Please make sundering worthy!!!!, it must be constant!!

dont feel no pain

dont feel no pain

Forge Runner

Join Date: Sep 2005

Uk,Wales

ok i guess you all know that +10 armor penetration in 1 in 10 of your attacks is a rubbish buff of dmg , vampiric beats that any day and heals




armor level 0% Pen 10% Pen
40 141% 152%
50 119% 130%
60 100% 111%
70 84.1% 94.9%
80 70.7% 81.2%
90 59.5% 69.5%
100 50% 59.5%

ok as shown above armor penetration at +10% can deal up

+11% dmg > +9.5% dmg

now if you were hitting a monk with just 60 armor with a sundering hilt (these days)

you would be doing +11% dmg 1 in every 10 hits , equal that out

+1.1% overal dmg

possibly mean you do +0.5 dmg on each hit >_< if each of your hits were 50

now if we made it constant you would be doing a nice +11% dmg on each hit, in other words we would have realy dmg buff , what sundering should be.

please just range sundering from 1% armor penetration (always) to either 5% or 10%

acauly give it a reason to be uber

Dav85

Dav85

Lion's Arch Merchant

Join Date: Jan 2006

YES

sundering as it is now it's complere rubbish

Alcazanar

Alcazanar

Lion's Arch Merchant

Join Date: Jan 2006

Cavalon (swe)

Desert Flame [DF]

W/N

yeah its true that sundering suck ass
but whilst there is many (everyone) buying
them, anet has no reason to nerf them

but instead use your personal brain
and own youself instead (i use shocking ;P)

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

making it a constant 10% would be overpowered, as it has no downside. The 3 bonus damage from a Vampiric is balanced by losing health every second that you don't swing. In effect it does 2.25 damage a second and heals you for .25 damage a second with no speed boost running. About a 50% chance of 10% armour penetration or a 5% chance always would be balanced, as that would be ~5.3% damage bonus - with a 16 sword, a 15/50 modifier and customised that's about 1.75 damage a swing bonus vs AL60, every swing, with no drawback.

I suppose you could justify going up to 6% all the time or so, but any higher and it becomes better than vampiric, which given that it has no negative side would make it overpowered.

So 5% or so all the time, sure. Up to 50% for 10% penetration, sure. Always 10%? No way.

Anyway - why should it be a good grip? Because morons pay too much for it? If that's the case a req 7 crystalline sword should shoot 300 damage lightning bolts and kill with a touch. People pay stupidly for crap, so there's no justification that way. Sundering however is a crap modifier, and I agree that it should be at least as good as say a 2:1 vampiric.

Quote:
now if we made it constant you would be doing a nice +11% dmg on each hit, in other words we would have realy dmg buff , what sundering should be.

please just range sundering from 1% armor penetration (always) to either 5% or 10%

acauly give it a reason to be uber
I can't believe you actually think it should be uber, or that it should grant an 11% bonus. Actually, I can't believe I'm arguing in favor of boosting the power of sundering, since it's fine for crappy mods to exist in a game. It differentiates those who know the game from those who don't, but I do think it's sad that a max 10/10 sundering is in fact less effective than a 1:1 vampiric at dealing damage. A slight boost, making it at least not completely laughable, should be granted.

EDIT: Any change to sundering should only be done on newly created sundering mods - not on pre-existing ones. Those who were dumb enough to buy sundering before the change shouldn't benefit by actually getting something useful - particularly as those with a brain were selling sundering mods since they are garbage. Let's not punish the intelligent or reward the ignorant.