also ground slam takes 3x the orbs to use compared to a reg attack and does less damage, and has less of a radius than arcane missile and can be dodged
20 characters
If I am correct, a ground slam does 1/3 the damage of a normal swing. It is still strong, but definitely a lesser amount. While this is all true, my original argument was that paladin is easily able to do damage, and this argument still applies in this sense
if I have wound combo already and the shield break damage buff and sword raise its a 2 shot. without those buffs, itâs 3. but that is also if the game dosnt bug out and steal my wound combo turning my third killing strike in to the 4 strikes I have to do to get back my combo again
see this form
So a regular hit does about 1/14th of a full health bar, and u say a ground slam is 1 3rdnof that which is 1/32 of someoneâs heath, so, using your own math, a attack that takes about 20 seconds to get and would take 32 strikes if none are dodged is OP?
After some extensive testing (killing low level mobs with a beginner hammer) I have found out that my math was completely wrong. Each of my attacks were 460 damage non crit. Each earth slam is 691. 460 + 50% more or less (50% of 460 is 230⌠230+460 is 690).
Yay numbers, so u now know u lose about 150% of ur damage on 3 orbs when smashing the ground, right?
You mean 50%?
meh math is tough
edit: actually its 100% yay math, 690 dmg vs 1.3k dmg
Yes. Nerf it more because one person suggests it.
No its 50%
490+490+490 = 1380
690 = 690
690 * 1.5(50%) = 1035
690 * 2(100%) = 1380
1.5 is 150%
1380 * .5 = 690
1380 * .5 (1 - 50%) = 690. Thatâs generally what âlosingâ translates to in math terms. In any case, the point has been made about lost damage through non-basic attacks.
Losing 100% would be doing no damage, 1380 * 0 (1 - 100%). Losing 150% would be healing, 1380 * -0.5 (1 - 150%).
I think he meant that 690 is 50% less than 1380, not 150% less, which âu lose about 150% of ur damage on 3 orbs when smashing the groundâ sounded like, which would be negative or whatever
lets put it this way then, u are losing half ur damage cough losing 100% is the same exact thing cough
so weâve proved the âOPâ attack is much less damage, soooooo back on topic why it OP?
Iâm sure it feels OP because it accomplishes what Paladins are actually best at: disrupting the battle. They can force people into combat with relative ease, drop short stuns, disengage in ways no one else is close to capable of, and donât lose out on damage by dodging (since theyâre just waiting out their orb cooldowns). It shouldnât be a surprise theyâre so universally hated, even while theyâre pretty mediocre by the numbers.
being annoying and useless is a far cry from being OP thoâŚsure paladins can jump around a alot, but u do actually use dps because every hammer teleport uses a orb, also we have no player stuns so idk about that, and if we try and get in a group fight we get mowed down immediatly or get ignored because people know we cant do squat
9/10 battlegrounds i play only have scoundrels and mages, and no other class including paladin. if it was so easy why does no one play it?
Are you sure the hammer throw doesnât stun? It seems to do something at least, besides just damage.
nope, it stuns as in it gets rid of mob cast bars but does not do a actual stun like the warrior shield, was stealth patched out in one of the betas
I think that in order to have an effective discussion about class balance, we need to understand the values of the paladin heal, strike, and slam, the empowered version of those (all damage values scaled to battlegrounds values, of course), the total scaled health and resistance values of the paladin vs. other classes, and total amount of scaled damage taken the paladin needs to generate a pip in the battlegrounds.