Terron wrote:i dont know about after update but before update if you ran the numbers vs a shielded opponent in heavy armor a slayer was near 25x as likely to get a perfect round(2/2 unblocked/mitigated) than a 4 stam attacker(4 separate attacks = 1/2 hit rate, 2x more absorbs, 2x more blocks)
also want to point out there is no hide delay unless you get searched out. typically all i see when using my slayer is i attack get attacked back once and i rehide. and repeat til the opponent runs. at worst u have to drink a potion after stabbing in which case u get attacked 1x after stab and 1x after potion and rehide.
biggest problem atm isnt anything more than not being able to stay hidden. even at 20 int its near impossible. i also use a 24 int brig alot and still gets revealed all day when 21+ int casters and rangers are around. just need to stay hidden a little bit better to combat the new skills and builds to combat them.
the penalty to magic is double impact atm since slayers have to drop all wis for int and get destroyed.
The magic penalty might not be needed to be honest with the changes anyways.
JadeFalcon wrote:My point exactly - I have 16% chance of doing 0dmg, whereas other classes have next to 1% to do 0dmg per round. Stack up two or three rounds, and slayers are dead - except when you get to land three BS in two rounds.
This would only make sense if your damage wasn't boosted too.
The average damage is seen here.
4x attacks with 150 damage.. Average damage of 40 attacks is 150.
2x attacks with 300 damage.. Average damage of 40 attacks where 20 are disregarded (for hiding) is 150.
Most people prefer the 2x with 300 damage as its harder to counter. This was also seen with the original crimson blade that took two attacks but dealt double damage. We had to change it because of it too. However, slayers get more bonus then just 'double' when you equate /hide to attack so for them it's more like.
However, it's not even like this though, taking the same STR on a DoD and SoD (Yes I know we can do more/less damage than the below, it's just an example with same str and same weapon quality):
Assassin 2x = 524 damage per hit = 1048 damage
Paladin 4x = 182 damage per hit = 728 damage
Knight 2x = 193 damage per hit = 772 damage
It's over just 'halving attacks and doubling damage'. It's more like 'halving attacks and doubling damage, then giving an extra 30% more damage on top of that.'
Yes, I do understand what you mean though, people with 4x attacks have more chances, but it doesn't hold off when you include the amount of damage you're getting on top of that, which is even more then just doubling damage.
I'm not arguing that survivability can't be the issue here, but it's not the damage.