Assassin MA/Flurry/Melee multiplier etc

Seth

Member
Multi attack, flurry, etc etc has no damage and is not even viable in this expansion, so all the AA's that include it need to be changed to viable effects example: exacting, honed reflexes, vicious stabbing, bewilderment, Surrounding attacks. or just make auto attacks actually deal relevant dps.
 

Zenodead

New member
Yeah auto isn’t worth it on a sin big time, it would be nice if they changed it to something slightly more useful or buff it so auto would be worth running on a sin
 

RubyHOF

New member
I'm a large proponent of AA, and even I've been struggling to make it worth all the sacrifices. Even last expansion it was easier.

My counter question to this is: Is the issue with AA and other abilities a problem with the order that the monster debuffs are calculated?

Hypothetical example: I have 5000 WDB, but it is capped at 3000. The monster has a -2000 WDB mod. Does it factor in the debuff before calculating the cap, or the cap then the debuff? IE:

5000 - 1000 = 4000. Capped at 3000. Actual WDB vs that mob is 3k
OR
3000 (capped) - 2000 = 1000. Actual WDB vs that mob is 1k

Because it feels like it's the second of the two and it's having an effect on any stat the combat mit package influences.
 

Tegan

Member
I would imagine it calculates your amounts separately from mob, meaning if you have 3k with cap, it's going to use the capped value and then apply whatever the mob has as CB avoidance/mod. Whatever CB mit mobs have would seem to support this, otherwise no one would be focused on wearing CBOC, we'd all want as high of a raw CB that we could get.
 

RubyHOF

New member
I would imagine it calculates your amounts separately from mob, meaning if you have 3k with cap, it's going to use the capped value and then apply whatever the mob has as CB avoidance/mod. Whatever CB mit mobs have would seem to support this, otherwise no one would be focused on wearing CBOC, we'd all want as high of a raw CB that we could get.

That's what I suspect as well. Then the problem with AA is more to do with a lack of "OC" items to offset the debuff.
 

Vlkodlak

Active member
The blanket statement that Auto Attack is broken is just as stated. It is 1-5% of most players total damage, and as scouts, this was a huge hit to us. If the intention is to not fix auto attack, then its time to address all of the broken AA's that we have that are for auto attack. It would be far simpler to just fix auto attack back to where it was.
 

Jrox

Member
The blanket statement that Auto Attack is broken is just as stated. It is 1-5% of most players total damage, and as scouts, this was a huge hit to us. If the intention is to not fix auto attack, then its time to address all of the broken AA's that we have that are for auto attack. It would be far simpler to just fix auto attack back to where it was.
Maybe to everyone's surprise the only thing wrong with Auto attack is mitigation. It works in the classes it should when specced correctly and surrounded in the right group makeup and the mobs don't have crazy amounts of mitigation. I like that it works when you work at it, but it should work much better than it does and needs some fine-tuning in the AA spec department. The new raid zone and the H3 are prime examples of where Mitigation is way over tuned on the mobs and there is no way being auto-specced can overcome it.
 
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