MammothBro wrote:Me and my GF went for a couple Fauzt runs. Not only did we find absolutely NO Great Runes, we found barely any enhanced ones (about 2 per about 4-5 runs) and each run we get about 3-4 runes of the normal type. Meanwhile, Torajan Jungles drop runes like crazy, even Bremmtown drops more runes than Fauztinville. Is the wiki out of date and the drop bias changed or is something wrong here?
cnlnjzfjb wrote:3. The orange text onMirageis too much. 90/100 magic dmg per ds is fine, and be limited to 100 ds max. That is 9k/10k extra magic dmg on weapon in late game for both melee sorc and wyrd sorc,and it is already good enough. 140 magic dmg per ds without a limit is too much. Otherwise, there will still be barely no melee sorcs in 2.5, since wyrd sorc will keep staying op in 2.5 and beats melee sorc much in late game. After all, any melee sorc can even come close to wyrd sorc with 200k- 300k wyrd panel dmg in late game? (3-4 mins a T10 rush run doable for wyrd sorc in 2.4)Mirage
Sorceress Crystal Swords
'ElqOhnVezLozGurXod'
Runeword Level: 120
+95 Magic Damage per 1% Deadly Strike
10% Chance to cast level 4 Time Strike on Striking
+(2 to 3) to All Skills
50% Combat Speeds
+(220 to 250) to Maximum Damage
+(180 to 200)% Enhanced Damage
+75 to Dexterity
Maximum Block Chance +10%
lunar.seven wrote:cnlnjzfjb wrote:3. The orange text onMirageis too much. 90/100 magic dmg per ds is fine, and be limited to 100 ds max. That is 9k/10k extra magic dmg on weapon in late game for both melee sorc and wyrd sorc,and it is already good enough. 140 magic dmg per ds without a limit is too much. Otherwise, there will still be barely no melee sorcs in 2.5, since wyrd sorc will keep staying op in 2.5 and beats melee sorc much in late game. After all, any melee sorc can even come close to wyrd sorc with 200k- 300k wyrd panel dmg in late game? (3-4 mins a T10 rush run doable for wyrd sorc in 2.4)Mirage
Sorceress Crystal Swords
'ElqOhnVezLozGurXod'
Runeword Level: 120
+95 Magic Damage per 1% Deadly Strike
10% Chance to cast level 4 Time Strike on Striking
+(2 to 3) to All Skills
50% Combat Speeds
+(220 to 250) to Maximum Damage
+(180 to 200)% Enhanced Damage
+75 to Dexterity
Maximum Block Chance +10%
yo
iv tested the build abit and put it together last days and i got no tyraels might, its fun, its zoom zoom, i like it : )
dmg is waaay lower without tyraels might, thats ok so far for me, i can see something 'other' different here, let me explain plz
just one interessting fact, we got 2... 2x Tyrael's Might dropped only from session 29, this means, btw, the 200k_op_wyrd_build that was adressed to get nerfed on the runeword mirage, not on the tyraels, would punish the melee player section more then the wyrd players, here are my thoughts on this...
-> the way to nerf the sword would nerf also melee builds and punish them for 'nothing' ? The real 'op' thing here is the way how the oskill wyrd actually works and get benefit from tyraels might tons of dmg% to undead and demons! +300% Damage to Demons
+300% Damage to Undead...This and also i want to mention that only a handful of players get access to have a tyraels might, ( 2? as example of, see down the link ) because of that fact, it would punish hundred of other melee players, but they not even would have a tyraels might, did you think of that btw ?
you could also say, nerf the Qor runes, or nerf the collector, but that are items that everyone would use, also in other builds allot
i would recommend, if it needs to be nerfed, then think again on wich way it gets nerfed, because, how many players around with that dmg number actually ? not much ! more then 10 ? or more then 2 ?
2 tyraels in session 29, as example !
viewtopic.php?f=25&t=74547
.
cnlnjzfjb wrote:lunar.seven wrote:cnlnjzfjb wrote:3. The orange text onMirageis too much. 90/100 magic dmg per ds is fine, and be limited to 100 ds max. That is 9k/10k extra magic dmg on weapon in late game for both melee sorc and wyrd sorc,and it is already good enough. 140 magic dmg per ds without a limit is too much. Otherwise, there will still be barely no melee sorcs in 2.5, since wyrd sorc will keep staying op in 2.5 and beats melee sorc much in late game. After all, any melee sorc can even come close to wyrd sorc with 200k- 300k wyrd panel dmg in late game? (3-4 mins a T10 rush run doable for wyrd sorc in 2.4)Mirage
Sorceress Crystal Swords
'ElqOhnVezLozGurXod'
Runeword Level: 120
+95 Magic Damage per 1% Deadly Strike
10% Chance to cast level 4 Time Strike on Striking
+(2 to 3) to All Skills
50% Combat Speeds
+(220 to 250) to Maximum Damage
+(180 to 200)% Enhanced Damage
+75 to Dexterity
Maximum Block Chance +10%
yo
iv tested the build abit and put it together last days and i got no tyraels might, its fun, its zoom zoom, i like it : )
dmg is waaay lower without tyraels might, thats ok so far for me, i can see something 'other' different here, let me explain plz
just one interessting fact, we got 2... 2x Tyrael's Might dropped only from session 29, this means, btw, the 200k_op_wyrd_build that was adressed to get nerfed on the runeword mirage, not on the tyraels, would punish the melee player section more then the wyrd players, here are my thoughts on this...
-> the way to nerf the sword would nerf also melee builds and punish them for 'nothing' ? The real 'op' thing here is the way how the oskill wyrd actually works and get benefit from tyraels might tons of dmg% to undead and demons! +300% Damage to Demons
+300% Damage to Undead...This and also i want to mention that only a handful of players get access to have a tyraels might, ( 2? as example of, see down the link ) because of that fact, it would punish hundred of other melee players, but they not even would have a tyraels might, did you think of that btw ?
you could also say, nerf the Qor runes, or nerf the collector, but that are items that everyone would use, also in other builds allot
i would recommend, if it needs to be nerfed, then think again on wich way it gets nerfed, because, how many players around with that dmg number actually ? not much ! more then 10 ? or more then 2 ?
2 tyraels in session 29, as example !
viewtopic.php?f=25&t=74547
.
First, I already said, if the nerf of orange text on Mirage kinda hurts melee sorc, just add more phys dmg to cover her loss. Then it should just punish wyrd sorc.
Second, the key problem is not wyrd skill or drop rate of tyraels or Qor runes like u said. I didnt even mention Qor, u mentioned it. If u nerf wyrd, u r punishing all the wyrd builds, and all of them will be surely dead other than wyrd sorc, for other wyrd builds dont have such huge magic dmg source as wyrd sorc does. Wyrd is not just for sorc. It is Mirage that gives wyrd sorc too much magic dmg, including melee sorc. Just 100 ds will enable 14k extra magic dmg on weapon, both too much for melee sorc and wyrd sorc ( Dont forget phys melee sorc also has much phys dmg and 100 ds, together with 14k magic dmg. That is why I say it is too much for both of them). One of my friends' wyrd sorc even reaches 140 ds in late game, u must know how much magic dmg it means. 5-6 guys around me play wyrd sorc this season, and 3 of them have tyraels. Without tyrael, their panel dmgs already reach 200k+ in late game, and with tyrael, 300k+ panel dmg. So it is not about tyrael's drop rate. With no tyrael, the dmg still impressive and bd op.
Finally, 10k magic dmg is already good enough for both phys melee sorc and wyrd sorc, so that means, 100 magic dmg per ds on Mirage, not 140 as what it is now. And, with 100 ds max limit. If u insist on 10k extra magic dmg on weapon still not enough for phys melee sorc (I suppose 10k extra magic dmg is already better than most builds, especially on a build with 5 fpa attack speed. Ppl dont do Cherubim melee sorc in late game in 2.4 not because it is weak, wyrd sorc just too good), just add more phys dmg on Mirage, simple.
In sum, it has nothing to do with wyrd skill or drop rate of tyraels or Qor runes like u said. It is all about nerfing the orange text on Mirage. If u feel 10k extra magic dmg still not enough for melee sorc, just give melee sorc more phys dmg.