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Hot Topic (More than 35 Replies) AA Pass Preview (Read 10992 times)
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Re: AA Pass Preview
Reply #25 - Oct 7th, 2015 at 8:52pm
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Pure elf mechanic with AA will be quite good, a bit tight on feats but still quite good.

On second consideration, mech 18/ ft 2~ EAA25
« Last Edit: Oct 7th, 2015 at 8:54pm by »  
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Re: AA Pass Preview
Reply #26 - Oct 7th, 2015 at 9:42pm
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I wasn't considering the Elf AA build.  Will be interesting depending on how they settle on Manyshot and 10kstars.  I like the idea of going deep into DWS for the capstone and doing tier 5 AA and shadow arrows and remaining a pure ranger.  If it makes more sense to go 12/6/2, then it is easy enough to TR into that.  I'll let it shake out and see where we are when it goes live.
  
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Re: AA Pass Preview
Reply #27 - Oct 7th, 2015 at 11:02pm
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DoRayEgon wrote on Oct 7th, 2015 at 9:45am:
So, 18 core of AA for multiplier +1 and 12 core of DWS for crit range +1.  2 levels left to play with after that.

Seems like the 14 Paladin 6 Monk versions of Monkcher will still excel but the 12/6/x lose out....


We talkin' the core that requires dual weilding? or is that broke an useable on all fighting styles cept' handwraps?
  
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Re: AA Pass Preview
Reply #28 - Oct 8th, 2015 at 12:44am
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apparently bored wrote on Oct 7th, 2015 at 11:02pm:
We talkin' the core that requires dual weilding? or is that broke an useable on all fighting styles cept' handwraps?


Nope it's not.
  
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Re: AA Pass Preview
Reply #29 - Oct 8th, 2015 at 9:27am
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apparently bored wrote on Oct 7th, 2015 at 11:02pm:
We talkin' the core that requires dual weilding? or is that broke an useable on all fighting styles cept' handwraps?


DWS gives +1 crit range to equipped weapons
Tempest gives +1 Crit mod while dual wielding
AA gives +1 Crit mod to bows. 

  
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Re: AA Pass Preview
Reply #30 - Oct 8th, 2015 at 10:26am
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SweetKitten wrote on Oct 7th, 2015 at 2:24pm:
Just found this bullshit from sev


Conclusion: repeater rangers FTW


On the ManyShot changes:

Currently:  30 seconds of 4 missles per fire.  40 seconds of no Doubleshot, so 1 missle per fire.  Then 50 seconds of doubleshot.

New:  30 seconds of 2 missles per fire (since doubleshot caps at 100%) with 112 RP (assuming a full BAB at 28).  Then 90 seconds of normal doubleshot with normal RP. 

So, from a rate of fire, it is a clear loser.  If you had a 100% doubleshot without manyshot (Which is the cap) . you would be losing 2 missles per fire for 30 seconds and gaining 1 missle per fire for 40 seconds.  Although, in this scenario, ManyShot is useless because your native doubleshot is already at the cap. 

For simplicity sake, assume you fire once per second (not true, but you can always do math to extrapolate):

Toon with 100% Doubleshot:
Old Way:  4*30 = 120 + 1*40=40 + 2*50=100  =260 missiles in 120 second cycle.
New Way: 2*120 = 240 missile in 120 second cycle.
Not using Manyshot: 2*120 = 240 missile in 120 second cycle.

Toon with 50% Doubleshot:
Old Way:  4*30 = 120 + 1*40=40 + 1.5*50=75  =235 missiles in 120 second cycle.
New Way: 2*30 = 60 + 1.5*90 = 135 = 195 missiles in 120 second cycle.
Not using Manyshot: 1.5*120 = 180 missiles in 120 second cycle.

Toon with 25% Doubleshot:
Old Way:  4*30 = 120 + 1*40=40 + 1.25*50=63  =223 missiles in 120 second cycle.
New Way: 2*30 = 60 + 1.25*90 = 113 = 173 missiles in 120 second cycle.
Not using Manyshot: 1.25*120 = 150 missiles in 120 second cycle.

Toon with 0% Doubleshot:
Old Way:  4*30 = 120 + 1*40=40 + 1*50=50  =210 missiles in 120 second cycle.
New Way: 2*30 = 60 + 1*90 = 90 = 150 missiles in 120 second cycle.
Not using Manyshot: 1*120 = 120 missiles in 120 second cycle.

On a pure missiles fired basis the new changes clearly suck ass and are a huge loss in power. 

Next you have to factor in 100+RP.  Which is dependent on how much RP you have without ManyShot.  Basically 100RP is doubling your base damage.  But it's not doubling your overall damage because it is additive, not multiplicative.  If you had 0 RP without Manyshot, then it would double your overall damage.  If you have 100 RP without Manyshot, then it is only increasing your damage by 50%.  With 50RP, it is increasing it by 66%.  If you have 25 RP then it is increasing it by 80%.

We can show the impact of this strictly by using this % difference as a modifier to rate of fire.  So, if the RP doubles your damage, it would be equivalent to doubling your rate of fire at the original damage level. 

Toon with 100% Doubleshot:
Old Way:  4*30 = 120 + 1*40=40 + 2*50=100  =260 missiles in 120 second cycle.
New Way:
     100RP:  2*30*1.5=90 + 2*90=180 = 270 missile in 120 second cycle.
     50RP:  2*30*1.66=100 + 2*90=180 = 280 missile in 120 second cycle.
     25RP:  2*30*1.80=108 + 2*90=180 = 288 missile in 120 second cycle.
     00RP:  2*30*2=120 + 2*90=180 = 300 missile in 120 second cycle.
Not using Manyshot: 2*120 = 240 missile in 120 second cycle.

Toon with 50% Doubleshot:
Old Way:  4*30 = 120 + 1*40=40 + 1.5*50=75  =235 missiles in 120 second cycle.
New Way:
     100RP:  2*30*1.5=90 + 1.5*90=135 = 225 missile in 120 second cycle.
     50RP:  2*30*1.66=100 + 1.5*90=135 = 235  missile in 120 second cycle.
     25RP:  2*30*1.80=108 + 1.5*90=135 = 243 missile in 120 second cycle.
     00RP:  2*30*2=120 + 1.5*90=135 = 255 missile in 120 second cycle.
Not using Manyshot: 1.5*120 = 180 missiles in 120 second cycle.

Toon with 25% Doubleshot:
Old Way:  4*30 = 120 + 1*40=40 + 1.25*50=63  =223 missiles in 120 second cycle.
New Way:
     100RP:  2*30*1.5=90 + 1.25*90=113 = 203 missile in 120 second cycle.
     50RP:  2*30*1.66=100 + 1.25*90=113 = 213  missile in 120 second cycle.
     25RP:  2*30*1.80=108 + 1.25*90=113 = 221 missile in 120 second cycle.
     00RP:  2*30*2=120 + 1.25*90=113 = 233 missile in 120 second cycle.
Not using Manyshot: 1.25*120 = 150 missiles in 120 second cycle.

Toon with 0% Doubleshot:
Old Way:  4*30 = 120 + 1*40=40 + 1*50=50  =210 missiles in 120 second cycle.
New Way: 2*30 = 60 + 1*90 = 90 = 150 missiles in 120 second cycle.
     100RP:  2*30*1.5=90 + 1*90=90 = 180 missile in 120 second cycle.
     50RP:  2*30*1.66=100 + 1*90=90 = 190  missile in 120 second cycle.
     25RP:  2*30*1.80=108 + 1*90=90 = 198 missile in 120 second cycle.
     00RP:  2*30*2=120 + 1*90=90 = 210 missile in 120 second cycle.
Not using Manyshot: 1*120 = 120 missiles in 120 second cycle.

So, unless my math is flawed (quite possible) the old way and new way are identical in output if you have 0% Doubleshot and 0 RP and if you have 50% doubleshot and 50RP.  Unless you have a massive amount of natural doubleshot (close to 100%) and RP (50+) then the new feature is generally a mild to severe nerf overall.

And this doesn't take into account the idea that with the old way you could manyshot for 30 seconds, switch to blades and melee for 90 seconds at a far superior rate of DPS.

I would be interested to see what the numbers look like if they did NOT cap DoubleShot at 100%.  That seems to be a major flaw in the new way that is limiting the value of ManyShot.  The RP boost seems solid.  Another option would be to lower the cool down or increase the duration of the manyshot buff.      

All in all it is a huge fail for Turbine.  People wanted the penalty to go away because it was making bow use non-viable.  Giving something that is a nerf over 120 seconds is not a solution.
  
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Re: AA Pass Preview
Reply #31 - Oct 8th, 2015 at 12:03pm
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Thanks for working out the math, a couple of quick questions - how do additional effects change the calculation? Does RP boost the extra elemental damage or vorpal procs like banishing or disruption, or do rangers just lose out on those with the new system? If they do lose out, are they significant in a modern build, or is the base damage and crit damage all that really matters?
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: AA Pass Preview
Reply #32 - Oct 8th, 2015 at 1:10pm
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Meursault wrote on Oct 8th, 2015 at 12:03pm:
Thanks for working out the math, a couple of quick questions - how do additional effects change the calculation? Does RP boost the extra elemental damage or vorpal procs like banishing or disruption, or do rangers just lose out on those with the new system? If they do lose out, are they significant in a modern build, or is the base damage and crit damage all that really matters?


I didn't include the elemental damage.  Those will add damage, to be sure, but RP doesn't affect them, so the ratios above will hold.  Spell Power does.  Not sure yet on what multiple.  But either way, Manyshot's RP won't be a factor.  Only the rate of fire.

I don't know if damage from procs like Vorpal, Banishing, and Distruption use RP.  I'm not seeing any documentation on that officially.

I'm sure that the added elemental damage will increase the overall bow DPS vs. what we are seeing today, but when you look at the nerf that Manyshot is getting, I'm not sure there is any overall gain in DPS.   AA tree was a +, Manyshot was a -.  For a weapon that was far behind the others, one step forward, one step back wasn't the way to go.
  
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Re: AA Pass Preview
Reply #33 - Oct 8th, 2015 at 1:12pm
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turbine talks like they're down to a skeleton crew, no time to do this, we're super busy with other stuff, revisit maybe later.   i guess all the infinite crisis devs were fired and not shifted around.

oh... thanks for +2 to dex (capstone).  i guess.  jeez.
  
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Re: AA Pass Preview
Reply #34 - Oct 8th, 2015 at 6:29pm
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archon wrote on Oct 8th, 2015 at 1:12pm:
turbine talks like they're down to a skeleton crew, no time to do this, we're super busy with other stuff, revisit maybe later.   i guess all the infinite crisis devs were fired and not shifted around.

oh... thanks for +2 to dex (capstone).  i guess.  jeez.


It's called setting the bar of expectation really, really low.
That way when they do achieve anything (like updating a spelling error in a text box) people are pleasantly surprised.

It's the same approach with "it's too hard, the code is a mess".  How can you argue against that unless you're experienced enough to know that competent people deal with too hard every day - it can be referred to as ingenuity, innovation and persistence.
  
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Re: AA Pass Preview
Reply #35 - Oct 9th, 2015 at 9:00am
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DropBear wrote on Oct 8th, 2015 at 6:29pm:
It's the same approach with "it's too hard, the code is a mess".  How can you argue against that unless you're experienced enough to know that competent people deal with too hard every day - it can be referred to as ingenuity, innovation and persistence.

I'm so sick of the lame "it's too hard" excuse, it's like my kid spending 2 hours arguing with me that spending 30 minutes on homework is too much time. If they fixed the code they'd make up the effort invested in a year. But no Turdbin producer lasts a year, so they grab what they can for their resume and bail for a company that isn't massively dysfunctional.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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