Raoras Item Review (For Rebalancing)

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Raoras Item Review (For Rebalancing)

Postby Twelve » Thu Jul 29, 2010 12:29 pm

This will point out the relative advantages/disadvantages of each Raoras item in comparison with their most used counterpart in an attempt to make rebalancing them easier.

Might as well get to it.

I'll start with the weapons, as that's where most of the mediocrity is concentrated.

Note #1: Procrate of Shadow of Dusk on the non-focus class weapons needs to come up pretty significantly (sword/dagger), as they tend to have little to no backing spellpower + little to no focus to increase procrate, and therefore end up with 1 weak proc or so per mob (if they're lucky) and a bonus that doesn't near measure up to what it looks like. We don't really have much data on dagger procrate atm, so I am kinda making an assumption here, but after taking a few Scimmys on Raoras runs, the procrate is definitely pretty low on those.

Note #2: For run damage, slower is almost exclusively better. Raoras items for DPS classes, in my personal opinion, should fit the pattern such that they reach speed cap with a t3 geared and run buffed character, and no faster.

Note #3: The usable is just weak. Usables can't overcap like procs can (I realize this was probably unintended, but it's quite nice), and a 30 second reuse time just sucks for a straight damage.

Blacksoul Scimitar

Value: 90,000
Weapon Damage: 89
Weapon Speed: 32
Required AALevel: 20
Required Skill: 10 Swords
Required str: 115
Unique Item
Item Effect: + 3 SKILL:Swords
Item Effect: + 6 haste
Item Effect: + 25 str
Casts Spell: Shadow of Dusk

While obviously overshadowed by DEA for Mainhand (DEA is designed to be the best mainhand in the game), it's a SERIOUS upgrade over BoVG for offhand in both soloing (it's a step down from Skysteel Rapier for soloing however) and run damaging. It's a slight upgrade via the +1 Swords/Haste over AH, but the question is whether it's an upgrade over a decently tinced Bone Golem Sword. People don't use BGS's NEARLY enough, as +2 BM is EASILY > +1 Swords, and if your offhand damage is anywhere near getting min-ed out (as it would be outside of BF/Zerk), the damage loss is negligible in comparison to the increase in Mainhand.

That being said, I'd suggest adding either +1 BM or ~5-7 Penetration in place of the +str which is a better bonus for the Parry (and therefore soloing) than it is to the actual damage, and as a soloing sword, it'll never come close to the 50+ armor on Rapier. Also, slowing it down to ~34-36 like AH fits well with the offhand nature of the item.


Emperors Bane

Value: 90,000
Weapon Damage: 62
Weapon Speed: 23
Required Level: AA20
Required agi: 110
Required Skill: 10 Daggers
Unique Item
Item Effect: + 3 SKILL: Daggers
Item Effect: + 6 haste
Item Effect: + 25 agi
Item Casts Spell: Shadow of Dusk

While still probably the best melee dagger out there, 3 things jump out. It's faster than it should be, and therefore provides an unneeded reduction in damage multiplier, which hurts both impale and melee damage. 25 (like DC/HF)- 28 is where it should be, providing a bit of extra bonus. Secondly, it's basically a Blacksoul clone. 3Weapon 6haste 25stat. Thirdly, there is still no impale dagger better than GMS. I realize that with impale/assassin damage in general being as overpowered as it is, it's hard to make improvements to weapons without breaking the game, but a nerf is needed with a t4 item to bring it back up near where they're currently at.


Rod of Cackling Skulls

Value: 90,000
Damage: 170
Speed: 25
Required AALevel: 20
Classes: Necromancer
Item Effect: + 3 Skill:Mastery of Dark
Item Effect: + 8 spellpower
Item Effect: + 10 darkresist
Usable Spell: Shadow of Dusk every 30 seconds

While Mastery of Dark is generally more useful than Mastery of Spirit, and it is a large spellpower bonus, but it is only a bonus for those Dark spells that a necro doesn't already have a swap for, just Poison/Pet Summoning. In addition, it loses a quite powerful manarestore, in favor of a very weak direct damage usable. As has been stated other places, necros are having some changes done, so I can't really offer up a fix that would address any of this and still be applicable.


Warstaff of Dusk

Value: 90,000
Weapon Damage: 87
Weapon Speed: 32
Required Level: AA20
Required Skill: 10 Staffs
Classes: Redeemer
Item Effect: + 3 Skill:Staffs
Item Effect: + 6 haste
Item Effect: + 7 spellpower
Item Casts Spell: Shadow of Dusk

Lack of requirements makes this item awesome. Faster speed isn't a problem on the Warstaff because, well, no one takes deemers as damage on t3 runs anymore (something which could use a bit of fixing via Penetration, but I digress...), and it helps cap out the speed (and therefore add survivability) to focus dumped deemer soloing. Could be slowed down to ~34-36 to pick up the damage multiplier a little bit. The only issue is the -stunimmunity and -stunresist on SotLR make it a FANTASTIC Dawnstunning/regular xp stunning staff like Warstaff will never be. It's not exactly gamebreaking, but it still lends utility as a swap.


Sinister Duskwood Bow

Value: 90,000
Weapon Damage: 96
Weapon Speed: 73
Required AALevel: 20
Required agi: 118
Required Skill: 10 Archery
Item Effect: + 3 SKILL:Archery
Item Effect: + 6 accuracy
Item Effect: + 40 agi
Item Casts Spell: Shadow of Dusk

This one is slightly disappointing. While it does slightly surpass Hellwind as a run damage bow (and only on bosses that don't come with heals), it could go SO much further. That being said, Hellwind is one of the best of the Garel items. The biggest problem I can see is the speed. Bow rangers going on Raoras SHOULD be decently haste tinced, and as such, will benefit from a nice slow Nethersteel X-Bow style t4 item. Keep the stats the same and drop the bow to 96-100 speed. THEN we'll see some good run damage (and enough to make up for the loss of Disease on healing bosses) that should epitomize a t4 drop.


Deathbrand Hammer

Value: 90,000
Weapon Damage: 95
Weapon Speed : 35
Required AALevel: 20
Required str: 110
Item Effect: + 10 spellpower
Item Effect: + 50 armor
Item Effect: + 3 SKILL:Hammers
Item Casts Spell: Shadow of Dusk

Surpasses Black Faith Maul as a tanking hammer purely because of the spellpower to support RFoA/Heals and the lack of a ridiculous CP requirement. The armor on this vs. the tog on BFM tend to cancel eachother out (more or less). This is one of the better Raoras weapons when compared to it's Garel/T3 counterpart, which is saying a lot because BFM was fantastic for it's day. Solid for a t4 item, and procs a decent enough amount with either a focus spec, or SotR + MoP.


Etched Mace of Dusk

Value: 90,000.
Weapon Damage: 81
Weapon Speed: 30
Required Level: AA20
Required foc: 55
Required Skill: Maces 5
Item Effect: + 800 mana
Item Effect: + 75 damage
Item Effect: + 6 spellpower
Usable Spell: Shadow of Dusk every 30 seconds

It's such a piece of trash it already has it's own topic. Tries to go in 3 directions at once and fails at all of them. It's a 1 spellpower increase over a t1 mace for Buffing PoA/NS/S/RotG. That's it. It's too fast/lacks +Maces to be useful to a bear, which prefer much slower maces due to GoK + RoPP. It lacks a proc to be useful to a melee priest (which would probably be the easiest spec to fix it for). It lacks spellpower/+Spells for a buffing Mace. Honestly, the thing to do would be split it into 2 (or even 3) different maces, and allow the corresponding spec to turn in the current mace for one of their choosing. A Priest Mace with at least +1 BoA, and hopefully +2 PoS, to up those spells from a level 60 and level 100 store bought mace respectively. A Druid Mace with some combination of +WoV/+S/+Rain or RotG and decent spellpower. And a Bear Mace with ~36-38 speed, +3 Maces (to match the other melee classes), +raw damage or str, and a proc instead of the usable.


Damned Eternity Dagger

Value: 90,000
Weapon Damage: 66
Weapon Speed: 25
Required Level: AA20
Classes that can use Item: Wizard, Enchanter, Summoner
Item Effect: + 2 All Magic Masteries
Item Effect: + 8 spellpower
Item Effect: + 40 int
Usable Spell: Shadow of Dusk every 30 seconds

Full spellpower bonus for Chanters/Summoning is good. After that, the Shards tend to get swapped in and out. Usable on Athlor is incredible, and +EF/ER on Ferlor is great offensively for summoners. Henlon kinda trails a little bit, but 100% spellreflect can be nice, and +RoTT ain't terrible.



CHEST TIME!

Diamondthread Robes

Value: 80,000
Armor Type: Cloth
Armor Rating: 20
Required AALevel: 19
Classes that can use Item: Necromancer, Wizard, Enchanter, Summoner
Item Effect: + 11 spellpower
Item Effect: + 2 All Magic Masteries
Item Effect: + 4 shield
Item Effect: + 10 darkresist
Usable Spell: Diamond Glow every 25 minutes

Raw spellpower is falling out of usefulness for the cloth classes, in favor of +Masteries/AM/agi for nukers (because of the variance/resist/cast speed reductions), raw AM for Necros (because their #1 spell gains no bonuses from sp anymore), and regen/AM for EF summoners (although they utilize sp at full effect for summoning). Chanters should be in love with it though! If you're willing to go a larger undertaking, splitting DT into a Wizard/Necro set and a Chanter/Summoner set would allow for the +AM on Wizard/Necro gear, while retaining full spellpower bonuses on the Chanter/Summoner gear. The usable is however, pretty freakin awesome for nukers. Agro/Cost reduction is huge enough to allow you to start chaining a LOT earlier. It is, however...completely useless for non-nukers, except for cheaper RoG/RoTT...lol.


Diamondlink Chest

Value: 80,000
Armor Type: Chainmail
Armor Rating: 41
Required AALevel: 19
Classes that can use Item: Priest, Paladin
Item Effect: + 10 stunresist
Item Effect: + 1200 life
Item Effect: + 9 spellpower
Item Effect: + 104 damage
Usable Spell: Exorcism every 90 minutes

Suffers from a similar problem as the Mace. It's largely meh for buffing because Tabbard provides a larger benefit via +1 BoA/PoA, so the +7 buffing spellpower only comes through for PoS/MoA, and the +Masteries on Cloak (and therefore variance reduction) gives similar heal results. Makes a better item for Paladins than it does priests, just because it's a 9 buffing sp bonus on pretty much everything for no cost. Once Exorcism is fixed, it'll also be used as another RFoA...which is pretty meh considering the RETARDEDLY overpowered state of Paladin agro currently.


Demonforge Plate Chestguard

Value: 80,000
Armor Type: Heavy Plate
Armor Rating: 61
Required AALevel: 19
Classes that can use Item: Defender, Paladin
Item Effect: + 2 SKILL: Magic Resistance
Item Effect: + 1400 life
Item Effect: + 4 accuracy
Item Effect: + 1 SKILL: Enrage
Usable Spell: Betrayer's Last Stand every 90 minutes

FANTASTIC item. Exactly what it should be. Slightly larger raw benefit for Fenders than Paladins because of the necessity of +Enrage/scaling of +MR (where DL covers the missing ground), while still being far and away the best chestplate for both classes. Betrayer's Last Stand needs to be looked at because it's being affected oddly (sometimes negatively) by spellpower.


Hellsteel Breastplate

Value: 80,000
Armor Type: Light Plate
Armor Rating: 48
Required AALevel: 19
Classes that can use Item: Warrior, Defender
Item Effect: + 104 damage
Item Effect: + 10 darkresist
Item Effect: + 4 accuraccy
Item Effect: + 1 SKILL:Critical Hit
Item Casts Spell: Hellfire

The biggest problem with the HSBP emerges in run-damage situations. A top end Warrior will run DEA MH almost exclusively, and the loss of 30+ hastecap going from RNT/VBTunic to HS is debilitating with such a slow weapon. The second biggest problem emerges in the procrate of Hellfire. It's almost nonexistent. It procs MAYBE once every 4-5 mobs due to stunning/evasions. My personal opinion would be to combine these problems and fix both at the same time. Give it a proc-on-hit (the Warrior's, not the mob's) that adds +haste/+hastecap. Some people will like it, some people won't. In addition, +Crit Hit is one of the weakest overall DPS bonus skills. Should be +2 Crit if it's gonna stay there.


Hellhide Vest

Armor Type: Studded Leather
Armor Rating: 32
Required: AA 19
Classes: Druid, Ranger
Item Effect: + 6 absorb
Item Effect: + 10 haste
Item Effect: + 10 darkresist
Item Effect: + 10 spellpower
Usable Spell: Hellhide Petrify every 10 minutes

Fantastic for druids. Meh for Rangers. It's a buffing swap for most rangers, but...that seems alright to me, considering the usefulness/power of VBTunic/EWT. Good item that gives bears SOME kind of "oh shit" button, while being VERY useful for support druids, and marginally useful for the class that already has a t3 Chest item. There's not much of a way to improve it for Rangers (aside from +SotW/OWN) that doesn't improve it beyond breaking point for bears.


Nightmare Everlasting Tunic

Value: 80,000
Armor Type: Leather
Armor Rating: 27
Required AALevel: 19
Classes that can use Item: Assassin, Redeemer
Item Effect: + 104 damage
Item Effect: + 20 darkresist
Item Effect: + 8 haste
Item Effect: + 4 hastecap
Item Casts Spell: Nightmare 5% of the time when player gets a Dodge.

Beautiful item that gives a larger bonus to the more underpowered of the 2 classes it supports. Nightmare is a gift from god for both Melee Assy priest duoing, and Redeemer soloing, and the lack of stat requirements helps reinforce that even more. The +DR is also nice for reducing the damage taken from DShields, as well as helping a bit with Deemer soloing in Cemetery because of Debuff strength reduction.

PHEW!


Questions/Comments are welcome, and well supported points I've missed will be put into the original post. Vas said somewhere that Raoras items should be rebalanced so that everything is of t4 quality, so I figured I'd get the playerbase's opinions on each item all in 1 place.
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Re: Raoras Item Review (For Rebalancing)

Postby Guy » Thu Jul 29, 2010 1:46 pm

Few things to add.

The hammer has no weapon requirement. Neither does the caster dagger or staff but it changes nothing there.

I have the feeling resistances affect DFC usable too.

The DFC usable is very interesting from my point of view but, even when the bugs are fixed on it, 90 minutes is way too long. I'd change it to 10 or something similar.

No polearm! Fail.
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Re: Raoras Item Review (For Rebalancing)

Postby Wrecker » Thu Jul 29, 2010 2:35 pm

DT robes, even with the massive SP/+2 masteries, is behind Shade Robes in raw hellfire damage output. Close, but behind. The spell makes it awesome but the reuse timer is absurd. 10-15 minutes, maybe, 25 is stupid.
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Re: Raoras Item Review (For Rebalancing)

Postby zanzoken » Thu Jul 29, 2010 3:36 pm

I think the main problem here is + spell items are too powderful. Get rid of them!
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Re: Raoras Item Review (For Rebalancing)

Postby gato » Thu Jul 29, 2010 8:57 pm

i think u forgot the main problem here:
the wizzie dagger has crazy dmg and will make melee duels unfair :(
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Re: Raoras Item Review (For Rebalancing)

Postby DaveBot of Despair » Thu Jul 29, 2010 10:39 pm

gato hasnt dueled in a while has he >_>.... new MR system kinda... isnt nice to wizards.. everyone now has extra innate pvp MR.. and warriors clearly own wizards now with their new BF (100% stunresist against foe?!)
Vasudeva wrote:Bump. When is this new content coming???
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Re: Raoras Item Review (For Rebalancing)

Postby gato » Fri Jul 30, 2010 11:25 am

silly dave. yeah i have dueled. need 2 duel some more lolz but i was joking bout this more so

wiz
Weapon Damage: 66
Weapon Speed: 25
assie
Weapon Damage: 62
Weapon Speed: 23

vs 20/20 & 29/28 for other daggers id melee with

wizzie melee FTW
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Re: Raoras Item Review (For Rebalancing)

Postby Triopside » Sat Jul 31, 2010 1:54 pm

Whoever won that assy dagger should sell it to Vic :>
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Re: Raoras Item Review (For Rebalancing)

Postby Kazul » Mon Aug 02, 2010 1:15 pm

way to lay out all the info 12, liked it, and totally agree all the way around. Well done.
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