@Altair.8402 said:
- In reaper shroud, hitting a target damages your target for a percentage of their max health, in addition to the base damage
@Crinn.7864 said:
There are far better ways to make power reaper better than simply making Reaper's Onslaught even more overloaded than it currently is. Also reaper does not need to 'trade' for damage since power reaper (or rather power necro in general) is enormously underpowered in all game modes.What should happen
1) The damage Executioner's Scythe does <50% should be made the baseline damage for the skill, and the damage Executioner's Scythe does <25% should become the new <50% base damage. This change is to make Executioner's Scythe a dps increase over shroud auto at all times.
2) shroud #4 needs slightly more damage, or at least power scaling.
3) Spite should have the amount of 'when target is below 50%' traits reduced. Seriously half the traitline doesn't do squat above 50%.
4) our chill durations should be slightly increased (in PvE only if necessary) in order to insure Cold Shoulder uptime.
5) Strength of Undeath should have it's multiplier changed to 'while in shroud' rather than 'when above 50% LF' We should not be penalized for using our. Strength of Undeath's damage modifier should also be increased. (10%?)Also, elemental effects can hit certain enemies harder, while doing close to nothing to others, depending on elemental resistances.On top of the above, weapons usually don't have a fixed damage per shot, but a damage range, say 42-46 means that the weapon can deal any amount of damage between these numbers. Whether normal distribution or uniform distribution or some other distribution is used to determine the probability depends on each particular instance, so in our calculator we just give you a range as an output.Incorporating all of these complications into a formula would make it quite long, and we have not yet reached the biggest complication - reloads. The most common ones are critical damage, usually trigger on a given percentage of the shots (critical chance) using an RNG or PRNG.Less common, but still widely encountered are elemental effect modifiers which work similarly to critical chance, but there are some differences. In most games elemental damage is not percent of base damage, but an additional source of damage, unlike critical dmg which is, most of the time, expressed as a multiplier of the base damage. Wow dmg calculator.@Altair.8402 said:
- In reaper shroud, hitting a target damages your target for a percentage of their max health, in addition to the base damage
There is no way you could ever balance that. Even if it was tenths of a percent it would be monstrously overpowered against a world boss which have millions of HP.
@vicious.5683 said:
To increase DPS we have to give some of our tankiness and here is my suggestion:
(New trait): While in shroud, your life force is drained at increased rate (20% at a time). You and your allies gain a stack of (Unique Boon) for each 20% life force spent this way (max 5 stacks), for 10 seconds.
This unique boon increase power, condition damage and condition duration for 1% each stack.What do we achieve with this?
-Increased dps, giving up survivability. So no one can complain about 'second hp bar'.
-Desirable support for the team via a unique boon.
-A reason to use our class mechanic instead of brainless GS#2 spam.
-Something to keep track of.