Sire of Shards pvp penalty has changed nothing

Current PvP damage reduction formula can't handle "multiple hits per action" case.
If a skill (somehow) able to hit more than once per T its PvP damage getting linear scaling with number of hits.

Doubling average PvE damage increasing PvP damage by ~49%
Doubling hit rate increasing PvP DPS by ~49%
Doubling number of hits doubles PvP DPS.

Let's assume all self-cast skills are balanced, they are differ by basic mechanics, required playstyle and matchup effectiveness. In this perfect scenario if we "sacrifice" two supports with pre-PvP scaling bonus of 50% we losing 2.25 multiplier, then we add two supports with total 0.64 damage multiplier, total damage after PvP scaling is 48% of initial case, if one of the supports has special PvP multiplier of 20% then the damage is 38%, pretty simple. So why would we do that?! Because now we can hit 4 times per T for total 152% damage with extremely high area coverage and possible auto-aim. A perfectly balanced skill got 4 times more of "everything" and 52% more theoretical PvP DPS just by adding Trap Support and Cluster Trap Support. Why wouldn't we do that?!
Only if we want to actually play PvP.
The problem is: in reality Ball Lightning is not balanced, it already hits more than once per cast, the fact Sire of Shards got 40% additional PvP penalty just means the described setup deal 92% damage instead of 152%, it was able to virtually "oneshot" 15K ES before it still able to oneshot 9K ES.
And it does that at literally four ingame screens.

Invisible projectiles are not fun to fight against.
PvP presume player interaction, it's missing in offscreen matchup.
Sire of Shards setup (either traps or mines) abusing both issues.

You've removed character names from minimap, awesome, now a ranger can see an enemy within one screen, and ranged effectiveness now based on opponent actions prediction. This is PvP.
How about skills that require no aim at all? They break everything.
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Last edited by a_z0_9 on Jun 29, 2019, 6:56:12 PM
Last bumped on Jun 30, 2019, 10:27:34 AM
I know u want to talk about abusing T.
But some your calculation wrong.
IGN : Bondisk, Champion, Vegadisk
PVP Formula Guide Kor
https://blog.naver.com/aliac/221569081708, https://blog.naver.com/aliac/221569083928
PVP Formula Guide Eng
https://blog.naver.com/aliac/221571697824, https://blog.naver.com/aliac/221571734537
Last edited by aliac123 on Jun 29, 2019, 6:56:06 PM
"
aliac123 wrote:
I know u want to talk about abusing T.
But some your calculation wrong.

Please correct me.
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
So u added in calculation

20% from cluster trap
40% from sire of shard.

*25% from BL applied to both self casting and trap, so not mentioned in this time.
Well Self casting BL is worse than other spells. So If you compared general caster
and bl sire, 25% should be added also.

You just missed 10% from trap.
So total 83% is correct instead of 92%.

Also you should not assume the base damage of self casting and trap are same.
Now we can get extremely more damage from double corrupt chest and weapons.

Well your point is right.
GGG would better added T modifiers(like Riposte) instead of less damage,
But i'm thinking nerf was enough now.
IGN : Bondisk, Champion, Vegadisk
PVP Formula Guide Kor
https://blog.naver.com/aliac/221569081708, https://blog.naver.com/aliac/221569083928
PVP Formula Guide Eng
https://blog.naver.com/aliac/221571697824, https://blog.naver.com/aliac/221571734537
Last edited by aliac123 on Jun 29, 2019, 10:20:07 PM
At this current moment, Ball lightning and sire is still strong. However, its

more manageable than before.

It is still deadly against most build types. I think traps itself needs to be

addressed.-- Not so much Ball-Lightning ( Even if it does multiple hits ).
IGN : Relithh , Stronkberry
Last edited by relithh on Jun 30, 2019, 10:29:41 AM

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