Masochistic Good to bad

Well lets see here went from crits give 3% of HP as healing to Luckyhit % based Crit strikes % based 75% chance % based so on tornado we get a 10% lucky hit 55% crit we will say 50% at 75% so 1 in 25 hits so one in 3 tornados procs once. Not saying it didn’t need a nerf just think this is little on the extreme side. From every other hit to every 3 casts.

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Now, not only do you need to have crit chance on gear, you also need lucky hit.

Yeah lets get that 2% more lucky hit on tornado with perfect gear that’s not going to up your proc rate any. Even looking at skill with higher lucky hit chance the proc rate is not even worth looking at it any more.

The critical hit clause was there before, and was largely a non-factor due to mighty storm/earthen might, or Waxxing Gibbous depending on the build using it. Changing it from all critical strikes to 75% lucky hit is a 94% reduction in healing for Tornado, an 85% reduction in healing for Shred, and an 81.25% reduction in healing for Pulverize.

3 Likes

I’m having a hard time wrapping my head around all of the changes in general.

Their wording on this change just straight confused me though, mostly due to my poor understand of… pretty much everything -

  • Masochistic now also requires a Lucky Hit chance of 75%.

Can someone explain this to me like I’m five, please?

It now takes a lucky hit that is a crit as well then has a 75% proc chance after you hit both of the first two. Lucky hit % crit % 75% per proc

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Which is a very very significant nerf

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I at least understood the nerf part :frowning_face: . Felt it, too, when I was in a NMD just now.

I don’t feel very good about trying to make a similar druid in S1.

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I’m left wondering were druid healing should be coming from now 3% per cast of spender at 2 APS is not staying alive. Temerity is 100% not an option for druid now.

I’m a Shred Build that uses Nature’s Fury and I don’t use Masochistic. I promise that you’ll be fine without it too.

The nerf is still extremely awful regardless

A shred build that gets 2% heal per hit with shred and we will be fine with out your 2% healing per hit explain this to me.

The effect wasn’t clear until I wasted my first NM Sigil.

The fact that my build utilized this along with the Temerity unique to maintain a barrier when healing above 100% I just flat got screwed.

The druid survivability tanked in this patch and my claw build feels very difficult to play now, I can’t keep in the fight b/c I’m taking too much damage and not healing enough. That combined with the fact that I took an overall damage nerf I am just beef jerky for the mobs to chew on now.

Hot garbage. I hope the devs have restless nights for a week after this.

Lightning Shred Build

Do you not use Circle of Life as a Tornado/Nature Druid?

I’ve been fine without Masochistic and Shred is a melee build that intentionally needs to be in front of enemies. You’re perfectly fine without Masochistic as a Tornado Druid

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The above mentioned 3% per spender cast at 2APS so 6% healing per second is not over coming damage intake I’m sorry show me a video of you doing so in 100+ content on none shred.

But I’m a physical Shred druid :frowning:

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tying it to lucky hit is a huge drop. Shred has a lucky hit of 20%, Pulverize 25%, Maul 30%, Lacerate a measly 7% (though that one got its Prime upgrade buffed to compensate… mostly…).
At least Claw has 50%. Rabies too, though that’s a cooldown so it doesn’t matter much. It’s a massive drop in the skill’s effectiveness, far more than the 75% chance of the effect happening on a lucky hit would indicate. Patch notes makes it look like triggering 3/4 as often as it used to, when instead it’s whatever the number the other guy computed it at. And the chances on the shapeshifting skills are so low that lucky hit gear can’t bring them back up to even half of what it used to do.
The skill was good, yeah, but was it really overperforming THAT much?

Did I understand it well. For each pulverize only 1/4 of them are lucky it. On that number of it only 3/4 will proc a healing.

Speculating : With one pulverize hitting 100 mobs with a crit only 25 will have a chance to proc the healing and in the end only 18 mobs will give the healing.

Less then this it needs to be a crit as well so add a crit % in there before the 3/4. We should consider you need to clear a 1vs1 boss fight with something chunking your HP.

pretty much, yeah. crit chance also isn’t 100%, but it already factored that in. it’s a MASSIVE nerf.
also note that, even if you managed to get +100% lucky hit from gear (which is a lot), it would only bring the effective trigger on Pulverize up to 36 out of 100 crits. Which is still a huge drop.
like, if you’re going to hit a skill that hard… it probably should just be reworked into something else.

Just because I have the impression that my pulverize when it crit it was per use and not per hit. As the wave hit I see Blue / yellow or orange damage all at the same time.

If crit is per hit then it’s a 3 layer of condition damn.
Pre-patch I feel that my build outshine when multiple mobs are around me like spider dungeon and by far in skeleton dungeon where 2-3 mobs only it’s was not that good.

Adding to that grizzly rage only offer 6 second unstoppable, that mean this skill can be underpower because you can be CC during the buildup of power.

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