AA - prestige - rejection

Fizzgig

Well-known member
rejection says that it enhances some spells to reduce the targets maximum health by 1.2% and the potency by 3% but that's not what it does.

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What it does as you can see is increase all damage done by 1.2% and reduces potency by 3 Would be much more useful if it could instead reduce the targets max health by 1.2% and decrease potency of target by 3% of the max potency of the target or 60k whichever number is larger
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Liberal

Active member
Max health debuffs were removed awhile ago. Tooltips were not updated. They were imbalanced and required you to run a select set of classes because of their power. We were running brig, assassin, ranger, templar, sk, monk, and mystic because we were basically forced to if we wanted to hit the dps checks that fights had.

This meant a class like wizard which had no max health debuffs to parse a 1/5th of what an Assassin could. Even our Templar was outparsing our wizard on some fights because of these debuffs. They also stacked, which meant that you could in theory run two brigands and a mob would have 20% less health off the bat. I'm glad they're gone, the incoming damage debuffs instead make classes like Brigand which parses significantly less than an assassin, still worth running.

The potency was negligible even when these came out in COE, as they pumped mobs full of potency to tune instead of modifying the actual spells the mobs were casting. That 3% was actually a 0.1% debuff back then, i'd imagine it's a 0.00001% debuff now. That should probably be boosted.
 

Fizzgig

Well-known member
Max health debuffs were removed awhile ago. Tooltips were not updated. They were imbalanced and required you to run a select set of classes because of their power. We were running brig, assassin, ranger, templar, sk, monk, and mystic because we were basically forced to if we wanted to hit the dps checks that fights had.

This meant a class like wizard which had no max health debuffs to parse a 1/5th of what an Assassin could. Even our Templar was outparsing our wizard on some fights because of these debuffs. They also stacked, which meant that you could in theory run two brigands and a mob would have 20% less health off the bat. I'm glad they're gone, the incoming damage debuffs instead make classes like Brigand which parses significantly less than an assassin, still worth running.

The potency was negligible even when these came out in COE, as they pumped mobs full of potency to tune instead of modifying the actual spells the mobs were casting. That 3% was actually a 0.1% debuff back then, i'd imagine it's a 0.00001% debuff now. That should probably be boosted.
inqis get 3% of mobs max health currently. I'm just asking for 1.2.
 
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