Post by Iegen on Mar 12, 2016 21:01:35 GMT
Link for full info: forums.daybreakgames.com/eq/index.php?threads/march-2016-patch-preview.231275/
DoTs Improvements
Over the past few months, we've been reviewing the way DoTs work and how we would like to improve them going forward. As most of you know, there's a limited number of debuff slots available on any given NPC, which conflicts with DoT classes wanting to layer as many spells as possible on any given NPC in order to maximize damage. This layering has contributed to a lot of problems over the years; most notably, it takes a lot of spell slots away from players who want to maximize DoT damage, and it uses up many of the limited debuff slots available on raid targets.
In order to improve the way this works, we're starting this process with Beastlords, but we're planning to continue with it through all classes that use DoTs regularly. Here's what we did for Beastlords:
We went back to the first DoT in any given line, and doubled it (or more). This step may not happen for every class, but Beastlords in particular haven't been able to use DoTs for as much reliable damage as we'd like, so they needed the boost.
We looked at updates to those lines and increased their damage in a much more aggressive scale than we used to. This should mean that a new DoT will perform better than itself plus two previous levels of the same spell under the old scale.
We increased damage/mana efficiency over the entire line in a progressive manner. At each level you should be getting more damage per mana than before.
We categorized the new DoTs into lines which will prevent the same player from stacking multiple levels of the same DoT line on the same target. Other players can use DoTs in the same line on the same target, and the same player can use DoTs in the same line on different targets. The increase in damage should mean that a single player is dealing more damage with one DoT than they formerly did with three spells.
So, let's look at some numbers. The current level 101 Beastlord poison DoT, Glistenwing Blood, currently deals a raw total (with no focus effects or any other enhancement) of 14395 damage over its duration at a cost of 1285 mana. Stacking the previous two levels of that spell will deal a total of 43349 raw damage for a total of 3460 mana. As a superDoT, the current level alone will deal 121154 raw damage for a total of 8532 mana, and will only need one debuff slot to do it. While, yes, that is a very high mana cost, it's also far more damage. It's worth noting that the level 91 spell, Binaesa Blood, will now deal 45210 damage on its own for a cost of 3799 mana.
We're planning to make this same transition for all classes that use DoTs over the next few months. Other classes probably won't see the same boost in base damage that Beastlords have, since they have fewer innate boosts to DoT damage than other classes, but we expect everyone to be doing more damage, ramping that damage up faster, using more mana (though more efficiently), and using fewer debuff slots on their targets.
DoTs Improvements
Over the past few months, we've been reviewing the way DoTs work and how we would like to improve them going forward. As most of you know, there's a limited number of debuff slots available on any given NPC, which conflicts with DoT classes wanting to layer as many spells as possible on any given NPC in order to maximize damage. This layering has contributed to a lot of problems over the years; most notably, it takes a lot of spell slots away from players who want to maximize DoT damage, and it uses up many of the limited debuff slots available on raid targets.
In order to improve the way this works, we're starting this process with Beastlords, but we're planning to continue with it through all classes that use DoTs regularly. Here's what we did for Beastlords:
We went back to the first DoT in any given line, and doubled it (or more). This step may not happen for every class, but Beastlords in particular haven't been able to use DoTs for as much reliable damage as we'd like, so they needed the boost.
We looked at updates to those lines and increased their damage in a much more aggressive scale than we used to. This should mean that a new DoT will perform better than itself plus two previous levels of the same spell under the old scale.
We increased damage/mana efficiency over the entire line in a progressive manner. At each level you should be getting more damage per mana than before.
We categorized the new DoTs into lines which will prevent the same player from stacking multiple levels of the same DoT line on the same target. Other players can use DoTs in the same line on the same target, and the same player can use DoTs in the same line on different targets. The increase in damage should mean that a single player is dealing more damage with one DoT than they formerly did with three spells.
So, let's look at some numbers. The current level 101 Beastlord poison DoT, Glistenwing Blood, currently deals a raw total (with no focus effects or any other enhancement) of 14395 damage over its duration at a cost of 1285 mana. Stacking the previous two levels of that spell will deal a total of 43349 raw damage for a total of 3460 mana. As a superDoT, the current level alone will deal 121154 raw damage for a total of 8532 mana, and will only need one debuff slot to do it. While, yes, that is a very high mana cost, it's also far more damage. It's worth noting that the level 91 spell, Binaesa Blood, will now deal 45210 damage on its own for a cost of 3799 mana.
We're planning to make this same transition for all classes that use DoTs over the next few months. Other classes probably won't see the same boost in base damage that Beastlords have, since they have fewer innate boosts to DoT damage than other classes, but we expect everyone to be doing more damage, ramping that damage up faster, using more mana (though more efficiently), and using fewer debuff slots on their targets.