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Old 11-28-2013, 12:02 PM   #11
pieceofmeat
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This is just embarrassing for NGD and the players who got stuck with way to much item advantage.

Please do something to fix it "soon", its really not fun for anyone.
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Old 11-28-2013, 01:10 PM   #12
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Ensuring your armour has positive resists against pierce/slashing will make a good difference when getting hit by archers. You can also get armour bonus/protection on breastplate and helm, which is a good option to boost your defence (provided your resists are good).

This, combined with piercing enhancements will make it slightly absurd if you're getting hit by a hunter with sub-standard gear.

The ability to buff at the right times (acrobatic + evasive tactics) also helps a great deal.

As for dealing damage, you will have a tough time of it if you're not using a decent setup (include the passive "speciailist" at longbow 15) and don't have at least a semi-decent bow. If you don't have a great bow, use sudden strike on your opponent; hell, use it anyway.

There will always be a disparity between those who have boss jewels and those who don't, but Dumberests claim of "80 while they hit 450" is absurd. You should never be hitting 80 normal hits (normal hits assuming without cold blood) on a buffed hunter, nevermind 450s. Grab a pet if you like to play from camo 1 v 1, it's genuine advice to make the process easier until you want to go petless.
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Old 11-28-2013, 01:40 PM   #13
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Default Elemental dmg overload...

Everyone and there granny have good resists against pierce, try get more blunt or elemental dmg. Avoid arrows with pierce, use slash ones if u can.

Boss items are mostly lot of elemental dmg so this is one reason they tend to hurt a lot.

Imho hunters do have the best output from (dmg) bossgear. Marks at a solid second place.
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Old 11-28-2013, 02:12 PM   #14
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Quote:
Originally Posted by -Aniara- View Post
Everyone and there granny have good resists against pierce, try get more blunt or elemental dmg.
This is why all my added damage is ice + blunt. =D pewpew
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Old 11-29-2013, 11:41 AM   #15
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http://i.imgur.com/NyoLTWY.jpg

I really agree with the OP.

Lets call my gear decent, then there are people hitting 10x my damage.
after SS my buffs didnt even have impact any longer.
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Old 11-29-2013, 11:52 AM   #16
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Quote:
Originally Posted by DonatoRLD View Post
http://i.imgur.com/NyoLTWY.jpg

I really agree with the OP.

Lets call my gear decent, then there are people hitting 10x my damage.
after SS my buffs didnt even have impact any longer.
Don't forget sudden strike reduces your protection by quite a significant amount
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Old 11-29-2013, 01:45 PM   #17
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Mehh..
Imho : Get a fat troll, bestrail waith 3 & skin of beast 4 or 5 & that's it !!
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Old 12-01-2013, 11:42 PM   #18
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I think NGD should get rid of lvl's altogether since I have no business being a lvl 60 WM with my gear having me compete as a lvl 40.

I'm convinced its not my Dmg now but the opponent's ability to mitigate it with whatever the hell they are doing that makes this huge disparity.

We could have automatic gear at certain lvls that keep the basic player competitive with the final being lvl 60

I did have a buff from an earlier fight stick for like 30 min till I noticed and relogged. I realized after a wm barb hit me for 200 while I was kicked...
I thought how the hell did I pull that off..I'm used to seeing way more that that.

The buff was from a castle defense we did 30 min prior and I was solo hunting from then on...The barb prolly thinking damn that dude has op gear till the next time we meet !! =]

It was a knight buff 80% protection...maybe this is common and being used by many and I'm just not in on the secret.
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Old 12-02-2013, 08:50 AM   #19
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Quote:
Originally Posted by xayne View Post
It's downright silly the unbalance between those with boss jewelry and those without.
The math doesn't lie, xayne is completely correct in his summary imho. As I've said before & now say again, NGD should make ALL jewelry-damage into post-calculation additions only. No %-based skill multipliers like rech arrow, dirt fight, deadeye, coldblood, bers, fulm, etc. should ever apply. This would mean someone with megaboss ammy & 2 damage megaboss rings would do 118 extra points over someone lacking the ammy/rings & assuming both had identical weapons & applicable buffs. It would also be a class balancing feature as knights & mages do not enjoy such subclass %-based damage boosting spells of their own, as do archers & barbs.

Hunters with or without such ammy/rings have the most obvious disparity. In a dirt fight/coldblood attack sequence, under the present system, a hunter with ammy/rings does an additional 307 points of damage per normal attack over someone lacking ammy/rings. A marksman with, using rech arrow, deadeye & dirt fight, does an additional 236 per attack above what those without can hit & a barb with, using over strength, bers & fulm, hits an additional 254 of extra damage over what those without can hit. Add to these figures the multiplying effect of also being buffed with bless weap, OwtH & LotP & the glaring disparity widens to 354, 283 & 301 per normal attack (assuming such buffs affect jewelry-added damage/I have not tested to confirm).

Truly, we also need a new %-based proportional armor/soak system ppl have only been asking about now for YEARS

Last edited by Lebeau; 12-02-2013 at 09:00 AM.
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