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Warriors problem with trowing wep


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#1 Kinfa1987

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Posted 06 December 2014 - 20:09

Well mage gets spell, rangers gets ranged and warriors gets ranged DPS from trowing wep

Warriors dont get anything from using regular trowing attack as ranged dps is to low anyway...

Jolt use melee DPS not ranged DPS so trowing wepons for warriors should be melee DPS not ranged DPS...

Because warriors dont have absolutly any benefits from ranged DPS in trowing weapon..

So i dont know should ths go to suggestion or bug :)

Please consider to change that warriors get melee DPS from trowing wep


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Edited by Kinfa1987, 06 December 2014 - 20:11.


#2 Simeonus

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Posted 06 December 2014 - 20:38

Yes! Even 50% of melee dps would be better than 100% ranged.



#3 ultramus

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Posted 06 December 2014 - 21:41

Works the same as mage and prophet getting melee dps from staff and ranger getting melee dps from daggers/knives.



#4 ernzor

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Posted 06 December 2014 - 22:07

Yeah but the difference there ult. Rangers/mages can still cast their strongest dps abilities at melee range...

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#5 Unlucker

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Posted 06 December 2014 - 23:12

Ultramus explained it perfectly. Well we could argue too, I want 2 sockets on my primary weapon too :)



#6 ultramus

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Posted 06 December 2014 - 23:35

Yeah but the difference there ult. Rangers/mages can still cast their strongest dps abilities at melee range...

But that's a lack of talents/spells issue at range for melee not really the throwing weapon having ranged dps. Changing range dps to 100% melee dps or even 50% on the throwing knife, would turn warrior into a missile tossing ranger. 

 

Would rather see something like:

2 More points added to olympian dealing 5/10% melee dps per sec for 10 secs when hitting a target with a throwing weapon.

1 point added to Massacre on sin tree that does 25% melee dps from throwing weapon per sec for 10 secs

1 point added to Revenge in templar tree that does 40% melee dps per sec for 10 secs when you have a negative effect on you.


Edited by ultramus, 06 December 2014 - 23:38.


#7 Simeonus

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Posted 06 December 2014 - 23:37

Ultramus explained it perfectly. Well we could argue too, I want 2 sockets on my primary weapon too :)

 

 

We both know even if rangers and mages get ranged/sorcery damage in staves/knives they won't use it, cause they've got more DPS with ranged weapon and they abilities are based on them + it's safer, but Warrior sometimes can't fight melee vs bosses with strong AoE(Zephyr in To3, Halloween Doge) and then we can just tickle them with throwing.

 

 

#Ultramus

 

Jolt talents should include +25%-50% bonus melee dps while using throwing, not too much but useful when you are forced to swap weapon and they shouldn't stack from different trees.


Edited by Simeonus, 06 December 2014 - 23:45.


#8 Irradiated

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Posted 07 December 2014 - 04:02

If you change the throwing weapon to melee DPS, that that extra DPS gets added to your melee DPS stat, essentially doubling your DPS.

 

There have been plenty of good suggestions in other threads for improving the warrior without changing the basic concept that warriors do melee damage.


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#9 Kinfa1987

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Posted 07 December 2014 - 10:39

Guess you right about mage having melee on staff and ranger having melee on knives :)

Forgot that (little) detail :)



#10 Kinfa1987

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Posted 07 December 2014 - 10:42

if all class use their DPS as ( mage on staff, ranger on knives, warriors on trowing ) it would be all the same except we get a boost of 300-400 DPS

so no use of changing it :)



#11 Unlucker

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Posted 07 December 2014 - 11:53

We both know even if rangers and mages get ranged/sorcery damage in staves/knives they won't use it, cause they've got more DPS with ranged weapon and they abilities are based on them + it's safer, but Warrior sometimes can't fight melee vs bosses with strong AoE(Zephyr in To3, Halloween Doge) and then we can just tickle them with throwing.

 

 

I agree warriors should have more damage on ranged ability, but not in the cost of increasing their melee dps. Since their dps is already best of the other classes.



#12 Simeonus

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Posted 07 December 2014 - 18:36

You misunderstood me.

 

Ranged Attack:

Essence deal 100% sorcery damage

Bow/Crossbow/Throwing deal 100% ranged damage

 

I want to change it so with Jolt talents throwing weapons will deal 25-50% melee damage instead of ranged :)


Edited by Simeonus, 07 December 2014 - 18:36.


#13 ZooksterGaming

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Posted 07 December 2014 - 19:25

So you want to buff a melees secondary weapon but not buff mages and rangers secondary weapons?

Now that rush always hits you dont need more dmg...


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#14 Simeonus

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Posted 07 December 2014 - 19:30

So you want to buff a melees secondary weapon but not buff mages and rangers secondary weapons?

Now that rush always hits you dont need more dmg...

 

 

Oh lets buff everything same:

25-50% melee damage with throwing,

25-50% sorcery damage with staves,

25-50% ranged damage with knives.

 

I bet you won't use it but if you want it why not..



#15 ZooksterGaming

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Posted 08 December 2014 - 00:50

Exactly... Boosting it is just dumb.


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#16 Simeonus

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Posted 08 December 2014 - 06:35

Exactly... Boosting it is just dumb.

 

It's not, sometimes warrior has to use throwing(vs bosses with strong AoE abilities), so he should be able to deal more damage than nothing.



#17 ZooksterGaming

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Posted 08 December 2014 - 09:52

It's not, sometimes warrior has to use throwing(vs bosses with strong AoE abilities), so he should be able to deal more damage than nothing.

Maybe they need less Glass cannon builds and a bit more vitality and def talents instead. Or it oculd simply be that the bosses with that strong aoe dmg is done wrong. :)

 

Also: Can still throw in Lethal Concoction, run in just after the aoe dmg to apply any dots as well :)


Edited by Zook, 08 December 2014 - 09:53.

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#18 redsmokeboy

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Posted 08 December 2014 - 10:46

Jolt - Olympian - war tree add's 75% mele

Upgrade added dps, added to attack.

Throwing weapon using it in physical combat basic mean's is usless =.=

Range DPS = use full for pulling but has no use simlure mage's staff next to worthless all skill based on ess not the staff.

Issue with hallloween update exlouding most mele class from that OP aoe skill limiting potional mean for DPS mele class even get close to do what is need of them, As far throwing weapon in self kinda usless.

Agree upgrade more mean's for mele to sue throwing weapon other then for pull's - Silnace as need pointless right now minal effect, Over all mele bost comapred to ess usage pros are far better then throwing weapon.


Edited by redsmokeboy, 08 December 2014 - 10:50.

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#19 Major Lag

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Posted 09 December 2014 - 17:43

rush does not always hit, folks can outrun it all day. my throwing wep is to draw aggro, and even though I should be able to cleave the skull of a squishy mage/ranger with my secondary , it's just garbage.

It blows sheild only has gem slot for blocking ( why not reflect some damage? )

templar 1h should have 2 slots (done so folks cannot dual wield, only use with sheild)

I wish devs would spend a few hours in public pvp ( as warrior/templar ) to fully understand

how screwed 2 classes are from being able to hold their own in arena.and make some adjustments.

 Warriors have done well against mages and rangers in all genres of lore. Why are they hated by Eldevin?

( lvl 43 played since steam launch as Templar 400+ hours, sad pvp so unbalanced 2 classes just fail )



#20 Majjer

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Posted 29 December 2014 - 12:10

Yeah but the difference there ult. Rangers/mages can still cast their strongest dps abilities at melee range...

something i have pointed to some time ago.

 

most mobs change their atk form from ranged/spell to melee when you step into their melee distance so same should be applied to players as well:

when attacking target in melee distance then melee dps should be taken to calculation even when casting offensive spells or shooting from bow/xbow (something like replacing ranged/spell dps by melee dps value for melee distance targets).


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