Does this mean the calc for delay 25 or above in relation to bane dmg on gear has been changed?Think of weapon damage as completely separate from worn. If it is on a weapon - it only applies to that weapon.
+5 on a weapon is likely worth +15ish on gear or more - depending on the weapon.
Classic Waldoff
So, just to make sure I understand. If say, 1 would hit something for 10. Then add a bane 10 item to my equipment, would it hit for 11?
I was trying to test nature 6 yesterday, but saw no damage change on my bellows nuke and just curious how this new formula works.
We have focused mostly on melee with this change, because to be honest this is supposed to be a little bonus for melee, but I would be up for discussion on how it should interact with spell damage.
Old system: Melee stack bane humanoid to do almost as much dps as casters, wear outdated and gimmicky items because of their bane damage, do hundreds less dps against non-humanoids.
If you want to give melee an improvement over this, the best options are to either revert bane items and make humanoid apply to every mob or scrap the bane system in favor of something else. Bane damage on items is a mechanic that introduces a lot more problems than it solves, in both the old system and the new.
The new system will be a boost if melees can have bane damage to a wide spectrum of targets without having to wear gear that is below their tier, but then why even have bane damage. Just bump melee dps up innately or something. This new system is basically just forcing melee to worry about a whole new category of focus effects, and still has the problems of the old system.
You seem to be making the assumption that melees are somehow supposed to be "balanced" around Bane to keep up with casters. The old bane was an abboration that was never meant to be like it was. The fact that on humanoid mobs melees used to do 40-50% more dps when stacking every bane item in the game was never a balancing tool, it was an unforseen consequence of a minor change to worn bane that was not well thought out when first put in meaning to be a small bonus.
Fewer people stacked bane to progress through the tiers then everyone is suggesting. In fact, it looks like it was primarily one guild who was utilizing widespread stacking, with other guilds using it much more sporadically.
Using broken bane as a baseline is simply not something we are using. Melees should not be doing 40-60% more DPS because of a mechanic like bane damage.
I agree one hundred and ten percent, glad we're on the same page. Do you have anything in the works to bring melee back up to the same area as the other dps classes?
maybe they can nerf the primary dps weapons for the two worst dps melee classes for two teirs (horok and bw gloves) and also leave broken ranger dps alone for some reason.
Bane is now more balanced, does not require loot hoarding and stacking, and still gives a relatively large bonus when it is used correctly.
It does require loot hoarding, just a different kind of hoarding, and spread out over different foci. Having players from a tier 13 guild seriously contemplate backfarming tier 8 and 9 zones to get specific items that would otherwise be gigantic downgrades speaks to how item hoarding has shifted instead of disappeared. Simply increasing base dps may not be an optimal solution, but failing that I am curious as to what alternate solutions you have in mind to correct the dps imbalance you've exacerbated with this change.
e: this was typed up before Slaar's post, but it actually makes me more curious about how this will be resolved, since base dps increases seem to be off the table.
Read the rules. Tired of a handful of people shitting up actual discussion.
Bane effects melee damage by taking every damage you do via melee and increasing it by a set percentage depending on your bane amount.. The old normalize-to-delay method hid the ball and was overly confusing for no real gain. The modifier is what is currently up in flux. It should be relatively noticable around 4-6 bane, though.
As far as spells go, we dd not change how spells interact with bane. If I remember correctly, spells just add the bane number to the end of the spell. So a 1000 damage spell with 20 bane would be a 1020 spell. We have focused mostly on melee with this change, because to be honest this is supposed to be a little bonus for melee, but I would be up for discussion on how it should interact with spell damage.