Improving Zerkers

How should we change zerkers? Pick up to three options if applicable.

Poll ended at Wed Jul 26, 2017 8:58 am

Option 1
0
No votes
Option 2
12
32%
Option 3 (Not applicable with Option 4)
5
14%
Option 4 (Not applicable with Option 3)
7
19%
Option 5
5
14%
Option 6 (Not applicable with any other option)
8
22%
 
Total votes: 37
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NiteHawk
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Re: Improving Zerkers

Postby NiteHawk » Mon Aug 07, 2017 2:27 pm

Cyrus wrote:i dislike this new change. zerker staying shelved till this changes.


I am not sure why you dislike the change as no matter what you are seeing more rages. I get you have one more attack, but overall the amount of rages you will get are higher.

I done tests with the current calclations, not for damage, but for amount of rages out of 10million hits which include dodge ETC. this is two AGIs of the same base (22 agi though doesn't matter, its 40%)

The old system, out of 10million hits, 605185 were rages and 3458600 were regular attacks. Obviously this resets on any miss and after 3 successful rages. I accounted for all of that.

The new system, out of 10million hits, 1368508 were rages and 2771795 of those were regular attacks. More then x2 more rages. This obviously accounts for only resetting rage after the forth attack and up, and after 3 successful rages.

Obviously 4000000 were hits (give or take 1000), 40%, anyways. Which is valid.

If we were to take a base damage of lets say, 180 damage, and a base rage damage of 1.45x, which is around 260 damage. Obviously I think they do more damage here but this works as a test.

Again out of 10mil hits:
Old system
3458600 regular hits (not including rages): 622,548,000 regular damage
605185 rage hits: 157,348,100 rage damge
Total damage: 779,896,100 damage

New system
2771795 regular hits (not including rages): 498,923,100 regular damage
1368508 rage hits: 355,812,080 rage damage
Total damage: 854,735,180 damage


I'm not saying that in all case the changes benefit, I would say more that 'usually' it benefits vs not. Obviously we may still change things as we go.

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NiteHawk
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Re: Improving Zerkers

Postby NiteHawk » Mon Aug 07, 2017 4:21 pm

*System Broadcast from NiteHawk: Another small change going to test. Rage tick doesn't reset when you move around. I know there are some slight issues with that method, but again, this is all a test for barbarians. Relog to have the new effects.

*System Broadcast from NiteHawk: Alright rage does reset on safe squares, like cities though. Thanks

Cyrus
Posts: 23
Joined: Thu Apr 21, 2016 2:34 am

Re: Improving Zerkers

Postby Cyrus » Mon Aug 07, 2017 6:21 pm

liking this new change for farming, but for pvp it will only have an effect on PKers pre-loading rage. In group fights the zerkers are usually 99% of the time stationary.

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Tucker
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Re: Improving Zerkers

Postby Tucker » Tue Aug 08, 2017 2:51 am

Cyrus wrote:liking this new change for farming, but for pvp it will only have an effect on PKers pre-loading rage. In group fights the zerkers are usually 99% of the time stationary.


That might be okay though makes them a better pk class and unless I'm wrong Ninjas can move around with a loaded RH hit at the ready so it's not that crazy. Plus there's lots of PVE where you'll move or will be dragged - plenty of events, moshes, mobs that move (than and mort come to mind).

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NiteHawk
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Posts: 3120
Joined: Wed Apr 20, 2016 7:33 am

Re: Improving Zerkers

Postby NiteHawk » Tue Aug 08, 2017 3:28 pm

Cyrus wrote:liking this new change for farming, but for pvp it will only have an effect on PKers pre-loading rage. In group fights the zerkers are usually 99% of the time stationary.


Disagree because of the stats I gave above. Regardless 2x flurries is 2x flurries, everywhere. Though more like 2.2x


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