Spell Ward

(scare chord) something changed...

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ah, it sucks it doesn't work when tanking now, it was nice for when non-tanks pulled aggro, but alas

Thinking on it I guess there is just a residual feeling that there should be some condition on the effect. % reduction to all damage no matter what just feels like it would be excessive somehow.

On the other hand, if a lot of raid damage to casters comes from loose adds I might just make it constant. Stealing aggro or soloing I'd be less sympathetic to, though.
 
Well here is the nub of the issue from the original thread

Beyond that, hp is an issue on any fight that involves AEs (and PS fights are way worse since casters have low AC). For a FWF raid, if there are AEs for 5k, caster group needs a GHeal after every AE since 10k would kill us. Meele group can wait 2 AEs, spending only half the mana!. If an AE is 3k then caster group needs a heal after every 2nd AE while meeles can wait for 3...

So the question is:-
Have the changes done anything significant to address the original issue?

Some numbers to support the effect of the changes would be very much appreciated.

(Note. Before I get attacked, this is NOT a criticism. Before I can comment, I need a much better grasp on precisely what this change was supposed to achieve.)

Thank you.
 
Casters probably still need more heals than meele, but IDK if people think casters *should* require equal or less ghealing than meeles, since ideally we do more dps.

At the moment I would say that anything helps, and just play the game and if people find instances where it still seems casters are significantly harder to keep alive, post those specific instances.

A small modifier based on mana pool might be nice if its decided that a little more defense is justified: (maybe spellward*(100%+(totalmana/200)) - 10% and 2000 mana = 11%, 10% and 10,000 mana = 15%
 
Some numbers to support the effect of the changes would be very much appreciated.
Judging by the initial post and the patch notes Spell Ward is a constant 1 spell ward = 1% damage reduction to a maximum of 10% if you're not the main target and not within melee range.
 
Well here is the nub of the issue from the original thread



So the question is:-
Have the changes done anything significant to address the original issue?

Some numbers to support the effect of the changes would be very much appreciated.

(Note. Before I get attacked, this is NOT a criticism. Before I can comment, I need a much better grasp on precisely what this change was supposed to achieve.)

Thank you.

No, it's not significant at all. It would really only be a big difference on a fight like Rujik I guess, where you take big AE's near the end when everyone has low mana. Most other fights a caster won't drop below like half mana, so it's not a big change, but it's something.
 
Well let me do the sums on Solo's original proposition.

Caster with 10000 hp and 10% spell ward loses 50% of his hp to an AE. To bring into line with melee the damage should be reduced to 33% of his hp.

Then damage after sw of 5000 equivalent to 5000/.9 = 5555 before sw.
To reduce the damage to one third of a casters health that 5555 would need to be reduced to 3333
ie reduced by 40%.

I will leave it to others to comment on whether the changes begin to address the issue or even whether there is an issue to be addressed
 
I will leave it to others to comment on whether the changes begin to address the issue or even whether there is an issue to be addressed

This is a dangerous question to ask, because no, it is not required. Everything has been killed when the game was harder than it is now.

However, it takes of level of tomes, gear, and skill that the new wave of players may not be up for.
 
I don't know what content that your guild is doing where you're dying to AOEs consistently but it wasn't really a problem for me to stay alive / for me to keep int casters without really good gear and 1mil charm up until things like Custodian, Cmal 4.3 and other really high end things with heavy AOEs or single random nukes (Adalus got one hit killed on 4.3 for example).
 
Well if that question was addressed at me, I can tell you we were in Spires killing mobs we have killed many times previously with the same crew. But this time, for whatever reason, the casters were taking massively more damage and consistently dieing.

There may be many reasons for this, which is why I asked whether anyone else had experiences they could share.
 
Well if that question was addressed at me, I can tell you we were in Spires killing mobs we have killed many times previously with the same crew. But this time, for whatever reason, the casters were taking massively more damage and consistently dieing.

There may be many reasons for this, which is why I asked whether anyone else had experiences they could share.

It seems to me my caster grp was talking alot more damage on Kaltan today than it ever has before, i ran oom at 40% and i normaly finish this fight with 30-40% mana.
 
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