Red Locust:
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Symbol, if you're gonna come out guns blazing towards a mod, at least make sure you're not spewing out shit for facts. Let's take a closer look:
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Nope, my numbers are (except for the calculations for boon) correct. Your problem is that you either couldn't or wouldn't read the assumptions those calculations were based on.
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Only God know what all those numbers mean, because the correct calculations are a lot simpler.
4 enchantments = 20 energy per cast.
boon = 5 energy cost per cast.
9 casts of boon with 4 enchantments = 15 * 9 = 135(!!!) energy over 12s.
9 casts of boon with 3 enchantments = 10 * 9 = 90 energy over 12s.
9 casts of boon with 4 enchantments at 4e per enchantment = 99 energy over 12s.
you can add the 4e cost of boon over 12s, but it is insignificant.
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1) The numbers assumed 4E per enchant, which you'd have known if you'd bothered to read
2) I'm assuming 3 enchants with draw conditions. Those numbers are correct
3) The boon numbers are incorrect because I made a few typos in the line. Mea culpa. It should be (12-5) + 8*(16-5) - 10 - 12 * .33 = 81E
Let's parse it slowly since it's clear that you aren't actually understanding it. The first term represents the net energy gain from from the first cast of boon. You gain 7 energy because at this point you only have 3 enchants going. The second term represents the net energy gain for the remaining 8 casts. That's 11 energy gained times 8. The third term represents the cost of renewal. The fourth represents the cost of the one pip of degen that boon imposes (it's a maintained enchant) over the 12 second duration. In reality the cost is a lot higher because boon lasts until it gets taken down. Get it now?
If you want you can assume that boon is up all the time, and add 4E to that figure. Not that it matters.
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RoF is used as a backup if/when you get diverted andlose your spammable spell.
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The poster I responded to mentioned using it in a combo with draw conditions. If you don't think that's accurate, take it up with him
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ER turns into 5e per enchant at 14 storage. What does that mean? You can use a minor storage rune and storage hat to get storage up to 14, and use a superior to get your damage attribute up to 15. Sacrifice a minute amount of damage for an energy powerhouse.
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Which is complete overkill for almost any elementalist build. A 12/12 attr/ES build is almost always suboptimal.
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This is terrible logic. Skills are balanced according to their full potential and what expert players can do with them, not according to what Joe Shmoe can accomplish with them.
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But basing the magnitude of the nerf on the magnitude of the abuse is the WRONG WAY TO FIX IT. The best fix is a narrowly targetted one that addresses the problem and nothing more.
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No s*** Sherlock! That's quite possibly the most blatantly obvious statement I've ever heard in this game. Which brings me to the next one:
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Lol, look up the word "truism". I'll wait while you wipe the egg off your face.
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infinite energy, counters hex stacking, and the ability to cast all those skills whenever you want and as often as their recharge allows. Try accomplishing that with a prot monk.
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I count 4 enchants in that build (guardian, aegis, prot spirit, RoF). Of those only two have durations of 10 secs or longer. It seems rather dubious that one could get "infinite" energy from ER by using them, though the build itself doesn't seem that high in energy expenditure either (and choosing a elementalist means sacrificing prot runes and divine favor, though one could argue that the tradeoff is worth it).
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EMo with ER, Boon, protective bond (yes I've managed to keep it on 2 monks and survive the energy hit), life bond, strength of honor, or whatever buffs you want. ER allows you to keep them up.
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Ok, this is a bit overpowered, but nothing as bad as smiting.
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ER, boon and fire/air/earth attunement will allow you to spam nukes, particularly ones that cost less than 15e (i.e. the good ones) as often as the recharge timer permits. Obviously vulnerable to enchantment strips, but Elemental Attunement is far more vulnerable, and this setup beats it in energy management. Boon will even cover your attunement from spot removal if you choose to keep it on.
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Again with this "attunement is more vulnerable to stripping" bullshit. Do you not understand that if you want to get full benefit from renewal you CANNOT bury it under other enchants? Meanwhile I can put up at least two enchants on top of attunement (ex: fire/air/earth/water attunement, one defensive) which ensures that it won't get taken down for a while (barring something like lingering curse or rend or some such)
Furthermore EVERY enchantment stripped reduces renewal's effectiveness. It doesn't look so rosy now when you're trying to regain energy with only one or two enchants up does it?
That you state renewal is _less_ vulnerable to enchant stripping boggles the mind, have you thought about this at ALL?
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Your high energy expenditure PbAoE ele is about the only case where elemental attunement actually competes with ER in terms of energy management. And PbAoE nukers are, in general, crap. They can be made to work in certain builds, but overall, they're just not that good. 1.75s aftercast? No thanks. Needing to surround myself with enemies? As soon as people recognize what you're doing, they spread out and cut your damage down, making you less effective than a single target nuker.
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Could you please _READ_ and _UNDERSTAND_ what I wrote.
1) I specifically mentioned the air spiker build, where attunement is also competitive. This could equally hold for any build that makes heavy use of the elementalist's spammable skills.
2) You obviously didn't read the DPS numbers. 60 dps
single target, 45 dps
AoE. Even if I'm burning ONE target I'm getting excellent damage, in fact that was the point of the exercise to begin with. Does the build have limitations? Of course. Are they relevant to the matter at hand? Not really.
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How about looking at the better ele nukes? Meteor, Fireball, Immolate, Lightning orb, chain, strike, obsidian flame, stoning, enervating. With a couple of exceptions, they're all relatively low cost spells that don't benefit much from ele attunement. Although I think there are better energy management options, ER will beat out Ele attunement in these cases.
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AGAIN, in cases with moderate energy expenditure both ele attunement and renewal will give you effectively unlimited energy. Once you reach that point it DOESN'T MATTER that one gives you more, on paper. It's completely academic.
Put it this way, renewal beats the crap out of attunement (in terms of net energy gained) if I base my build on spamming flare. But with attunement I can STILL spam flare till the cows come home, so who really cares that one gives more energy? No one, that's who. At this point you care about utility (i.e self heal of renewal vs the reliability of attunement) which no one has really addressed.
The ONLY time when the comparison is relevant to internal class balance is when energy expenditure is high enough to be non-sustainable for one or the other and differences become _meaningful_.
I'm going to stop here because I really can't be any clearer than this.
FrogDevourer:
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E.R is a generic energy skill which can be exploited easily. E.A is a specialized energy skill which -at best- is struggling to reach half the raw power of E.R. Even if your numbers were accurate, it doesn't prove that E.R is balanced. You just proved that the best specialized elementalist build - based on the fastest elementalist skills with the fastest recharge - cannot match the power you can get with the best E.R build. This is why your argument can be considered as a straw man, even if an unwilling one. Because, it doesn't address the main features which make E.R an unbalanced skill.
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I don't know which numbers you're looking at, but mine show that for high expenditures ele attunement is very comparable, and that for lower expenditures both are overkill.
What I'm trying to get at is that, FOR THE ELEMENTALIST, ether renewal is not grossly unbalanced compared to other energy management elites. There are a fair number of situations where either attunement or glyph would be a better choice.
I also haven't seen much evidence that making ER available to secondary classes is a problem, apart from a few E/Mo builds. The normal balancing mechanisms of not having the runes available to boost your damage output/utility is _normally_ sufficient.
That suggests to me that whatever the problem is, it doesn't lie solely (or even primarily) with ER. That's why I don't want fixes that, say, make ER work only with elementalist spells, because it cripples a lot of interesting options. For example, if someone wants to play an E/Me that uses renewal to spam constant degen and slows on everyone why should we stop them? It's certainly not an overpowering build, though it is both useful and highly annoying to those on the other end.
I want a change that fixes the problem and that doesn't rend renewal completely useless for builds that aren't E/Mo smiters.