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bleedingblak

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1

Thursday, August 29th 2013, 2:06am

Endgame Rogue Gear (10% offhand damage increase)



Why not change it to 10% offhand attack speed increase. No one (well no one should...) uses the "rogue" set. Off-hand damage is pointless enough. May as well make them swing faster.

If you are wondering, the 240 crit from the "scout" set benefits more than the off-hand weapon damage. Unless something is done to off-hand damage, all skills that increase it are kinda lame.


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Thursday, August 29th 2013, 4:02am

My understanding of these sets that have "Off-Hand Damage Rate" is that it does increase the speed not flat damage. Having said that with current Boss pcrit resist that from my small amount of initial testing seem's like it's being pushed down the pcrit curve (rather than being a simple linear reduction) means that imo pcrit is more important than an extra few off-hand white hits.

There's a possible case to be made for say r/m to increase how many procs of enchanted throw you can get but even that represents a small % of my overall output damage as a r/m.

But yes, if it is the case that it's simply increasing %damage per hit the yes it would be more sensible to have it as a speed modifier.

WTB Tooltip clarity...

bleedingblak

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Thursday, August 29th 2013, 9:31am

My understanding of these sets that have "Off-Hand Damage Rate" is that it does increase the speed not flat damage. Having said that with current Boss pcrit resist that from my small amount of initial testing seem's like it's being pushed down the pcrit curve (rather than being a simple linear reduction) means that imo pcrit is more important than an extra few off-hand white hits.

There's a possible case to be made for say r/m to increase how many procs of enchanted throw you can get but even that represents a small % of my overall output damage as a r/m.

But yes, if it is the case that it's simply increasing %damage per hit the yes it would be more sensible to have it as a speed modifier.

WTB Tooltip clarity...


I'm almost 100% positive that it is damage. If you equip a set and then look at off-hand damage, you will probably see the weapon damage increase. Though the increase would be small, I think it would be a decent jump from %off-hand damage.

At least it would make off-hand weapons more useful. (Yeah I'm a rogue/mage and want the extra enchanted throw procs lol)


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Friday, August 30th 2013, 2:30am

Agreed.

Here are some other suggestions for bonuses that aren't just more of the same but good for Rogues:

  • Successful offhand weapon hits increase attack speed by 1% and offhand weapon damage is increased by 3%. This effect can stack up to 5 times and lasts 7 seconds.
  • Main hand weapon hits have a 10% chance to trigger an offhand weapon attack. (This attack will not trigger any on-hit effects from passive or buff skills.)
  • Offhand weapon hits ignore 10% of the target's resistances, dodge, and parry rate.
  • Offhand weapon hits have their damage increased by 10% Main Hand Weapon DPS.


There are many other ways to give rogues increases to make their offhand weapons to be more than just stat-sticks.

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Friday, August 30th 2013, 5:28am

Agreed.

Here are some other suggestions for bonuses that aren't just more of the same but good for Rogues:

  • Successful offhand weapon hits increase attack speed by 1% and offhand weapon damage is increased by 3%. This effect can stack up to 5 times and lasts 7 seconds.
    Change "Sneak Shot" to do this. Make it a 15s buff, or make it proc upon using. I'd prefer it to be a buff since energy rotations are already set in stone.

  • Main hand weapon hits have a 10% chance to trigger an offhand weapon attack. (This attack will not trigger any on-hit effects from passive or buff skills.)
    I'd like to see this turned into "Night Attack". I can see that being a 10 minute buff.

  • Offhand weapon hits ignore 10% of the target's resistances, dodge, and parry rate.
  • Offhand weapon hits have their damage increased by 10% Main Hand Weapon DPS.


There are many other ways to give rogues increases to make their offhand weapons to be more than just stat-sticks.


My suggestions in bold. Changing the most unused rogue item-set skills.


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Saturday, August 31st 2013, 9:11am

There's so much that offhand damage is not doing it's almost ridiculous. No skills in the entire game use offhand weapon dps in any way, shape, or form. That's it.

Here's an idea, have skills actually use that damage then people will be happier with the menial boost. But that's a different topic.

The point is that the 10% offhand damage boost is outdated by the fact that your major format of damage dealing has absolutely no link to offhand damage.

7

Saturday, August 31st 2013, 1:57pm

honestly, this makes me think that something fun for RW to do would be to make new ISS sets that are based on your 2ndary.

so you could have skills that are based on offhand damage... ie:

Backstabber: Passive

When you hit with your offhand weapon, your ability to target vital organs can impair your opponent.

When the offhand weapon hits the target, there is a chance to impart an Impaired debuff that lasts 6 seconds and cannot be triggered for another 20 seconds. During this time, the target's physical and magical critical resistance is lowered by 250 + offhand damage.

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Thursday, September 5th 2013, 6:52am

Here's a couple other ideas I had:

Duality: (10 second cooldown, 20 Rogue Energy) Your next offhand hit will deal 50% more damage.

Follow Through Stab: ( 30 second cooldown, 30 Rogue Energy ) This skill can only follow immediately after a successful Blind Stab or Shadow Step. Deals 450% Offhand weapon DPS to the target and an additional 100% Offhand weapon DPS if you are either behind the target or they are affected by Blind. This skill is not affected by Global Cooldown.

There are some other mechanics I had in mind but most of them are game changers.

9

Friday, September 6th 2013, 3:13pm

Depending on what your crit rate is already the 240 points of crit will actually do nothing. For me adding 240 points of crit adds practically 0 to my crit % and even when I have MORE crit% (aka house buff give me crit instead of pa :{) sometimes I crit LESS. Its a roll of the dice that accomplishes lil to nothing most of the time.

On the other hand 10% offhand damage is GUARANTEED damage. No roll of the dice. Sure its not ALOT of damage and there should be more offhand tweeking I agree 100% with that. But know that depending on where your crit is, %10 offhand damage will still have more effect than 240 points of crit. Now I realize for low blow spamming rogues the offhand gets little use, but rogues that do there rotations and requires managing rogue energy to maximize wound attack make a lot more use of offhand damage.

Point here is while the original post person may speak his opinions freely and many probably share his opinion NOT everyone does.

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Saturday, September 7th 2013, 2:19am

Depending on what your crit rate is already the 240 points of crit will actually do nothing. For me adding 240 points of crit adds practically 0 to my crit % and even when I have MORE crit% (aka house buff give me crit instead of pa :{) sometimes I crit LESS. Its a roll of the dice that accomplishes lil to nothing most of the time.

On the other hand 10% offhand damage is GUARANTEED damage. No roll of the dice. Sure its not ALOT of damage and there should be more offhand tweeking I agree 100% with that. But know that depending on where your crit is, %10 offhand damage will still have more effect than 240 points of crit. Now I realize for low blow spamming rogues the offhand gets little use, but rogues that do there rotations and requires managing rogue energy to maximize wound attack make a lot more use of offhand damage.

Point here is while the original post person may speak his opinions freely and many probably share his opinion NOT everyone does.

How so? Do you have skills that use offhand weapon DPS in their formulas aside from offhand white attacks?

By giving more critical hit rate, the set items themselves can focus on giving more physical attack or other stats that may help out as well.
Example:
Set X gives 10% damage boost to offhand weapon DPS, which only affects offhand weapon attacks. The benefit of this is pretty much controlled by the offhand weapon attacks dealing a significant portion of damage. The benefit is guaranteed, however negligible the benefit may be in the end.
Set Y gives 240 points of critical hit rate, which affects all attacks. The benefit of this is global for attack based rogues, as it affects all physical weapon attacks and skills based on any form of physical damage. Crit is all based on chance, but still making the chances better can really only have positive effects for the player on a global scale.

For all I know, rogues do rely on offhand weapon hits to deal significant damage, but last I checked, their major skills still rely on Main hand weapon damage and a majority of their damage is determined by use of those skills. This is essentially why Rogues look for more crit and tend to avoid getting the full set of anything for the 10% offhand weapon damage.


Here are even more ideas:

  • Devouring Bleed: ( Set Bonus ) When your Wound Attack successfully hits a target, your main hand weapon damage and ranged weapon damage are increased by 2% of your offhand weapon damage per Bleed effect on the target. This bonus lasts for 5 seconds and stacks a maximum of 5 times.
  • Silent Enhancement: ( Set Bonus ) Your offhand weapon damage is increased by 0.5% of your Dexterity and Shadowstab's damage will be increased by 100% of your offhand weapon DPS.
  • Visceral Gouge: ( 75 Rogue Energy, 5 minute cooldown, *ISS* ) Your next offhand weapon attack will inflict a Bleed, Wound, and Blind on the target. If the attack that triggers this skill is critical, the cooldown time of Wound Attack will be reset and the next cast of Wound Attack will cost no Rogue Energy.

11

Saturday, September 7th 2013, 3:09am

your missing the point.

The point isn't so much that offhand damage adds major damage or anything, but rather the 240 points of crit at a certain level of crit adds nothing. Better to have the little amount of damage then absolutely nothing (240 crit).

Im all for adding more offhand relivance aka more damage or triggering better buffs using sneak attack etc. I say bring on the better offhand suggestions for rogue sets. Offhand SHOULD be a major part of rogues in some way or form.

Either way if I was to grab full set sandos vs the scout one I would rather have sandos. I know that's not a popular statement to most but so be it.

Dex is seriously underated and pa is seriously overrated. Not to say that its not important so please don't start spewing about PA I am aware of its value but honestly 10k pa more buffed makes very little difference especially when ya taling about 200k vs 210k pa. But 3k more dex buffed can be the difference between living and having your face planted on the ground.

That being said I choose not to go full betho set either set. Im full POM 2 piece Sandos.

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Saturday, September 7th 2013, 4:06am

your missing the point.

The point isn't so much that offhand damage adds major damage or anything, but rather the 240 points of crit at a certain level of crit adds nothing. Better to have the little amount of damage then absolutely nothing (240 crit).

Im all for adding more offhand relivance aka more damage or triggering better buffs using sneak attack etc. I say bring on the better offhand suggestions for rogue sets. Offhand SHOULD be a major part of rogues in some way or form.

Either way if I was to grab full set sandos vs the scout one I would rather have sandos. I know that's not a popular statement to most but so be it.

Dex is seriously underated and pa is seriously overrated. Not to say that its not important so please don't start spewing about PA I am aware of its value but honestly 10k pa more buffed makes very little difference especially when ya taling about 200k vs 210k pa. But 3k more dex buffed can be the difference between living and having your face planted on the ground.

That being said I choose not to go full betho set either set. Im full POM 2 piece Sandos.


I understand where you stand with the 10% damage > 240 crit. Though crit wins this game.

Moving on.

"Dex is seriously underated and pa is seriously overrated". Dex is very much so a pvp attribute. I can say that it is infact something you shouldn't use as a rogue, unless it has the secondary stat as "Physical Attack."

Still... crit wins. Crit damage is cray OP in this game...



Also take note on how low the damage from "Attack" was.


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This post has been edited 3 times, last edit by "bleedingblak" (Sep 7th 2013, 7:38am)


13

Saturday, September 7th 2013, 1:25pm

your still missing the point.

your wounds critting at 88% how much more ya think 240 point of crits gonna add? answer is nothing I assume your around 6k-6.5k crit.

yes crit wins to point then it becomes a case of diminishing returns.

as for dex its more than just a pvp attribute but if you wanna think that that's fine everyone can have there opinion.

Yes I know uber rogues that stat with str only, but replace all those detonation/abilities with vengeance/triumph and youll have MORE pa as well as the dodge/accuracy/damage the dodge being the most important of the 3.

This post has been edited 1 times, last edit by "danielrayment" (Sep 7th 2013, 1:38pm)


14

Saturday, September 7th 2013, 6:27pm

Offhand damage would have to have a major overhaul for me to even consider using a set with it.

For one offhand damage already suffer an innate (50% I think) damage reduction on white hits even when wearing the same exact weapon in both hands.

Mainhand weapon is tiered and offhand statted generally, so your "attack" damage on scrut is probably like 80% mainhand and 20% offhand once you factor in innate offhand damage reduction and weapon damage difference. Just guessing on those numbers by feel btw.

So really when you suggest using 10% more offhand damage you're really only increasing your white damage by some insignificant amount and I would much rather have the shot at an extra crit on a boss fight, even if it's only one more simply due to the way skill damage uses mainhand %.

A crit on any skill doing xxx,xxx more damage vs an added 3k-5k more white hit damage I know what I'm going with.
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bleedingblak

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Saturday, September 7th 2013, 8:57pm

your still missing the point. (You're missing the facts. I base my statements on evidence and numbers.)

your wounds critting at 88% how much more ya think 240 point of crits gonna add? answer is nothing I assume your around 6k-6.5k crit. (If unknown choice procs, I hit 9,500 crit)

yes crit wins to point then it becomes a case of diminishing returns. (You can't have too much crit IMO)

as for dex its more than just a pvp attribute but if you wanna think that that's fine everyone can have there opinion. (This isn't an opinion, you gain little extra damage from dexterity modifiers.)

Yes I know uber rogues that stat with str only (are you from the aussie servers? I heard they did that...), but replace all those detonation/abilities with vengeance/triumph and youll have MORE pa as well as the dodge/accuracy/damage the dodge being the most important of the 3.


1) From 78% crit, to 80% crit (thats over 500 crit, for just TWO PERCENT) I see my total DPS go up by AT LEAST 10%. That is crits, not offhand damage. So if you are not stacking crit, you WILL see a difference with 240 crit.

2) If you are stacking dexterity for the sole purpose of having dex (because of damage modifiers), i hate to say it, but they are poorly implemented. They do little little little damage.

You have 30k dex in a burn. Take a .3x dex multiplier. 30,000 * .3 = 9,000 extra damage.

I for one will be statting like one of my guildies. 5x dex/physical attack, and 1x stam/physical attack. I don't like to see strength on my gear. If you have the money / patience, I suggest you DO NOT stat with stam/dex or dex/ anything without patk. I see TONS of rogues doing this because they see the dexterity modifier. It is not worth statting so that you get extra damage from a dexterity modifier.

So really when you suggest using 10% more offhand damage you're really only increasing your white damage by some insignificant amount and I would much rather have the shot at an extra crit on a boss fight, even if it's only one more simply due to the way skill damage uses mainhand %.

A crit on any skill doing xxx,xxx more damage vs an added 3k-5k more white hit damage I know what I'm going with.


This is why I will use a set with crit in it. You may be hitting harder with EVERY offhand white hit... but what? 3k harder? You know... if you crit ONE more time with a skill... you will deal at least DOUBLE the damage.

Let's take this into theory;

If you were to hit the boss 100 times in a boss fight on your burn, including skills... attacks... and got NO crits... and let's take say... you deal 10k extra off-hand damage per hit with the 10% boost. Great. No crits and you dealt 1,000,000 extra damage thanks to the set.

If you were to hit the boss 100 times in a boss fight on your burn, including skills... attacks... and got 10 crits... you would be dealing possibly over 5,000,000 damage from crits.

Any critical attack will beat that 10% base damage. Period. Critical attacks affect everything. Skills, offhand crits, mainhand attack crits. Off-hand damage turns your twig, into a twig with an extra layer of bark.


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Saturday, September 7th 2013, 10:00pm

Yes I know uber rogues that stat with str only, but replace all those detonation/abilities with vengeance/triumph and youll have MORE pa as well as the dodge/accuracy/damage the dodge being the most important of the 3.

dude, ur 'uber' rogues clearly don't know how to stat a rogue, as dex > str for PA...and if dex isn't even suggested, how well do you think a str build will work?
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

17

Saturday, September 7th 2013, 11:17pm

I see plenty of str based rogues. They stat str/pa on leather use it on warden and warrior combos. It's a cheaper alternative than statting 2 separate pieces of gear and is very effective.

Clearly he's not talking about str/hp type stats which tbh are pretty much on par with dex/stam dex/hp (sucking pretty much equally.)
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18

Saturday, September 7th 2013, 11:43pm

Id actually like to physically test this...if it wasnt so expensive to test gear in this game :-\ Because i have totally seen people wear off hand damage gear (Because its cheaper/easier to get) and still do decent output, so it might go either way...but yes i would like to see it be a deffinite "offhand damage is so much better for rogues to wear" rather than this current "eh..its...useable if its what u can afford"

19

Sunday, September 8th 2013, 12:00am

Leather sets up until Bethomia HM have generally had the same innate stats, 2 pieces with pa 2 with dex so the only real difference is the set bonus which is around 200 pcrit.

If one person wears crit set other wears offhand set and they both have the same gear (and same stats) in all other slots the difference is minimal.

200 crit isn't a game changer, but when trying to min/max I'd rather have more crit as explained in my post above.
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bleedingblak

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Sunday, September 8th 2013, 1:48am

If one person wears crit set other wears offhand set and they both have the same gear (and same stats) in all other slots the difference is minimal.

200 crit isn't a game changer, but when trying to min/max I'd rather have more crit as explained in my post above.



Right on the money.


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