"AE nukes damage might be tweaked back"

Discussion in 'Warlock' started by ARCHIVED-V4nce, Oct 3, 2005.

  1. ARCHIVED-Maelwys1 Guest

    lol, are you still comparing old world numbers to new world realities? they DO NO MATCH up. we got a HUGE boost in aoe damage, with 3 worthwhile chains.
    I'd like my int buff back, and a replacement debuff.
    and a better choice for master2 at 54 - since Seal is apparently not testing as any benefit.
    Other than that, maybe a slight reduction in some of our dd single nuke cast times, and one fast action aoe.
    i'm doing just fine on single targets vs wizards, summoners, assassins and rangers.
  2. ARCHIVED-pharacyde Guest

    Seal does work.

    Proof:

    I played with a lvl 48 troubadour. FYI troubardours have a similar spell that buffs disruptions, ministration, ordination and subjugation. At that time I was around lvl 55. We had a full grp going and the tank was lvl 51. So we were killing lvl 55mobs. That was the limit for the orange con for the tank. The lvl 55 mobs were orange to the troubadour. Lvl 56 would have been red to him. So they were almost unkillable for the troubadour. I had my seal on as grp buff. But the troubadour didn't have his grp buff that does the same on. His disruption spell and melee spells couldn't hit the mobs then. I told him to put his disruption buff on. He did it, and by magic, his disruption skill could hit the mobs, still his melee didn't land. I think this is proof enough that that buff works as intended. We buffed up for like +50 disruption.

    Anyway you may think it doesn't help. I know it does.

    Vexia lvl 59 warlock on Guk.
  3. ARCHIVED-Kalel22 Guest

    idk. I have done the exact same thing before. Grouped with a troub he always had swansong up. He couldnt hit oranges in the group with both our buffs up. He had swan ad3 and I had Seal of Ebon thought m2 up. go figure.
  4. ARCHIVED-pharacyde Guest

    The troub I was playing with all almost everything master I. Swang song his attacks everything. And he was hitting orange con mobs with ease with his disruption skills. Anyway I'll give some data when he is around. We are gonna test this again.
  5. ARCHIVED-Crono1321 Guest

    I have been around EQ2 since day 1. I have paid my subscription fees, adventure pack fees, expansion fees, and I even transferred to another server to be with a friend's raiding guild. If I get my class nerfed again I am going to quit. I feel like certain things about DOF are hard enough as it is, much less a top dps class doing less damage. I am already sick of being matched in AE damage by a necro or illusionist. Yes I am saying that necros and illusionists do 500-800dps in an AE battle. I am sick of being afraid of losing my class.

    -Lower casting time of AE by 1 second
    -Lower casting time of Distortion line 1 second.
    -Give me a utility spell.
    -Upgrade Shadowed Pillaging. Adept 1 doing 15mana per tick is such a lame joke its not even funny. 15 x 12(ticks) = 180. Who on earth relies on 180 power to make or break a raid? 25power every 2s for 30sec.
    -Destroy the idea of nil crystals. It is extremely unfair to have three of my spells use "crystals" when Wizards have NOTHING of the sort. If I want to use Wicked Gift, why should I have to have a crystal? If a wizard wants to use Icebound gift, they have nothing of the sort. Give wizards crystals or take ours away.

    Level 56 Warlock,
  6. ARCHIVED-eugenius Guest

    I'm usually easygoing and roll with whatever SOE throws at us, but this is getting ridiculous (if indeed the nerf really is forthcoming). Sure, if we really are that far ahead in DPS, I'd think that a lower in damage would be justified to bring other classes up to par. But in reality that is definitely not the case, and we have absolutely nothing going for us as it is save for AOE damage. If that is taken away without any other adjustments, I honestly do not know what kind of enjoyment we are supposed to derive from playing our warlocks. The idea of nerfing roots is just so far out there that whoever thought that gem up must've been smoking something good.

    Please, stop being sadistic and fix what needs fixing. Like what Crono listed, we're not asking for much - priority would be to lower the casting time for our nukes by 1 ( just one!) second so we can at least be a little more effective in groups. At least leave the roots as they are. Give us a utility spell, and if Shadowed Pillaging was intended to be utility, fix it so it's actually worth casting. Get rid of nil crystals, or give wizards the same requirement. It's becoming another minor annoyance for me to have to keep track of the crystals and having it take up slots.

    Honestly, I'm probably one of the few who enjoy the new role of AOE specialist and have never posted a complaint pre or post revamp. But SOE would be doing something entirely unwarranted and outright stupid if they go head with the nerf and I thought I'd put my voice in.
  7. ARCHIVED-Crono1321 Guest

    I enjoy our new role very much. I feel like they implemented group battles very well. Scouts and other mages focus on the hardest target while I get the rest down in the same amount of time. Lowering DPS isn't going to do anything but make long battles even longer. Utility classes will be replaced with an extra dps. Our power usage will skyrocket since that 1050 power be blow on devastation---nil absolution---dark nebula will turn into 1500 with an extra nil absolution on the end. Show me where the point is and I will probably agree.
  8. ARCHIVED-carbheat Guest

    Hi,

    LU14 appears to have a silent nerf to tweak back our damage :-(

    Before the LU14 update as I keveled my spells were still getting stronger (this could have been a bug that was fixed which if so is not a problem), however last night I noticed that as the spells now con white the damage output has droped as well.

    Even this is OK as I was still able to enjoy combat, but what is not OK is for this to be a silent change that is not mentioned.

    Dev's if you tweak back balance or whatever please have the gut's to add it to the patch notes, do you honestly think we are that stupid that we would not notice??

    Anyhow I still enjoy my Warlock after the CU as much as I did before, but if we keep getting these "silent changes" which are totally unnecessary then I might not continue to do so.

    Please leave well alone (other than fixing what is realy broken).
  9. ARCHIVED-Kalel22 Guest

    Anyone else notice this? I didnt see any dmg decrease on my AE's.
  10. ARCHIVED-Tanatus Guest

    Person probably refering known bug
    Upon leveling if you keep you INT intact damage of spell decrease by 10% every 5 lvl. In other words if you keep your INT at 350 by lvl 60 Devastation will be do 20% less damage then at lvl 50
  11. ARCHIVED-Oakbrow Guest

    I've actually played my Warlock more than my Pally main since the changes, and enjoyed the experience. Still think our single target nuke lines could stand some improvement--my choice would be to give us one BIG disease based nuke, have it do damage somewhere between Nil Distortion and Ice Comet. I don't mind Wizzies having the biggest single target nuke as long as I keep what I've got now. If they reduce our AE damage, but fail to give us anything at all in return...we're pretty much screwed.

    None of us wanted to become AE specialists--this is a change forced upon us. But, now that it's been done, I'm getting used to it, even having some fun. Really, really don't want to see my class get totally revamped yet again. I'm starting to think that maybe having 2 different types of sorcerors wasn't such a good idea. Warlocks seem to be some sort of bizarre Wizzie-Necro hybrid, and the constant changes are causing mass frustration....
  12. ARCHIVED-tiki-jiki Guest

    I would be happy if they would just change the distortion line to a 2 sec casting time.
  13. ARCHIVED-carbheat Guest

    HI,

    OK I just went through my logs and saw the following:

    (1128492052)[Wed Oct 05 00:00:52 2005] YOUR Null Distortion hits a Steelslave watcher for 1662 points of poison damage.
    (1128579225)[Thu Oct 06 00:13:45 2005] YOUR Null Distortion hits a Steelslave watcher for 1225 points of poison damage.

    And the description box for that spell says "Inflicts 796 -1479" I know the 2 days were with different groups and that different "INT" levels effect damage, but how could I do 1662 damage when my post LU14 spell says max 1479, I am sure before the patch it was a lot higher for the max figure, but can't remember?

    Something has changed and the thing I have also noticed is yesterdays pacth removed "mastery at" from the description, so I honestly think they have been tweaked down.

    Not a problem to me I still do decent damage, but as I said earlier "the devs should not hide these changes".

    Have fun.........
  14. ARCHIVED-MilkToast Guest

    Debuffing poison or any other damage type increases the damage done by a spell of that type since resists are no longer part of the damage calculation.
  15. ARCHIVED-carbheat Guest

    OK,

    Debuffing poison or any other damage type increases the damage done by a spell of that type since resists are no longer part of the damage calculation.

    I always use a hex doll, but still how could I have done 1662 damage when it now says max damage 1479?

    Also looking at the post (http://eqiiforums.station.sony.com/eq2/board/message?board.id=24&message.id=12605) with spell images in the forum shows damage 1125-2090 and mastery (305) for an adept III Null Distortion, I do not have the adept III, only the AppIV, can anybody confrrm what it now say's after the LU14 patch. I am 100% sure it will be lower.

    In removing the color cons from spells they removed the mastery and reduced the damage.

    .......
  16. ARCHIVED-Crono1321 Guest

    Because when a monster's resistance is lowered, it does more than the max damage. IE- if you have -500 poison resist its going to give you a +% dmg if you have a weakness to something. IE- people who get the flu are more likely to relapse and get it again then someone who's never gotten it.
  17. ARCHIVED-Naol Guest

    In the words of Golem:

    "Go AWAY and NEVER Come BACK!"

    Leave warlocks alone please.


    Go away, nothing to see here. Shew Dev.....Shew!



    PS. Fire your interface designer.
  18. ARCHIVED-pharacyde Guest

    TBH I think they are talking about the in general that AE will be set back a bit. There are classes if they cast certain procs that can doe 11k dps in AE right now. It's only burst of course and very situational. But I think it is those things they are going to tweak. And not like we fear our AE damage. If they change something to our AE damage, which in my opinion is pretty nice now, they'll have to change alot of other classes too, to balance their AE to our AE. That's only because SOE said we should be number one in AE and I am pretty sure they will hold that promess. Right now with certain procs from other classes we aren't number one at all.
    Let's hope for the best, and let's hope we don't get nerfed again.
  19. ARCHIVED-Crono1321 Guest

    It's not hard to get passed by a necromancer in battle because while they do their above average AE dps, their scout pet is out doing 120dps on his own. Yeah we come out on top with AE but going from 400 to 520dps is a big jump. NERF SUMMONERS!
  20. ARCHIVED-Tybr Guest

    Hmm...I believe you may be focusing on the parts and not the whole. The statement reads.

    "The only thing I heard that might be in the nerf pipe was the chain rooting (50 second root with a 6 second recast) you mages are enjoying and that AE nukes damage might be tweaked back. Gallenite assured us that any classes (like Warlock) that had an advantage were only seeing a small percentage of additional speed in killing allowing them to level only slightly faster."

    I would agree the chain rooting is imbalanced.

    However I do not believe they were speaking to nerf Warlocks just for the sake of it.