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Old 25th April 2012, 15:36     jauertussen is offline   #1
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Default FUNCOM revamp combat rating on conc

hi this tread is about some retarded tecnical issue with the way dps is calculated on carnage dots.
combat rating magic dont apply on dots... while normal combat rating dos.
this is a very shitty system. for us who want to max out dps output the problem is easy to spot we loose 400 cr, from t3 rings 200 cr form hoc cloak, and 340 something from t3 crafted blunt.
that is alot. and no equal gear to equip with same dps genetic cr.
plz fix this funcom

so rigth now im considering to put a offhand rating gem in my marnical harm, but its allitle waist since my offhand is high anyways. but the electic cr gem seems not so good eatehr when it only applyes to half of my dps.
Old 1st May 2012, 12:14     thomasy93 is offline   #2
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Post it on testlive forums.
Old 1st May 2012, 12:15     Nolenthar is offline   #3
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yeah I'm pretty sure a such described and constructed post will be eagerly read and approved by Dev on TL
Old 1st May 2012, 13:00     redevil82 is offline   #4
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I'm not a grammar goblin but I'm sure there is a better way to convery the OP.
Old 1st May 2012, 18:08     Touchii is offline   #5
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This is what he means, why put magical combat rating on T3 craft weapon,cloak ( hoc one ) and rings from T3 ( aka unholy, electrical and cold combat rating )for melee classes.
Old 2nd May 2012, 10:16     Pyroblaster31 is offline   #6
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fyi, xxx combat rating (electrical) still contributes to your dps.. what it means is that those percent of dmg dealt by that combatrating is mitigated by your opponents electrical protection.. it got nothing to do with either you do electrical attacks or not..

for instance; lets say 100 combat rating = 100 dmg on a hit before mitigation.. with 200 combatrating its 200 on a hit, etc..

if you atm have 100 combat rating, and hit a target with 50% mitigaton, you will deal 50 damage.. if you then get a ring with 100 combat rating (electrical), you will have a sum of 200 combatrating, but when you hit your target you wont deal 100 damage.. since most targets have lower protection then mitigation you will likely deal more damage.. the damage you now deal would be 100 - 50% mitigation = 50! + 100 - x% protecion (probably lower then armor, eg 25%) = 75.. which sums up with 125 total damage, where only pure combatrating would deal 100 total damage..

combatrating ("magic") is a good thing, and doesnt mean you need magicdmg/spells to take advantage of it


edit: think i misunderstood OP so my post is kinda reply on touchii's post

Last edited by Pyroblaster31; 2nd May 2012 at 10:22..
Old 2nd May 2012, 10:35     Macduff is offline   #7
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It should be clear to everyone playing this game for some time how combat rating (magic) works. The problem is that in pve, most dps classes have dots as the largest source of dps. What needs some testing to confirm is the theory that DoTs and bleed effects are not improved by magical combat rating stuff. Your combo damage may be buffed but if the damage of your dots don't improve with magical combat rating it is a pretty big deal.

This should be pretty easy to check actually with hox burn to death. BtD dot improves with your melee damage and hfb buffs you with combat rating (fire).

If the original poster is right, then we really need a reworking of all combat rating calculations since all melee classes are using way too much magical combat rating.
Old 2nd May 2012, 11:00     Ieronon is offline   #8
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Conq's bloodbath is not affected by magical combat rating.

This has been tested by performing a BB with Energetic Bands (electrical CR) on, removing the bands and see the dot damage not change (it is pretty much constant). Or by popping a Fireweave banner while the dot runs (you lose a few cr(fire) in the process).

Strength, combat rating (generic), weapon damage and +x% weapon damage buffs affect the dot value.

Not sure about combat rating (pvp) and combat rating (weapon type).

I guess this is the same for other conq's procs affected by weapon damage (GoDS and Deep Wounds) but that's more difficult (and bothersome) to test.
Old 2nd May 2012, 11:35     graverr is offline   #9
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Quote:
Originally Posted by jauertussen View Post
hi this tread is about some retarded tecnical issue with the way dps is calculated on carnage dots.
combat rating magic dont apply on dots... while normal combat rating dos.
this is a very shitty system. for us who want to max out dps output the problem is easy to spot we loose 400 cr, from t3 rings 200 cr form hoc cloak, and 340 something from t3 crafted blunt.
that is alot. and no equal gear to equip with same dps genetic cr.
plz fix this funcom

so rigth now im considering to put a offhand rating gem in my marnical harm, but its allitle waist since my offhand is high anyways. but the electic cr gem seems not so good eatehr when it only applyes to half of my dps.
bleed dots are physical therefore no magical combat rating could ad dps to them.it is working as intended.if u want more dps from the dots equip physical combt rating.
every type of combat rating has his own separate mitigation.magic combat rating is mitigated by protection type and not armor.what u propose makes no sense whatsoever.

And there are some khitai cloaks,rings and necklaces that have the same ammount of cr as the tas/hoc ones only physical.
u cannot change game mechanics juist because you are lazy.go grind them and your dots will be as powerfull as you like.

ps: physical dots(bleeds,poison....) are not only a conqueror feature.other classes have them also(ranger,sin...)

if you really want to "FIX" somthing,ask why magic damage doesnt apply to fireweave.

Last edited by graverr; 2nd May 2012 at 11:45..
Old 3rd May 2012, 18:30     jauertussen is offline   #10
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Quote:
Originally Posted by graverr View Post
bleed dots are physical therefore no magical combat rating could ad dps to them.it is working as intended.if u want more dps from the dots equip physical combt rating.
every type of combat rating has his own separate mitigation.magic combat rating is mitigated by protection type and not armor.what u propose makes no sense whatsoever.

And there are some khitai cloaks,rings and necklaces that have the same ammount of cr as the tas/hoc ones only physical.
u cannot change game mechanics juist because you are lazy.go grind them and your dots will be as powerfull as you like.

ps: physical dots(bleeds,poison....) are not only a conqueror feature.other classes have them also(ranger,sin...)

if you really want to "FIX" somthing,ask why magic damage doesnt apply to fireweave.
this post is exatly what i talk about. the **** is just that it nerfs my top dps possible... the khitai ring(jade) is nice but not as powerfull as t3 ring(if the electic combat rating affected dots)
yes t3 necless is powerfull and also my top priority to get atm.
the t3 cloak is also nice but hoc is better(if combat rating cold affected dots). the huge lack with my t3 blunt is the real pain(combat rating unholy, witch btw i presume boost dt dps since its unholy) the other point mentioned is magic dps no effect for retaliation, GODS, fireweave. how dos that make sence
and btw, lacerate can u do anything about that? think that perk shud be totaly rebuild or make it affected by combat rating or something. this is not about i want to make conc totaly op i just want to benefit from my gear in raid... and i think dots are affected by combatrating pvp since i dont see a big nerf in bb dots doing pvp.
 

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