current PVP modifier for SOA


DarkMaster

 

Posted

from patch notes. Arachnos Widows and Arachnos Soldiers PVP damage on all powers slightly reduced to correct for it using an incorrect high modifier.

Been out for a while. Anybody know what the current pvp range and melee modifier values for forts, widows and banes are? more detailed info would be appreciated.

Thanks in advance


 

Posted

There's really no such thing as AT damage modifiers in PvP anymore.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I'm pretty sure there is, how else would you explain blasters doing more damage than corruptors with identical attacks? Or how doms, after the modifier change, now do more PvP damage with attacks that were left untouched?


 

Posted

I was looking for something like this but for SOAs.

Dominator Archetype Revamp

Removed the damage bonus granted from Domination and increased Melee Damage Modifier from .75 to 1.05 and Ranged Damage Modifier from .65 to .95.


 

Posted

I think it's more based on individual attacks than AT modifiers. It seems they basically took every attack by itself and assigned it a value.

After all, there are powers that don't follow any AT modifier rules. For example, blaster sonic attacks do more than a corr's, but howl dows much more for a corr than for a blaster. No logic, and clearly not based on a general AT modifier. Seems to be more of an individual value for each power.


 

Posted

[ QUOTE ]
I think it's more based on individual attacks than AT modifiers. It seems they basically took every attack by itself and assigned it a value.

After all, there are powers that don't follow any AT modifier rules. For example, blaster sonic attacks do more than a corr's, but howl dows much more for a corr than for a blaster. No logic, and clearly not based on a general AT modifier. Seems to be more of an individual value for each power.

[/ QUOTE ]

Are you basing that on actual in-game numbers or on Mid's numbers? Because I've found Mids' PvP numbers to be wrong in several occasions.

EDIT: yup, I just double checked this, and Mids is wrong on this one too. The blaster version of Howl does more damage than the corr version, as it should be.


 

Posted

sup max long time no see if there is no formula for dmg i'll do some testing on test server.


 

Posted

Hell,doesn't animation time effect the damage to some degree or other?PvP numbers are crazy.


 

Posted

[ QUOTE ]
from patch notes. Arachnos Widows and Arachnos Soldiers PVP damage on all powers slightly reduced to correct for it using an incorrect high modifier.

Been out for a while. Anybody know what the current pvp range and melee modifier values for forts, widows and banes are? more detailed info would be appreciated.

Thanks in advance

[/ QUOTE ]

Wait, so Widows and Banes got nerfed "even MORE"? Is this new info? They got a damage reduction?!? If so...I can't fathom why...they haven't been all that since the pvp rolling pvp nerfs...so I can't see the justification for such a nerf. Unless it's to completely discourage SoA's to pvp at all...ever...


 

Posted

Linky? I cant seem to find it.

It says "slightly", but who knows how much that is.


 

Posted

I think it was like 10-15% across the board.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

tested it today vs old numbers it was a 16.2 - 16.5% dmg nerf on my bane/fort... Ouch basically almost 1 attack in a chain.

Guess I'll wait for the dmg buff for doms to compare it vs blasters and the old SOAs. The devs love doing this maybe it's their way of making us create new toons and pve.


 

Posted

VEATs dmg was nerfed by 15%


 

Posted

[ QUOTE ]
VEATs dmg was nerfed by 15%

[/ QUOTE ]

And that, is just about as [censored] retarded as it gets....wow....last I checked forts/widows didn't need ANOTHER friggen nerf....they needed a buff..


Once again dev's...gg....gfg....


 

Posted

Yep,try killing a decent built regen scrapper with a fort.Practically impossible,he will heal faster than you can damage him.


 

Posted

Agreed tried this yesterday on my bane vs a regen. Dang felt like automatically gutting that toon..


 

Posted

[ QUOTE ]
VEATs dmg was nerfed by 15%

[/ QUOTE ]


Ouch.


Well, at least I can turn my Banes other build into a Wolf spider or something...


*sigh*


 

Posted

This isn't really anything new tho, as old as the Elusivity nerf.


 

Posted

indeed although new to some of us coming back from a couple of issues


 

Posted

Yeah, but if you're coming back for the first time since I13, PvP can be summed up in three words: "[censored] got nerfed."


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

nah it could be summed into: [censored] got nerfed, banned, quit ...


 

Posted

both VEATs have a 1.000 damage modifier for both range and melee. Its the only AT that has that high of a mod for range and melee in one form. It's not the mod that makes you're DPS feel crappy its the attacks themselves... the only VEAT that has a good amount of DPS is the Crab when all its pets are out and if the other guy is just standing there taking all the damage. Great for Fight Clubbing. If i were insane enough to make a fight clubber i'd def make a crab lol.