they nerfed one of our best AOE dammage outputers...feedback please
magi of the light
so they nerfed splinter weapon so that it only strikes 3 adjecent foes....wtf is up with that i mean seruilsy its not like our bows do much damage am i right? (yes i know rangers arent a DPS class...but sometimes high damage ouput is usefull. not to mention its going to make it harder for us rangers to get into elite missions...
so yea what do you guys think? was the combonation to overpowered to begin with? or is it another one of those screw up nerfs that hurt our poor bow weilding pixels?
so yea what do you guys think? was the combonation to overpowered to begin with? or is it another one of those screw up nerfs that hurt our poor bow weilding pixels?
hellyea526
it was nerfed because splinter weapon was way overpowered at vod for gvg
magi of the light
hmm another reason for pvp and pve nerfs to be seperate...stupid anet..
Toutatis
Damage is not everything, especially to a Ranger. There are many other extremely powerful things that you can do in a team setting, even without Splinter Weapon. Rangers are an incredibly versatile profession that can adapt to fit virtually any role that's required.
So another skill got nerfed. It's not that much of a big deal at all. There are hundreds, if not thousands of other options and it's only a matter of time before someone comes up with something better.
So another skill got nerfed. It's not that much of a big deal at all. There are hundreds, if not thousands of other options and it's only a matter of time before someone comes up with something better.
Drakken Breathes Fire
Hitting three people at once isn't enough?
Hell, take secondary necromancer, spec 10 into curses, and take mark of pain+barrage (or any other multishot skill that can be spammed.)
It'll own the piss out of your sad little splinter weapon. (Even before 'nerf.')
Hell, take secondary necromancer, spec 10 into curses, and take mark of pain+barrage (or any other multishot skill that can be spammed.)
It'll own the piss out of your sad little splinter weapon. (Even before 'nerf.')
magi of the light
Quote:
Originally Posted by Toutatis
Damage is not everything, especially to a Ranger. There are many other extremely powerful things that you can do in a team setting, even without Splinter Weapon. Rangers are an incredibly versatile profession that can adapt to fit virtually any role that's required.
So another skill got nerfed. It's not that much of a big deal at all. There are hundreds, if not thousands of other options and it's only a matter of time before someone comes up with something better. did you not pay atention to anything i said at all in my original post....
if you had payed any atention you would have seen that i know rangers arent a damaging class.....unless i have the meaning of DPS wrong...do i????
So another skill got nerfed. It's not that much of a big deal at all. There are hundreds, if not thousands of other options and it's only a matter of time before someone comes up with something better. did you not pay atention to anything i said at all in my original post....
if you had payed any atention you would have seen that i know rangers arent a damaging class.....unless i have the meaning of DPS wrong...do i????
lishi
Quote:
Originally Posted by magi of the light
hmm another reason for pvp and pve nerfs to be seperate...stupid anet..
It wasnt weak in pve also, its utility was esponential with the number of people hit.
nechronius
My math could be all wrong here, so someone check my figures, but...
Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes."
Was:
Total damage = Ch * n * (n-1)
Is:
Total damage = Ch * n * (n-1 with max of 3)
where
n = number of "adjacent enemies"
Ch = damage of a single "splinter"
Let's assume that each "splinter" does 41 points of damage (at channeling of 12 from the "old" version). What is the theoretical max damage of the skill?
First column = number of bunched targets hit with barrage
Second column = TOTAL damage inflicted by splinter bonus hits
Third column = extra splinter damage inflicted on EACH enemy
OLD:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 820 164 each
6 1230 205 each
7 1722 246 each
8 2296 287 each
9 2952 328 each
10 3690 369 each
11 4510 410 each
12 5412 451 each
The damage scaling is LINEAR, not geometric or exponential.
NEW:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 615 123 each
6 738 123 each
(and so on)
Damage is now capped at 3x the damage of a single splinter
In other words, if you're firing a barrage into a group of FOUR enemies, there is zero difference between old and new in terms of damage under the spell.
Damage stops scaling upwards after 4 targets. Even if you have a dozen targets bunched up under the new splinter rules, doing 123 EXTRA damage per target per barrage is still quite respectable.
In conclusion, splinter weapon is still FAR from being a useless spell. It's just no longer a god-like damaging spell for theoretically bunched up targets. In normal practice you will probably not see a difference in terms of actual damage inflicted.
(edit - quick mathematical correction for when there are 7 enemies under the old system)
Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes."
Was:
Total damage = Ch * n * (n-1)
Is:
Total damage = Ch * n * (n-1 with max of 3)
where
n = number of "adjacent enemies"
Ch = damage of a single "splinter"
Let's assume that each "splinter" does 41 points of damage (at channeling of 12 from the "old" version). What is the theoretical max damage of the skill?
First column = number of bunched targets hit with barrage
Second column = TOTAL damage inflicted by splinter bonus hits
Third column = extra splinter damage inflicted on EACH enemy
OLD:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 820 164 each
6 1230 205 each
7 1722 246 each
8 2296 287 each
9 2952 328 each
10 3690 369 each
11 4510 410 each
12 5412 451 each
The damage scaling is LINEAR, not geometric or exponential.
NEW:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 615 123 each
6 738 123 each
(and so on)
Damage is now capped at 3x the damage of a single splinter
In other words, if you're firing a barrage into a group of FOUR enemies, there is zero difference between old and new in terms of damage under the spell.
Damage stops scaling upwards after 4 targets. Even if you have a dozen targets bunched up under the new splinter rules, doing 123 EXTRA damage per target per barrage is still quite respectable.
In conclusion, splinter weapon is still FAR from being a useless spell. It's just no longer a god-like damaging spell for theoretically bunched up targets. In normal practice you will probably not see a difference in terms of actual damage inflicted.
(edit - quick mathematical correction for when there are 7 enemies under the old system)
magi of the light
Quote:
Originally Posted by nechronius
My math could be all wrong here, so someone check my figures, but...
Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes."
Was:
Total damage = Ch * n * (n-1)
Is:
Total damage = Ch * n * (n-1 with max of 3)
where
n = number of "adjacent enemies"
Ch = damage of a single "splinter"
Let's assume that each "splinter" does 41 points of damage (at channeling of 12 from the "old" version). What is the theoretical max damage of the skill?
First column = number of bunched targets hit with barrage
Second column = TOTAL damage inflicted by splinter bonus hits
Third column = extra splinter damage inflicted on EACH enemy
OLD:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 820 164 each
6 1230 205 each
7 1764 252 each
8 2296 287 each
9 2952 328 each
10 3690 369 each
11 4510 410 each
12 5412 451 each
The damage scaling is LINEAR, not geometric or exponential.
NEW:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 615 123 each
6 738 123 each
(and so on)
Damage is now capped at 3x the damage of a single splinter
In other words, if you're firing a barrage into a group of FOUR enemies, there is zero difference between old and new in terms of damage under the spell.
Damage stops scaling upwards after 4 targets. Even if you have a dozen targets bunched up under the new splinter rules, doing 123 EXTRA damage per target per barrage is still quite respectable.
In conclusion, splinter weapon is still FAR from being a useless spell. It's just no longer a god-like damaging spell for theoretically bunched up targets. In normal practice you will probably not see a difference in terms of actual damage inflicted. hey thanks for clearing that up
Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes."
Was:
Total damage = Ch * n * (n-1)
Is:
Total damage = Ch * n * (n-1 with max of 3)
where
n = number of "adjacent enemies"
Ch = damage of a single "splinter"
Let's assume that each "splinter" does 41 points of damage (at channeling of 12 from the "old" version). What is the theoretical max damage of the skill?
First column = number of bunched targets hit with barrage
Second column = TOTAL damage inflicted by splinter bonus hits
Third column = extra splinter damage inflicted on EACH enemy
OLD:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 820 164 each
6 1230 205 each
7 1764 252 each
8 2296 287 each
9 2952 328 each
10 3690 369 each
11 4510 410 each
12 5412 451 each
The damage scaling is LINEAR, not geometric or exponential.
NEW:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 615 123 each
6 738 123 each
(and so on)
Damage is now capped at 3x the damage of a single splinter
In other words, if you're firing a barrage into a group of FOUR enemies, there is zero difference between old and new in terms of damage under the spell.
Damage stops scaling upwards after 4 targets. Even if you have a dozen targets bunched up under the new splinter rules, doing 123 EXTRA damage per target per barrage is still quite respectable.
In conclusion, splinter weapon is still FAR from being a useless spell. It's just no longer a god-like damaging spell for theoretically bunched up targets. In normal practice you will probably not see a difference in terms of actual damage inflicted. hey thanks for clearing that up
Drakken Breathes Fire
Now, bring a necro in your party with mark of pain XP
mrmango
Yea it wasn't a big deal.
Washi
Quote:
Originally Posted by Drakken Breathes Fire
Hitting three people at once isn't enough?
Hell, take secondary necromancer, spec 10 into curses, and take mark of pain+barrage (or any other multishot skill that can be spammed.)
It'll own the piss out of your sad little splinter weapon. (Even before 'nerf.') LOL what a joke. I guess you have some problems understanding how skills work. Mark of pain only works on ONE enemy, if you hit that one guy then he will spread the damage on adjecent foes.
Well spliter worked on 5 arrows from barrage so 5 targets spread the damage. Looks like splinter was 5 times more effective than your "sad little" mark of pain.
Besides you can only use MoP once every 20 seconds and the guy you put it one usually will die after what? 3 seconds? WOW thats a lot of damage that skill does.
Seriously dude, learn your game before you say some skill is sad.
Hell, take secondary necromancer, spec 10 into curses, and take mark of pain+barrage (or any other multishot skill that can be spammed.)
It'll own the piss out of your sad little splinter weapon. (Even before 'nerf.') LOL what a joke. I guess you have some problems understanding how skills work. Mark of pain only works on ONE enemy, if you hit that one guy then he will spread the damage on adjecent foes.
Well spliter worked on 5 arrows from barrage so 5 targets spread the damage. Looks like splinter was 5 times more effective than your "sad little" mark of pain.
Besides you can only use MoP once every 20 seconds and the guy you put it one usually will die after what? 3 seconds? WOW thats a lot of damage that skill does.
Seriously dude, learn your game before you say some skill is sad.
crucifix
Quote:
Originally Posted by Washi
LOL what a joke. I guess you have some problems understanding how skills work. Mark of pain only works on ONE enemy, if you hit that one guy then he will spread the damage on adjecent foes.
Well spliter worked on 5 arrows from barrage so 5 targets spread the damage. Looks like splinter was 5 times more effective than your "sad little" mark of pain.
Besides you can only use MoP once every 20 seconds and the guy you put it one usually will die after what? 3 seconds? WOW thats a lot of damage that skill does.
Seriously dude, learn your game before you say some skill is sad. yep, you're an idiot. MoP has way higher damage, doesnt drop after 3 attacks, and is way more useful in certain situations. DOnt bitch about aoe ranger attacks, use traps.
Well spliter worked on 5 arrows from barrage so 5 targets spread the damage. Looks like splinter was 5 times more effective than your "sad little" mark of pain.
Besides you can only use MoP once every 20 seconds and the guy you put it one usually will die after what? 3 seconds? WOW thats a lot of damage that skill does.
Seriously dude, learn your game before you say some skill is sad. yep, you're an idiot. MoP has way higher damage, doesnt drop after 3 attacks, and is way more useful in certain situations. DOnt bitch about aoe ranger attacks, use traps.
Dark Paladin X
Don't forget about the turai procession farm, (which I'm going to test to see how horrible it is after the nerf) when you are going for survivor (or for me that I failed on survivor, getting the elite skill title track). I'm not sure if the build is effective or not, but I'm guessing the build would be slower than ever.
On the other hand, trying not to complain, I am upset on this nerf, but I'm trying to figure out a way to work around this for my ranger to get a heck load of exp from farming.
UPDATE: test the build myself, the build no longer works in NM and HM, not enough AoE damage. I'm holding a protest against the nerf of splinter weapon at international district one at Great temple of bathazaar. If anyone STILL care about the turai procession farm to get survivor or at least skill points for elite skill cap as ranger or ritualist, please come and protest and use /fistshake a lot
On the other hand, trying not to complain, I am upset on this nerf, but I'm trying to figure out a way to work around this for my ranger to get a heck load of exp from farming.
UPDATE: test the build myself, the build no longer works in NM and HM, not enough AoE damage. I'm holding a protest against the nerf of splinter weapon at international district one at Great temple of bathazaar. If anyone STILL care about the turai procession farm to get survivor or at least skill points for elite skill cap as ranger or ritualist, please come and protest and use /fistshake a lot
MBP
if you got eye of the north just using I am the Strongest should be able to give you enough damage even with the splinter nerf
bsoltan
Quote:
Originally Posted by MBP
Pyro maniac
oh no, rangers are weak at PvE !!1!
Splinter barrage still works the for groups smaller then 4 mobs. Turai's Procession got nerfed yes, along with some other farming places. But in genereal PvE it has got very little effect. Can't think of any places where you could actually handle many mobs and even be able to cluster them, except some normal mode places wich are already easy.
Splinter barrage still works the for groups smaller then 4 mobs. Turai's Procession got nerfed yes, along with some other farming places. But in genereal PvE it has got very little effect. Can't think of any places where you could actually handle many mobs and even be able to cluster them, except some normal mode places wich are already easy.
Dark Paladin X
Well the problem is that rangers don't have a lot of farming builds to farm exp in general while elementalists, monks, and assassins have wider variety. And since I don't have GWEN, i can't access this item that could give a skill point to some character (i don't know what it is but it suppose to be a consumable). So there are many reasons why I'm protesting this. Not only that, the splinter/barrage build for turai procession quest seems to be the only build that is the most useful for rangers (and proven to give faster exp than Jade Arena).
MisterB
Quote:
Originally Posted by Dark Paladin X
Well the problem is that rangers don't have a lot of farming builds to farm exp in general while elementalists, monks, and assassins have wider variety. And since I don't have GWEN, i can't access this item that could give a skill point to some character (i don't know what it is but it suppose to be a consumable). So there are many reasons why I'm protesting this. Not only that, the splinter/barrage build for turai procession quest seems to be the only build that is the most useful for rangers (and proven to give faster exp than Jade Arena).
Solo-trapping Stygian Veil in Hard mode yeilds ridiculous amounts of experience, very quickly. The Energizing Wind change doesn't really matter.
Chthon
Quote:
Originally Posted by nechronius
Quote: Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes." Foes beyond 3 are not damaged.
Quote:
First column = number of bunched targets hit with barrage
Second column = TOTAL damage inflicted by splinter bonus hits
Third column = extra splinter damage inflicted on EACH enemy
OLD:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 820 164 each
6 1230 205 each
7 1722 246 each
8 2296 287 each
9 2952 328 each
10 3690 369 each
11 4510 410 each
12 5412 451 each
NEW:
1 0 0 each
2 82 41 each
3 246 82 each
4 492 123 each
5 492 123 to 4 foes, 0 to 1 foe*
6 492 123 to 4 foes, 0 to 2 foes*
(and so on)
Total aggregate Damage is now capped at 4 attacks times 3 foes times the damage of a single splinter.
*or some other distribution with the same total if different arrows splinter to different sets of 3 foes.
At a 12-foe cluster (which wasn't impossible to find) the nerf changes the damage output from 5412 to 492. I don't think a loss of nearly 5000 damage can be categorized as anything other than a HUGE nerf. Even at 5 foes -- something which was altogether common -- we're losing nearly 50% of the damage.
Tyla
the nerf wasnt THAT bad.still owned urgoz in about an hour HM
Avarre
In this thread, people talk about how Splinter Weapon was super amazingly powerful and therefore it was unfair that it should be nerfed.
Hint : The nerfs go on the strong skills, guys. The ones that give more power than they should.
Hint : The nerfs go on the strong skills, guys. The ones that give more power than they should.
Scary Raebbit
They nerfed PvE skills, so this should come as no surprise.
bungusmaximus
Quote:
Originally Posted by Drakken Breathes Fire
Now, bring a necro in your party with mark of pain XP
^^
Listen to this man. MoP causes scatter however, that might be a drawback, but if you use the skill well foes will be dead before they can scatter. Add minions to the dish and it tastes GOOD .
The splinter/barrage build is one of the most horribly gimped ranger bars I ever seen. The attribute spreading becomes a nightmare, especially in B/P teams where it's commonly used, because you want at the least a few points in beast mastery. Energy isn't too hot either. If you must, bring a rit primary. Rits have more creative ways to blow up stuff apart from splinter weapon and they can easily keep splinter on the entire team.
Listen to this man. MoP causes scatter however, that might be a drawback, but if you use the skill well foes will be dead before they can scatter. Add minions to the dish and it tastes GOOD .
The splinter/barrage build is one of the most horribly gimped ranger bars I ever seen. The attribute spreading becomes a nightmare, especially in B/P teams where it's commonly used, because you want at the least a few points in beast mastery. Energy isn't too hot either. If you must, bring a rit primary. Rits have more creative ways to blow up stuff apart from splinter weapon and they can easily keep splinter on the entire team.
Pyro maniac
Quote:
Originally Posted by bungusmaximus
^^
The splinter/barrage build is one of the most horribly gimped ranger bars I ever seen. The attribute spreading becomes a nightmare, especially in B/P teams where it's commonly used, because you want at the least a few points in beast mastery. Energy isn't too hot either. If you must, bring a rit primary. Rits have more creative ways to blow up stuff apart from splinter weapon and they can easily keep splinter on the entire team. Last time I ran b/p, wich was .. over a year ago (right after the 1-6-06 update, splinter weapon not widely used yet). We used a Me/Rt with echo and splinter instead of orders. It was deadly (and since I had never used splinter before, number were great)
The splinter/barrage build is one of the most horribly gimped ranger bars I ever seen. The attribute spreading becomes a nightmare, especially in B/P teams where it's commonly used, because you want at the least a few points in beast mastery. Energy isn't too hot either. If you must, bring a rit primary. Rits have more creative ways to blow up stuff apart from splinter weapon and they can easily keep splinter on the entire team. Last time I ran b/p, wich was .. over a year ago (right after the 1-6-06 update, splinter weapon not widely used yet). We used a Me/Rt with echo and splinter instead of orders. It was deadly (and since I had never used splinter before, number were great)
Dark Paladin X
Quote:
Originally Posted by MisterB
Solo-trapping Stygian Veil in Hard mode yeilds ridiculous amounts of experience, very quickly. The Energizing Wind change doesn't really matter.
Yeah, there is a problem, you might have hard time passing through the first group of torment creatures who always attack the orders people. Also, good luck trying to flee and trap while the bad guys case you, they could snare you real good and not all foes would directly go into the trap (as seen in those Zaishen elite challenge).
In other words, Stygian Veil is not a good place to farm for a ranger and it is hell slower than the turai procession farm. You'll have to trap and trap multiple times in HM and do lots of running and good timing before you can successfully kill the foes with traps.
So in conclusion, with splinter nerfed, there are no other good exp farming builds for rangers, since rangers, paragons, warriors, and dervishes lack many farming builds in HM farming for exp.
In other words, Stygian Veil is not a good place to farm for a ranger and it is hell slower than the turai procession farm. You'll have to trap and trap multiple times in HM and do lots of running and good timing before you can successfully kill the foes with traps.
So in conclusion, with splinter nerfed, there are no other good exp farming builds for rangers, since rangers, paragons, warriors, and dervishes lack many farming builds in HM farming for exp.
Bowstring Badass
Quote:
Originally Posted by magi of the light
hmm another reason for pvp and pve nerfs to be seperate...stupid anet..
Ummm why so you can keep hitting for about 90 dmg with barrage in Tombs?
+ way to much work to even do it that way..
Ummm why so you can keep hitting for about 90 dmg with barrage in Tombs?
+ way to much work to even do it that way..
Zahr Dalsk
Quote:
Originally Posted by magi of the light
they nerfed one of our best AOE dammage outputers...feedback please
It was never yours. It was ours, a Ritualist skill, and thanks to rangers it's nerfed.
/hostile glare
/hostile glare