Any time runemage has downtime on triplicity is a dps loss. Thats why we try to be effective with them.
If a runemage were to cast without triplicity vs with triplicity the runemage without triplicity would see less dos correct? How is that different from ranger saving pierced/charged shot or shaman not totem reseting for one or half rotation or saving a card on scoundrel? Its better to use all of these as soon as you can get them, but on bosses with downtimes and factors its better to save them.
I never Shaman anymore. Not playing this game enough to have time for that xD (also no ppl around me playing serious Shaman)
If you would do such a thing you can better communicate with the Warrior when he does his boost so you donât have to reduce your dps with the downtime of extra crits.
Which runemages and rangers also try to do, but I was giving a scenario when warriors would have to use their buff purely on a timing vs the boss.(which is often thr best time to do it[when boss 5 shield has been removed, dungeon troll has been stuned])
What im getting at is that a charged piercing shot on a critical point, scoundrel card+charged bullet full ammo, and ensuring totem reset when downtime is over is a good way to ensure normalization of dps contrast because of downtime, and to further help with this the warrior buff timed with it. All classes suffer the same type of dps loss.
There is a reason why I dont pull 80k dps on hardmode.
In fact I pull closer to 40k maybe 50k on certain bosses.
A good ranger can pull 30-40k as well. In fact certain bosses favor rangers over runemage purely on the fact of projectile travel speed. Especially if movement is involved with downtime.
If on hard content where(top) runemages have to worry about downtimes and travel speed downtime and movement pulls at best 50k and a good ranger at best 40k is it really necessary for runemage to receive a nerf on the only stablizer for downphases?
All itll do is make runemage less rewarding for those who practice speed casting,
And all runemages will see less damage overall in content with downphases.
In fact just removing triplicity, I believe that wed pull 30k dps without triplicity normalization. Thats a far cry from beating the best a ranger could do. And btw 50k is a very high dps even for runemages on hardmode.
the diminishing returns on the triplicity only affect the copy spell damages and not the main damage spells.
The diminishing returns are very likely to start at 100% and not 50% before dropping down
People have already done extensive math on the other thread and found that it is in fact linear dps increase with speed, even including affliction, so your statement that you get only slight dps increases as you get faster is entirely wrong.
1.yes. That was inplict.
2. 50% dmg increase. With two smaller spells meaning 1.5 dmg. Triplicity adds around 50% dmg with the smaller ones doing about 25% dmg of the original spell.(50% was used as the example damage boost)
3. In the same thread it has been discussed.
Its not 1:1
It has in itseld diminishing returns in the thread discussing class balancing atroops found casting .5 spells per second efficent of .953 1 spell per second gave a dps avg of an efficent 1.6. Casting 2 per second 3.07
Meaning that in a 1:1 linear .5 at .953 should then be 1.706 which its not.
Yeah. There is a lack of content⌠The only people left are the 1% devoted who care about class balance and mechanics⌠Probably why this pitiful change was made⌠A desperate attempt to pull back in players? I think they should have spent their time reworking scoundrel mechanics and ranger mechanics.
I am hoping that end game content will brighten up with the new dungeons but these mage changes might just kill off the last of their hardcore mage audience they spent so long nurturing.
I am really not certain who is coming up with these terrible mechanics changes. Itâs just unbelievably lazy⌠Maybe if they put more damage emphasis on perfect casting or something alongside this but they didnât.
Anyway⌠Not sure why they havenât responded to any of my threads or listened to any of my advice⌠I guess they just donât know how to manage a product correctly towards growth and retention very sad. I tried my best to help⌠tried soft touch critique, tried âshout the loudestâ critique⌠No response. Just given up trying to help them at all now⌠Kudos to adding +15 shards though. Maybe something challenging to beat letâs see.
This. ^
For me, if this diminishing returns happens for triplicity this could very well mean that 70k dps potted up no party buffs with 17-19 in triplicity will turn to 50-60k dps depending on how they tune it, while a caster of 14-15 dps could pull 45-55k dps. Why would I cast that much faster just for a slight damage increase(5k-10k)? Why practice at all?
Ill most likely quit. The problem with high tier rangers is that they only pull 5-10k dps higher then their counterpart, there is less reward for skill. Now runemage is on the chopping block instead of fixing the underlying issue of classes needing depth and rewarding gameplay instead of everyone doing similar dps no matter what.
you guys keep going back to this argument that the other classes are broken because they dont have infinite growth⌠this is completely backwards thinking. Obviously the broken one is the one that HAS infinite growth, not the ones that do not.
We keep mentioning balance. It is impossible to balance a game when you dont have hard caps on damage. You clear content too quickly or easily simply because you are doing more dps than what was intended for the class. This in turn makes you unhappy because you clear content too easily and everyone else unhappy because they cant clear content that was tuned too high because you cleared it too easily.
Once we have every class in-tune, they will be able to make content better for everyone (including you). You dont need infinite growth to spend the time learning. People practice their classes just as much in other MMOs and those dont have infinite growth for their classes either.
I donât understand why you guys are so focused on wanting an exponential/linear boost to speed ratio or otherwise quit⌠A boost is a boost. If those numbers are right, then your still stronger then anyone else. And still best utility and best damage boost and best everythingâŚ
You know this whole discussion should have a motive behind it on either sides. Ask ourselves why we want or not want that extra insane damage? I can argue if there is content added that would be impossible unless you get in that 1000 hour practice to reward ceiling then there would actually be a reason for all classes to have more growth. But there isnât any of that content planned. Only challenging content that 400+ hour player should be able to do.
Yes and every other mmorpg is flourishing?
If you want every class to do the near same damage then its just a gear power creep grindfest game.
And the problem with this is the fact that yes all class require varition of skill such as ranger vs runemage, and the fustration that has been discussed is the fact that there isnt enough potential.
No ones going to want to play ranger over x hours if doing so wont make them improve.
Runemage is an example of a good class with depth.
I believe that you have backwards thinking that something innovative and something with depth that people will want to practice to see dps gains should be effectively removed for the sake of balance.
If triplicity was reduced in damage boost in totality I wouldnt mind. But its BECAUSE its diminishing returns I have an issue with. A slower caster will see greater reward for effort, and yet for the effort it takes to even squeeze in that extra 2-3 spells is diminished. Its not about the damage itself its about how it is compared to,other runemages. It doesnt reflect skill.
If 19 in triplicity speed meant runemages only did 50k dps and ranger 50k dps id be okay with that. But if a runemage casting 14 in triplicity gets 45k dps wtf?
Cut all runemage damage lower, or triplicity damage boost ALL lower. Diminishing is a shitty way to put a cap on hard work.
this is not backwards thinking. Balance = good. With balance, content can be scaled properly. with balance, people dont go into the raid 2nd boss and cannot clear it because the adds spawn too often or the enrage timer on boss 3 being too short.
It must be possible to clear content without the top mages on the server in your group, otherwise the only people who have fun are those top mages. (They wont have fun either because for them everything is too easy, since it would be tuned somewhere in the middle )
You can have depth without having infinite linear growth. they are not mutually exclusive. Mages are the only ones with linear growth, and therefore are the ones that are not correct.
you sound like the billionaire who wants a flat tax instead of a progressive one because you have problems with the diminishing returns of being wealthy. Obviously people are still wealthy. They are making it progressive because they want to reduce the difference between the best mage and a good mage, not necessarily so they can reduce the dps of all mages significantly (or equally)
Even with this change, there still isnt a hard cap on dps for mages, so you can still keep getting absurdly better dps (albeit at a slower rate)
If casting 19 in triplicity (my top speed)
Were to get me 50k dps,
And the best ranger pulls 50k dps id be okay with that.
But if the person casting 14 in triplicity can get 45k dps Im not okay with that.
I dont want runemage to be the only class that âdoes absurd damageâ in fact I want ALL classes to have potential.
You can balance based on averages as well.
In fps shooters a person with great skill with a character or gun can be absurdly high kill/damage. They can tune the gun/character down. They dont make it however the more headshots u land the less damage you do. In fact they look at the average/upper end and balance the class or gun.
If EVERYONE at the highest level does 50k dps then yes there is balance. But someone who does significantly less cast speed I feel should also do significatly less damage.
That wonât be the case though? It would be more like 50k 19 in triplicity. 38k 14 spell mage. Unless the deminishing return is very insane. (in this hypothetical nerve situation, I am very certain 19 spells will be more then 50k)