on what is most important to address
Didn't realize it was pve
Will slide on over to that pvp channel - thanks, knight!
Yea straight out ridiculous
So, SS seems to be overperforming in low AL PvP and underperforming in PvE. Is splitting the skill not a consideration, since that’s already been done with other spells as well?
It's already split, I believe!
It's split. I feel like it's good for Gilga but deity and beoh are blowing it out of proportion
True, I forgot about the cap, my bad. Well, if it’s okay on Gilga but the other classes are still abusing it, maybe we should be looking at them and not the skill? What’s causing deity and BeoH to be able to use it more effectively?
I know it's not the best answer but with the upcoming Selene changes do we think that would lower Deity and BeoH performance?
It's the hands
it's always the hands
That's what's wild we are balancing the game for one guild... One. but the balance needs to be looked at for the other half of the game not just one guild lol
Aren’t the hands already changed in the beta, where people are seeing the overperformance still?
TBH I can't keep up with the changes that are in and out and then back in and/or shifted again
How does SS3 on Beoh Compare to say Verse 4 crit?
Make it Gilga only skill
I’m not against that, but then you need to create an alternative skill for other classes to clear anguish content
I'm sure it can be close but it's not a flat hit chance spell then and you're not in def gear
I’d rather look at why other classes overperform with it. Is it the access to a much higher attack stat and/or temp buffs?
Maybe only Gilga can use SS effectively in pvp
The skill could be made less efficient in PvP when used by non-valor classes as part of the PvP/PvE split
So who was the Deity posting SS stuff? I can only find 3 Beoh and am curious about that
I just don’t want to see gilga players suddenly unable to complete PvE content at a similar rate to other classes. The raid videos that Ensseric posted are a bit worrisome imo
I worry that by affecting Gilga, the other SS/CS users (Deity and RS mainly) also become ineffective in specific content. I also don't want to see any class fail
#1370141629444395028 message
Honestly, I dislike the fixed miss chance more than the damage but I think that ship has sailed for this beta
Mainly why I think leaning more into splitting the skill would make sense
Damage being like 4x above next skill, and being able to hit every target blindfolded with flat miss combined made up the issue for sure. Now that one is fixed, the other isnt as bad, but still problematic imo
Would honestly prefer more damage with fixed miss rate removed and then I can swing wildly until I connect or die
I agree, at least that way opponents have a way to build against it
Anguished C.Lute

As featured in #1369693286994018396 !
Doesn't effect the PvP test though
Lute was given 5x Prom hands
No new play style has been discovered from Gilga 
I guess my only point in that testing is that dealing well over 100k damage with BeoH isn't even close to Spiked Shield exclusive
All the exact same loadout
Worth noting the loadout is optimized(ish) for verse, I'd have much higher attack or magic for actually using RS or Chakram for real
There is also no reason that I should be in swash gear
Old habits die hard 😆
Alright I'll spend the gold and effort on re-adorning
Spiked Who?
Aren't frenzy and shadowveil both flawed? I mean, grab living arch armor and have him spam DB for infinite ward regen. Also hope those avidity procs were tweaked that was a ridiculous screenshot lol
Isn't this supposed to be Gilga/SS balance thread 
Frenzy is definitely on topic
Well they both got a ward thing added and I see living arch as being a massive flaw for it. I haven't tested, but it's not hard to picture when I see living arch cast DB every single turn for people
Ik, was just talking about the messages before wrecked's
Odie was considering changing how Frenzy/Shadowveil interact with ward recovery mechanics
I'm just kind of waiting to see what he does atm
Gotcha
People keep steering it toward "SS is still best in PvP"
Anguished windtamer shoes with more pet act will definitely be something that people start using I think
Odie also said he doesn't want easy regen to just turn it into a free multiplier (for either class line). LAA/stonewarg are certainly a part of the easy regen argument.
Yeah stonewarg, living arch, ward regen amities, anguish gear having high* ward regen (unless that was changed, I haven't looked at gear bonuses)
Are you specifically talking for pvp? I mean you can't activate it till at least turn 3
I think for all content other than PvP would be the concern lol
For pve it's pretty much a wash I'd guess, you can use a ward regen pet, but then you lose zerk pet
And using Frenzy from testing is pretty much the same as having zerk as far as impact on damage
I am going to try to use AI pet axe and Living Armor to see how well it works in an Anguish 1 Horde dungeon but then I lose base ward regen from prom feet so if I get some bad RNG, it might be worse. Just have to play with it I guess
You can use Beastfelled Garb on GUrsa or Beastfeled Leggings on any Gilga
Beastfelled legs = No 8% act windtamer shoes 😔
Both of those have pretty low ward, which for SS3 in pve is generally pretty important. I don't have those to test in Beta but I am going to assume that losing that much ward is going to make any damage you gained from having a pet that can both Berserk and let you use Frenzy is going to be negated.
I was thinking more for Frenzy boosting other things than SS
Since the guaranteed(?) CD is good
Maybe? I'd be shocked if "For Gilga" it's a better option than Chained Shield but it may allow for a better alternative than the current 2h builds.
ss3 on beoH (my live acct) is infuriatingly simple and stronger than any verse kit ive been able yet to collect (rngesus, skill issue, whatever)
I just had a horrible thought. I wonder if my AI is going to use Frenzy
I mean this verse kit is better damage and penetration wise than SS3
Hopefully the AI just can't use Frenzy or Shadowveil lol
Dorado Settlement Defense nightmare mode unlocked, lol
But you dont have flat miss chance with verse and dont have any def or resist. Do we even know the M1 of ss3?
I mentioned anguish content directly above this comment. Your most recent pvp comment also explains why it would be a nightmare in pvp as well
Make ss3 and verse IV 2 turn. Or let's make ultima 2 1 turn 
Knight's chimera doesnt lol
It was really just a blanket statement and has potential to be broken in all content. If odie is reworking how it works with ward then maybe it won't be an issue
Fixed miss chance removed yet?
My experience with it so far has been limited to testing the damage output of SS3, WoL, SS3, WOL alternating spam in raids vs Straight SS3 spam. It was not really advantageous turn wise but it was somewhat fun to see the bigger hits. I've not even tried to delve into build optimization for it yet
Nope ill message you if anything changes!
Just put on your BOF pumpkin stuff and SS is still going to be the only thing in PVP for 4 or 5 classes
Current version of frenzy is a bit odd with the no ward regen. The drain counteracts bastille 50% stats (or 60 for herc) coupled with the drain from SS spells renders it not very usable on Base or Herc. You don't face the same problem on Ursa, it basically hard caps at 3-5 turns and then left with little ways to regen after.
Not sure if something like this could be implemented, but maybe the following: Ward regen still active (or somehow locks yourself to the ward you cast it) Ward can no longer be used to soak damage. Frenzy ends on any turn you do not attack (and sets your ward to 0%?). Carries the same risk, but doesn't hurt SS as much,
This was my complaint with frenzy. It goes against your class passive
I’d rather it deal health dmg or something idk
Agreed, using frenzy shouldnt cost ward on the first turn
That too
Current iteration I would rather just not use, keep max damage SS and bastille.
I think above would fit the thematic of rage/risk, but it also loses the gilga identity of spending ward. So hard to say
well the thing that i've been asking myself is... where would i use frenzy? It's not particularly anguish friendly (except in revive party play scenarios?)
The only thing I've used it for are: Quick raiding (still much slower than live) and blasting the mammon on floor 25 of a dungeon
It just feels counterproductive on base and herc, and Ursa feels like a one time use since they lack the regen.
Btw, I made #1375169948984414258 to focus some Shadowveil discussion
Yes this is INSANELY harsh. Im not sure id ever use it in this state
I'd use it
I just don't think it solves any problems, it's just a neat toy 😆
Edit: Shadowveil. Wrong thread
Maybe like geppu said in floor 25. Im not sure for myself though. If something goes wrong im 100% toast
Quick go change your vote to "don't ship"
Sorry, I thought we were in #1369690605835387040 . Yeah on Frenzy I have no opinion
just curious, did anyone ever figure out how to use Atlas stance?
Ward draining abilities haven't tended to be super popular build choices on Gilgamesh in my experience. Which is understandable since it's usually anti synergistic with Bastille. So I'll be curious to see how it plays out. Would be super interesting if my suggestions to give Bastille some other bonus such as CD chance or damage when under 50% ward.
IIRC CD chance/damage
That's the stance's old iteration
Now it gives you CD bonuses and drains ward
Consumes 20% max Ward on CD proc
1,1x CD Damage increase and +10% proc chance increase
if you're on 0 ward it doesn't work anymore
Ok so I've done some testing with the changes, comparing the damage of ss3 between the two versions. I've got the same setup in both settings but with better stats in the beta. In base game I got about 4 million on average with ss3 and on the beta I got 500k with the same buffs and better stats
That's concerning
what class were you using?
Well how else would I get a standard of damage
If you change the setup that favors the results of one side over the other
But sure I'll build some more attack on it and be back soon
Yeah the point is that you can't just stack ward and deal millions
Alright about 1k more attk added 1.1 m onto that total from the beta average
Even still, less than half of what the base skill got is crazy
Herc is way worse in beta due to less attack. Unfortunately that means it loses its primary niche, but try to use base on beta for testing balance purposes.
Alright
So base gilga added another 1m or so into the average
Definitely better
But why would we make it more atk focused in the first place is my question
Doesn't that just make it even better for the high al beoh builds
And the low Al BeoH builds. And the medium Al BeoH builds. And the 0 Al BeoH builds.
Overall it's not a huge attack advantage over ward in pve, a good balance between the two is best. It is however a huge advantage to stack attack in pvp since the ward contribution is capped fairly low.
Gilga raiding is horrible rn, the dmg is nerfed quiet heavily and the sustained dps makes me feel like a fresh t10. I’m missing the frenzy feature, curious how that’s going the change that
Please make sure you adjust builds to the new formula
Full ward stacking ss builds were heavily nerfed, yes
Will try Pumpkinless bof w different celestial axes
Even with full attack builds the reduction is pretty dramatic. Enserric was showing a 60-70% reduction while going 30k attack. So thats pretty much best case scenario. It is also just very strange that best SS builds dont use shield.
m1/m2-wise it should currently be fitting between the two ultimas (but its still 1 turn)
if the skill was doing 60-70% more than its comparables at high AL, then i would say a 60-70% trim is fair and warranted
The skill is in an awkward spot where it's somehow too OP for the PvP folks but underpowered for raiding compared to similar investment options on other classes.
So right now nobody is happy lol
The ward cap also seems to be fairly easy to hit even at 0 AL, which is probably why it still looks strong at low AL but hard to hit big numbers at high AL
I feel like PVP needs to be turned down or lose flat miss chance at least
turn 1 nuke that cant be dodged is pretty strong
Given this is a PvE focused patch, my only real concern is the raiding power
I don’t think it’s as linear as this. AL 0 hitting for 150k while AL100 struggles to hit 200k is an awkward scenario.
I wouldn’t mind seeing the power go up (increasing the ward cap so it’s harder to hit at 0 AL but easier to hit at higher ALs) at the expense of losing fixed miss chance
Open up counter play via dex building
it would likely need crit again for raiding superiority
it's at least in a better place for crit, not scaling into infinity
$suggest remove fixed miss chance and add crit
I wouldn’t mind beta testing that scenario. Building heavily into crit comes with its drawbacks as well
I think it is falling below this. Not sure what Ultima 2 does but Wrecked Ultima 1 QC does 4.3m damage with the following buffs. Enserric had to have 1+ zerks and Frenzy running to hit similar numbers, not account for things like turn economy, followup turns etc.
Rather than crit, could it potentially have double Collateral Damage or something?
I'm thinking of things that:
- Keep it different than other skills
- Help Gilga Herc stay a tiny bit relevant
Is this with Gilga varieties getting homing shield as in the original iteration?
Yes you need ashens or bristles which take away attack. Why taking crit away was actually a buff.
It was absolutely a nerf at the time
Look at historic videos if you weren't playing then
Frankly not hard to build crit on gilga with bristles, I hit 50-60 crit chance on a build that cant crit.
bristles + crit SS probably wouldn't be bad 😅
The first SS nerf was pretty painful, as someone who lived it.
link me. But I think the problem in PVP is the other classes beoh and deity. I play deity also
That Bristles farm is worse than the old Ashen pinions farm though, so freakin painful
That does remind me I need to smack on the AW before it actually ends and I miss out on a chance of more bristles
Leaning into stronger collateral damage could be a good way to avoid going back to crit
Baalinor's Arisen Morrigan speedruns
Before (2:51): https://www.youtube.com/watch?v=TDwgFZSr81c
After (5:39): https://www.youtube.com/watch?v=kpRKQ8vUP40
In the before he was Asc 31, after he was Asc 41
(Those were very very high at the time)
Could +collateral stats be added to shield skills themselves 🤔
That is what I suggested, then Bordoadas suggested lol
I forgot the glory of the old Fey CHim sprite
Just 3 more suggestions and we can get it rolling ||
||
Never did I think I'd see CD suggested as being added to SS skills when the original point of CD was to deemphasize SS skills. Ohh what a tangled web we weave.
I dont disagree that its a solution for ss skills, but CD was initially implemented as a way to incentivize non-ss play.
Yeah that
True lol. But it sounds like a more sustainable way to re-buff SS (and has the added bonus of not buffing SS on non-Gilga classes)
Hey Odie I just want to say hi and I’m hoping you are having a good day despite the existence of this thread. 🫶
This man singlehandedly made me choose warrior back when i was low tier
SS so strong Odie is taking collateral damage in his sleep
Oh how the tables have turned https://i.imgur.com/mEqH1fe.png
Now we’re talking balance
Pretty cool but they don't seem op in todays standards but only 30 als and no spike great shield. Gilgas are hitting damage cap with 4 buffs due to quadratic scaling at high ALs lol
Take away quadratic and give me old m1 back
I'd love to have an effective 50k attack stat in new anguish
I'm still of the opinion that removing Ascension scaling and balancing the fixed miss aspect was probably enough.
Taking away quadratic scaling = reworking ward as a whole
Oh yeah, I forgot in the old crit days M1 was what scaled off ward lol
Remember when Deity got full bonus to that version of SS and you had the tankiest class in the game absolutely smoking everyone
Pepperidge Farm remembers
No, because that was a very, very brief period before I started playing
Pretty sure the current cap in pvp is capping quadratic scaling anyway, right?
Capping how much ward contributes to m2
Yes/No
I think it's removed or reduced in pve too atm. At least judging from patch notes
Yes it caps the M2, but it introduces the issue of Gilga being the attack class that is worst at getting more attack relying on attack the most
Patchnotes: All skills now have quadratic scaling
And it relies on attack more the higher your AL because you hit the cap without trying
Bring back the glory days of Ultima and Dragon blights! Make Ultima great again :p
New SS meta doesn't even need to build for ward 
I mean, unironically without the mimic emoji
I’d ask what’s happening here but it won’t matter 5 minutes from now
I've heard enough. Rework the attack stat
Attack is now based on two new stats, "piercing" and "crushing". Piercing increases m1, crushing m2
Both are increased by ALs
poor magic, left out again
So should there be softcaps on both attack and ward instead of a hard cap on ward?
Idk I'm tired of making suggestions on a skill I don't use
Best of luck gilgamesh mains
At least builds that focus on attack instead of ward are easier to kill in pvp and have more risk in general. Will be relevant in ang2.0
Idk what's going on...
#1369693286994018396 message
The cactus is done with our shit
this looks right...?
hey i see eistla stance in there 😂😂😂😂
Who needs a shield when you have a Stick
Can't use ward skills when you don't have any ward
Is there a reason when i go to arena and press SS3 that it always does around 120k, unimportant if i have ascension on and off (94 Ascension levels difference...)?
Is it bugged? Or did i do something wrong?
Sounds like ward capped and needs more atk?
I think als are bugged in the arena
Okay that makes more sense
Because i was like "what in tarnation has the community done to spiked shield" xD
There reaches a point where ward stops contributing to m2
And more attack is needed to get more damage
Just get a full stat passive 
laughs in GS
The existance of the summoner would be the weirdest now that i know SS didnt get trashed, it was just bugged x3
You need more Attack
There is def a bug with disabling als not affecting your damage if you have als on that class
I wonder if this is why people are saying they are hitting the same on 0al as they are on high als
I’ll take a look
Been saying this for months
I think it may be extra hard to juggle balancing SS for gilga and also beoh/deity
Ngl odie, giving gilga herc steadfast 1 would make these nerfs seem a lot less outlandish 🥸 (totally not a bribe)
Pretty sure making the skill scale even more with atk and less of ward just indirectly buffed those two classes using it anyways
Since they're focused more on atk than ward
Odie i just wanna point out that you're doing a great job, ive never played a game in my whole life where there was this much care about the community and its feedbacks
Here take this 
Yeah I do complain alot but this really is the most interactive dev team I've ever seen with a game, a mobile game no less
Doing a great job
That might be the case since they can stack attack better than gilgas 😂
Welp I guess I better get to changing my setup that took me a year and a half to make (totally not crying)
Atk over ward for the win or whatever
I have 12k D:
I feel like its the other way around
I cant see my 260k SS drop to 120k, and then beeing unchanged at +94% damage
I forward this. I may complain a lot, but not cause of dislike! This is the greatest Indie Game i have ever played and i care a lot for it, and i want it the best it can be.
Just seeing you add frenzy and shadowveil, just cause you want to, reminds me of the good old times, where we didnt care about a class or skill beeing to overpowered, where we just had fun doing our best and finding out new ways to cheese all the mechanics you crafted with love and care to stop us.
It was such a fun time. Where nothing really mattered, and the journey was the goal, where we wanted to experiment.
I miss those times. But even tho the game somehow shifted more to top players complaining about a balance that was never intended to exist (im one of them i know), i kinda just... Enjoy playing the game.
As you said, imagine having fun. Not caring about this beeing OP and this beeing too broken... Just enjoying the existance of all that is. The endless giving of enjoyment, and the childish joy every small step brought.
this is patched now
Okay that makes a big difference at low AL's now that that's fixed. It actually feels comparable to crit.
I like that if you don't have ward turns or ward you don't do as much damage with SS since it uses ward.
Still wish we could test it without fixed miss chance. Just for a day pretty please!
Ping me tomorrow and we can try it
Exact same build and set up before/after this is wrong nvm
Apparently somehow the dragon element enchant on my branch is just gone??
Somewhat dumbr that ss3 now dont need high ward more
I mean yeah just build high atk is better but a shield skill that lower ward better than higher one in damage may be a skill issue
Personally I like it, the main reason I never used and personally disliked it for PvE was due to the lack of build variety
I dislike it too, building for ward + attack was adding another layer to buildcrafting. Hitting a threshold of 200k ward, then only focusing on attack seems less interesting for me.
Devils advocate: if the main complaint was that it did a ton of damage while making you tanky, not having to build into ward technically tackles that point
Id rather have more SS damage with more time to focus on ward upkeep / survivability. How’s the feeling about SS1 draining 33% remaining ward, SS2 50% and SS3 100% ?
Somewhat nonsense though yeah but may be they try to remove the quad scaling issue
It didn't add another layer to build crafting, it was the only layer of build crafting, in live rn SS3 builds consist of and celestial axe with Selene hands and then just all BiS gear with the highest ward %, and everything else (besides maybe some swash things) is just a direct downgrade in damage
I am not sure what you all are seeing in PVE where you are saying attack is more important, I've tried multiple builds now with varying levels of attack and ward. In raids, the highest ward one with regen axe still outdamages them all.
A Selene's Arms builds would probably be a bit better for damage but I don't have enough of those on beta to test it
In PVP though, attack definitely more important as once you reach a certain ward number of x, ward really doesn't multiply anymore to your base damage.
In live currently these builds are no where near close with the "more ward" one being miles better
(technically I can make it even better if I use my 30% drag / +15% Dmg at Max HP, but that feels like an unfair comparison die to just amity availability)
I meant as a comparison in Beta, not Beta to live. There's no doubt attack is more in improtant in Beta than live as the M1 is higher on SS3 now. It has a lower ward consumption too. I've just yet to find it advantageous to sacrifice ward to boost attack, though boosting attack while keeping your ward losses minimal is good.
Also, triple zerked for that amount of damage seems rather low, if we are talking balancing with other end game skills.
I made those builds very quickly just to show comparison so they're not the best, here is a more ideal build that could probably still be optimized a bit better
Thanks, that is seeming a bit more like what i am seeing
Not 100% sure, but seems like i start hitting the ward wall somewhere in the 200-250k range, after that I think pure attack is better
Really hard to test without checking a variety of builds though
At some point I am sure we will figure out the magic number of How much ward is it worth sacrificing for how many points of attack. But we aren't quite there yet.
Dirty little min maxers that some of us tend to be 😄

What a nice build a ss without shield
Seem legit
and it work way similar in dps
At a certain point I can’t sacrifice more ward to get past about 32k attack
And I still have around 250k ward on that set up
So I threw ss3 on a beoh with 10k ward but with 6k atk and it got nearly the same damage as I got with gilga herc with 280k ward and 4k atk
It is now confirmed ward doesn't matter anymore 😂
Ward is still half the equation (multiplier), while attack is the other half (penetration)
Do not discount Ward
It sounds like people are finding that increasing ward does literally nothing past a certain point
So, max ward that SS3 drain is 50k, and it will not drain ward if it's not active but damage is low?
there is a cap you will hit at higher AL, but you are definitely nowhere close to hitting it at 10k Ward
idk if this is relevant, but frenzy on athena vanguard is pretty underwhelming
Seems to be underwhelming everywhere
My suggestions for an immediate go live scenario, remove first turn drain and allow ward regen while using it or greatly reduce the amount of ward it drains per turn. Then tune as necessary after some time in live.
What about giving frenzy the option to make SS crit ?
sorry, was just short on time, not trying to lob grenades
i think why it feels underwhelming for me is that in a fight where I can activate it on the 3rd+ round, I dont need extra dmg; and in a fight where i need extra dmg, like a berserk / boss / raid, Athena's auto-ward passive has frenzy disabled
here's a fight i restarted a few times to try to use frenzy
I second this
The combo of oppressive ward drain first turn as well as not being able to regen ward during its uptime pretty much cancles out any extra damage we would've gotten from the skill in the first place
At low als at least
In addition to making you extremely vulnerable to instant death in a raid scenario just a few turns after using it with pretty much no way to mitigate that but pray
one min
Along with the general meta in pvp being kill your opponent as fast as possible, having to both take a couple turns to regen your ward from half and then having to deal with the drain just makes you an easy target
But tbh I wouldn't use it in raiding as it is
Maybe if I was playing gursa
Actually I haven't tested it with gursa yet brb
frenzy currently isn't worth the risks you take
#patch-notes
Awesome
After my testing with gursa it actually looks pretty good
#1370416842065313852 message
k fix your votes now, people 
The 2 turn requirement resetting every dg floor is intended?
?
Imma change my vote anywaysss
Like when the host leaves in duo world farm?
Is that what you mean
Like you lose a turn
I think he means a new dungeon floor resets the 2 turn wait before you can trigger Frenzy
No, like when i go to 2nd floor and cant activate frenzy t1
Im mainly testing dungeons so thats the thing that popped out for me right away
Can we please test no flat miss chance for SS in the beta today if you have some time?
There’s no need to test it. Just implement it and then ship the patch 
Thought experiment, we go back to SS V2.0 that only scaled M1 (no quadratic scaling), had a 90% reduction on ward contribution for Non Gilga and could crit but had no fixed miss. 😆
Found a little bug where we wont get animations or numbers when frenzy deactivates. I'll post shortly in bugs channel
Bumping this because its a genuine question heheh
I will never change my vote

Yes
Hesitant yes
I would probably trade the crit for a 90% reduction on other classes
I may not be the best to speak of balance, but I've consistently had issues with spiked shield, even off of gilga, being diety. The whole idea behind is is neat, but in practice it's not fun to play against. Especially with zero dodge. They're allowed to be as tanky as possible while completely ignoring mag and att stats. As an RS Bof(was swash before it even came out) it's extremely frustrating to be on the complete side of the spectrum and not have a single chance to even dodge the attack that is almost guaranteed to one shot. I've seen some crazy numbers for ward (1m) and the idea that it almost can't miss is ridiculous. There is a single attack like that in the WHOLE game and it's limited to t1(Perfect Shot) because if it wasn't it would be too strong. It also nulls the dodge chance RS even has between redline and inate dex with very little effort. I understand it could be frustrating to miss an attack like that, but what's even more is that attack NOT being able to miss. Imagine if Realmstrikes wasn't able to miss what would be the point of using any other attack of my tier if my damage ability is always going to hit no matter what happens. But that will be my little rant. Please take this with a grain of salt, Im not opted on beta, but I've ran into frustrations because of this attack/class.
realmstrikes doesn't miss though with a piece or two of accuracy investment, and would delete you as a swash just as easily. agreed though that miss should be axed or reduced. I've wanted it since beginning of beta
Im a deity player also. It does seem better in the beta. Its hitting about the same as crit from a bof spec in PVP now but they are still hiding behind a ton of ward and defense where the BOF user doesn't have any of that.
I want to test SS without the flat miss chance when Odie has some time to put it in beta and see how it feels and if dodging it makes it feel more balanced. I'm okay with the current damage if it can be dodged.
It looks like people are unhappy with its current damage tho. I wonder if thats PVP or PVE damage. In PVP its hitting the same or similar to crits from a tank.
Hitting the same as a crit from BoF is a problem. I don't see why Calls and Summoning are much, much, much worse on their respective "incompatible" classes than "Spiked Shield" is on its incompatible classes. If anything, it would make more sense for those levels of effectiveness to be reversed than the current state of Spiked Shield on non-gilgamesh classes.
Y'all gon' make me lose my mind. Up in HERE, up in here
My understanding was that Realm Strikes (and Chakram) has an additional 5% miss chance on top of the dex factoring, right?
slightly more investment, but I still understand what you're driving at. I'm just happy I'm not getting my head bitten off for having my opinion xD
Like Wrecked said, there is zero dex factor.
Realm Strikes: 15%
Realm Strikes II: 10%
Magic Chakram: 10%
Spiked/Chained Shield: 5% (7% in beta?)
Guts: 50%
Full Bend also has a static miss I think but idk what it is
Honestly all of these skills might be better off if instead of having static hit chance, they all had bonus to hit. IMO not great for any skill to invalidate dex, but okay that there are options in particular scenarios to close the gap.
I'm pretty sure for Realm Strikes it has always been viewed as a downside
It's definitely less of one now that so many things give +accuracy, but I think that was it's original intent
It's def not a down side for SS. Don't need dex and you always hit.
Just delete all static miss chance skills, they add nothing to the game
I dont mean to say its a downside, when I say better off I mean from a balance perspective, a lot of the realms I know take issue with Chakram almost as much as they do with spiked shield. IMO better balance state if SS and Chakram were like +5-15 chance to hit and allow the rest to be made up by dex, gear amity, etc.
Exception for things like sands of aaru and perfect shot
Anything with potential to hit hard shouldn’t have a fixed miss chance imo
Defense building stops chakram and RS but it doesnt stop SS till you get extreme amounts of defense
I wont say it adds nothing but I think its a mechanic that hasnt aged well. I traditionally am not against this sort of "extra effect balancing" but currently it feels if there are to be extra effects as a downside they may be better if done in another manner.
If you’re building hard into defense, you’re not getting as much dex. You cancel out those skills but suddenly lost the stat that was protecting you from all others
My controversial opinion is that 60% dodge chance would be a problem if people couldn't balance against it with fixed miss chance skills
Tbf thats MF and if u activate MF thats your fault lol
Dorado is 60% by default at 3000+ dex
Dex can also be out dexed as far as our Dorado testing has shown
You need to severely out dex your opponent for that
thought it was 50%?
I'll tell the Gilgas to out-dex the Realmshifter 😆
Polly Y was just here
Were talking PvP so... thats really not that unrealistic?
But if a person is gearing enough Dex to get 60% dodge, I think thats an earned advantage. But I think there should also be options to mitigate the advantage, to-hit bonus, etc. I dont believe really skills need to be fixed to the 90-95% range.
Still, I think Geppu’s suggestion is a fair middle ground
50% is the multiplier, it multiplies 40% by 1.5x to get 60%
ahh got it, read it as it buffing to 50% from 40
I'll agree that SS3 shouldn't be both high penetration and fixed miss chance
I'd rather skills be pick one
Echoing Geppu here, having a hidden "to hit" modifier as he says sounds like an awesome solution. Essentially adding a +x% Dex boost in the background on skill use
I’d rather SS3 have high pen than fixed miss personally. Feels more thematic to have a barbarian swinging wildly until he hits, but when he hits he knocks you on your ass
No reason why the warrior line should be a “sniper” that can’t miss
there is high Pen, Damage, Low miss rate you cant have all 3. RS chakram has high damage and low miss rate but not high pen. SS shouldnt have all 3
I'm not saying SS needs additional hit rate but just overall think to hit would be a better approach. Also since it wouldn't be as black and white would open up other moves to have the stat in varying quantities
Then how was I making you whiff so much with Chakram 🤔
I have no idea... I wasn't putting you into mf range initially. It's why I was so confused. Territory wasn't the same at all
Territory was like 2 - 3 hits even if I put you in mf, but settlements were a completely different story. Tanked the chakram and stayed at a decently high HP while dodging hits left and right lol. I assume you had settlement buffs on, but idk. Also partially why I sat on the build instead of going full glass, but I couldn't figure out why it was happening lol. I'm sure you're still holding a bit on the East end, if I have any reason to go over there I'll try it again and record a few for you
This is why I liked the prior beta
SS lost fixed miss rate
Gilga was given some additional accuracy passive/dex baseline (sorry realm lol)
And it felt pretty good in ang1.0 with dex scaling
PvP I didn’t get to test a ton but with more dex gear available today it could be workable
I didn't get to test that part out in beta, but it sounded better theoretically. Maybe just tone Ranger down a bit.
30 is still crazy high honestly. And now it exists in a world where one of the main reasons for it was even removed
Yes that too
Kinda funny lol
Ranger: when using a bow SS gains fixed miss chance

Uses shields instead of arrows
Oh before I go
🔒
Heretic can become the OP ss users
do it
However, a skill you can out-damage glass canons with while tanking with tons of ward shouldn't make dex completely irrelevant
That's ignoring the important issue of out-damaging glass canons (which may be outdated, I'm unsure of the current state of the beta).


