Hi,
Barb:
I loved the changes on barb. Attack rating was always needed. But the best change was the one you did concerning quanti on throwing
i have been asking for such function for a while and glad you implemented this for the new ptr.
Amazon bow skills:
Physical amazon was always the best bowamazon for both pvp and pvm.
With the recent change to fhr and not beeing dodge/avoid/evade stuck anymore made bowamazon inzanely strong, now by adding this ammount of syntenergies for the physical bow skills such as ga, strafe and multi she will be very op for pvp… Inzanly op…
Plague:
I like that you went back to long duration on plague javelins.
Druid:
Armageddon:
I love change where armageddon is no longer have a prereqesite from hurricane.
The skill itself May be a little underperforming still.
Summoning:
Allowing all summons at once on druid is a huge nice add for pvm, but for pvp people look upon this as Inzanly op meatshield for druid. I believe with such a change there need to be made self made gm pvp rules to only allow one type of wolves/grizzly. In combi with oak/how and raven. (there has always been gm rules who dont allow nec to use other summons than golem and (oak from charges))
Now the attack speed of shapers:
Ill start with the easy part, the werebear:
The werebear has been nerfed into a max 6 or 7 fpa attack. Thats 25/6 = 4,16 attacks pr second instead of the 4 frame 6,25 attacks pr second it could get before.
Adding 7% ed in werebear skill, and 3% skill ias on maul will not help nowhere close to same dps. Especially as fireclaw build. I do however agree that you now can use hard hitting wepons as forexample grief pb + Phoenix shield as an example.
But to gain 6fpa attack with polearm, and 7fpa with swords with this require a lot.
In pvp we are by self made gm rules not allowed to use merc. And maul is useless for pvp since we never have time to charge up the skill in pvp. So we are at 0 skill ias(exception is if we use beast or faith).
Example grief:
Ceiling(19x256/floor(256x(100+EIAS)/100))-1
You need 138 eias to reach 7 frames with a grief pb. 150eias will also only give 7frames.
Ceiling(19x256/floor(256x(100+138)/100))-1
= 7
Ias needed to reach 138 eias:
Skill ias: 0
Wsm: -30
Eias breakpoint: 138
Ceiling(120x(EIAS- SIAS + WSM)/(120-(EIAS - SIAS +WSM)))
Ceiling(120x(138- 0 + -30)/(120-(138 - 0+ -30))) = 1080 ias needed!!!
So, even a fast base like pb will never reach any ias.
Another way of showing this:
EIAS = ceiling(120xias/(120+ias)+skillIas-wsm
EIAS = ceiling(120x1080/(120+1080)+0-(-30) = 138
So… For a werebear u have made it inzanely slow… No1 is getting remotely close to hit that breakpoint unless you already hitted it 16 times with maul already xD
The formula for paw attacks should now be same for both werewolf and werebear now that you only use druid human form framesPerDirection. The difference is that werewolf will get skill ias for free, which means he will very easy hit max ias breakpoint.
And fury, this patchnote about the 40% faster between attacks is wierd…
Now immagine a werewolf using a eth tombreaver.
Druid frames pr direction with such wep is 17.
The wsm of such wep is +10
You can have up to 100ias including sockets with it since u need to fit a zod, but Ideally 90ias can have 80% more ed in wep.
A typical SkillIas from werewolf on a fully decked build is 75.
The last EIAS break on the wepon type “staf” is for paw attack for both wolf and bear should then be:
143 eias.
Wolf with setup explained above:
Ias needed= 120x(143- 75 + 10)/(120-(143 - 75+ 10))) = 187 ias needed.
This is pretty reachable.
100 in eth tomb’shaelshael’
+
Hl
+
Loh
+
Nosferatus or goldwrap
+
3 x 15ias jools in helm, or a treachury armor.
Not an ideal pvp setup though…
Wepons like eth breath of the dying giant tresher(-10) wsm May benefit way more than a eth tombreaver now that ias is not locked to wepon slot.
Now comes the thing that is not good enough explained in patch notes:
Fury:
“40% faster attack speed between attacks”
So im guessing:
Ceiling((FramesPrDirection+1)/2x256/floor(256x(100+EIAS)/100)) is not changed. But do you just add in a 0,6 multiplier here?
Ceiling((FramesPrDirection+1)/2x256/floor(256x(100+EIAS)/100)*0,6)
Cause then we are on the fast attack breaks talking easely obtainable 2 fpa attacks.
Can you please elaborate better how this is done now? Cause the new ptr dont seem to be up and running for test…
Conclution:
Werewolf seems same as before attackspeed, maby faster if really invest into it.
Werebear nerfed into the ground. I get what u want with the heavy hitter, however 7% more ed via skill contra loosing 3-4 frames attackspeed is a huge nerf…
damn… At 90ias i see difference…