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@Paradoxoglanis.1904 said:February 25, 2020(Competitive split) Increased power coefficient of pass-through attack from 2.52 to 2.8. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

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@Bazsi.2734 said:

@Paradoxoglanis.1904 said:February 25, 2020(Competitive split)
Increased power coefficient of pass-through attack from 2.52 to 2.8
. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

Mainly why did it get buffed in the patch that was supposed to nerf damage when it was already very strong.

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@Paradoxoglanis.1904 said:

@Paradoxoglanis.1904 said:February 25, 2020(Competitive split)
Increased power coefficient of pass-through attack from 2.52 to 2.8
. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

Mainly why did it get buffed in the patch that was supposed to nerf damage when it was already very strong.

Because of all the bits you didn't highlight?

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@Sigmoid.7082 said:

@Paradoxoglanis.1904 said:February 25, 2020(Competitive split)
Increased power coefficient of pass-through attack from 2.52 to 2.8
. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

Mainly why did it get buffed in the patch that was supposed to nerf damage when it was already very strong.

Because of all the bits you didn't highlight?

The initial placement was never the reason this trap did lots of damage. The protection nerf is the only significant nerf, but again prot wasnt the reason people took this trap.

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@Paradoxoglanis.1904 said:

@Paradoxoglanis.1904 said:February 25, 2020(Competitive split)
Increased power coefficient of pass-through attack from 2.52 to 2.8
. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

Mainly why did it get buffed in the patch that was supposed to nerf damage when it was already very strong.

Because of all the bits you didn't highlight?

The initial placement was never the reason this trap did lots of damage. The protection nerf is the only significant nerf, but again prot wasnt the reason people took this trap.

Yes people took this trap because it's instant-cast, so with trapper runes it's basicly a panic button for on-demand stealth.It only is useful for its damage on power DH, and against very specific builds with no stability, and bad players who have no idea how to stunbreak/position themselves. But in that nieche it's indeed powerful. You can get two-shot by the ring if you aren't paying attention.I personally think this is awesome. There should be more skills like this (there are a few, but I'd like even more). Once the damage is locked behind so many conditions needing to be met, it's fine for things to be very powerful.

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@Bazsi.2734 said:

@Paradoxoglanis.1904 said:February 25, 2020(Competitive split)
Increased power coefficient of pass-through attack from 2.52 to 2.8
. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

Mainly why did it get buffed in the patch that was supposed to nerf damage when it was already very strong.

Because of all the bits you didn't highlight?

The initial placement was never the reason this trap did lots of damage. The protection nerf is the only significant nerf, but again prot wasnt the reason people took this trap.

Yes people took this trap because it's instant-cast, so with trapper runes it's basicly a panic button for on-demand stealth.It only is useful for its damage on power DH, and against very specific builds with no stability, and bad players who have no idea how to stunbreak/position themselves. But in that nieche it's indeed powerful. You can get two-shot by the ring if you aren't paying attention.I personally think this is awesome. There should be more skills like this (there are a few, but I'd like even more). Once the damage is locked behind so many conditions needing to be met, it's fine for things to be very powerful.

I agree its an interesting skill and much better to fight compared to things like burn guards and scourges, but the counterplay is somewhat lost when the guard can combo you for 15-20k damage while invisible

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@Paradoxoglanis.1904 said:

@Paradoxoglanis.1904 said:February 25, 2020(Competitive split)
Increased power coefficient of pass-through attack from 2.52 to 2.8
. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

Mainly why did it get buffed in the patch that was supposed to nerf damage when it was already very strong.

Because of all the bits you didn't highlight?

The initial placement was never the reason this trap did lots of damage. The protection nerf is the only significant nerf, but again prot wasnt the reason people took this trap.

Yes people took this trap because it's instant-cast, so with trapper runes it's basicly a panic button for on-demand stealth.It only is useful for its damage on power DH, and against very specific builds with no stability, and bad players who have no idea how to stunbreak/position themselves. But in that nieche it's indeed powerful. You can get two-shot by the ring if you aren't paying attention.I personally think this is awesome. There should be more skills like this (there are a few, but I'd like even more). Once the damage is locked behind so many conditions needing to be met, it's fine for things to be very powerful.

I agree its an interesting skill and much better to fight compared to things like burn guards and scourges, but the counterplay is somewhat lost when the guard can combo you for 15-20k damage while invisible

I have been campaigning for that rune to get removed for months. Welcome to our ranks.

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@Paradoxoglanis.1904 said:

@Paradoxoglanis.1904 said:February 25, 2020(Competitive split)
Increased power coefficient of pass-through attack from 2.52 to 2.8
. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

Mainly why did it get buffed in the patch that was supposed to nerf damage when it was already very strong.

If you did some basic calculations, you'd see that the damage was nerfed, not buffed.

Let's look at the change: Increased power coefficient of pass-through attack from 2.52 to 2.8. Reduced power coefficient of initial attack from 1.4 to 0.1

So ToF lost a 1.3 coefficient on initial activation for a 0.28 gain for each proc. If we divide 1.3 by 0.28 we get 4.64285714, which is the amount of times you'll have to cross the border in order for post-patch dmg to catch up to pre-patch dmg. This means you need to cross the border at least 5 times to take more dmg than you did pre-patch). Obviously this will never happen. Any competent player will not get hit by the border 5+ times, and any pepega that does would be dead already.

Conclusion: the patch was an overall damage nerf to ToF

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@Paradoxoglanis.1904 said:

@Paradoxoglanis.1904 said:February 25, 2020(Competitive split)
Increased power coefficient of pass-through attack from 2.52 to 2.8
. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.

Just why...

You cannot really react to a DH laying a trap under you, so that doesn't deal damage. But walking/being knocked over the visible edges of the ring is something you have to avoid. What's your problem with this?

Mainly why did it get buffed in the patch that was supposed to nerf damage when it was already very strong.

Because of all the bits you didn't highlight?

The initial placement was never the reason this trap did lots of damage. The protection nerf is the only significant nerf, but again prot wasnt the reason people took this trap.

Yes people took this trap because it's instant-cast, so with trapper runes it's basicly a panic button for on-demand stealth.It only is useful for its damage on power DH, and against very specific builds with no stability, and bad players who have no idea how to stunbreak/position themselves. But in that nieche it's indeed powerful. You can get two-shot by the ring if you aren't paying attention.I personally think this is awesome. There should be more skills like this (there are a few, but I'd like even more). Once the damage is locked behind so many conditions needing to be met, it's fine for things to be very powerful.

I agree its an interesting skill and much better to fight compared to things like burn guards and scourges, but the counterplay is somewhat lost when the guard can combo you for 15-20k damage while invisible

Okay, let's see.

Let's go for the middle value of 17.5k.A full burst dh runs virtues, radiance and dh with full on damage modifier traits. I'll list them for clarity;20% from aegis, 10% from virtue usage, 1% per boon. This is virtues.10% against burning targets, and a bunch of crit chance from radiance. This is radiance.10% against crippled targets (this makes it very good vs this forum), 5-15% depending on range (5%) in melee, and 15% to a tethered target.

Realistically, you're not going to burn f2 or f3 while you're trying to burst from invis. So you'll not have the 10 from virtues nor the 15 or the 10 from DH as they both reveal you. You'll also only have around 3 boons, since you get them primarily from virtue casts and symbols.

The only burst you can do from invis is a Trueshot, maybe into JI, test of faith shield 5. TS will hit for about 5-8k without full modifiers and the trap even has an arming time before you can trigger the damage. So there's absolutely no way a DH will burst you for 15k from stealth.

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@Hogwarts Zebra.8597 said:If you did some basic calculations, you'd see that the damage was nerfed, not buffed.

Let's look at the change: Increased power coefficient of pass-through attack from 2.52 to 2.8. Reduced power coefficient of initial attack from 1.4 to 0.1

So ToF lost a 1.3 coefficient on initial activation for a 0.28 gain for each proc. If we divide 1.3 by 0.28 we get 4.64285714, which is the amount of times you'll have to cross the border in order for post-patch dmg to catch up to pre-patch dmg. This means you need to cross the border at least 5 times to take more dmg than you did pre-patch). Obviously this will never happen. Any competent player will not get hit by the border 5+ times, and any pepega that does would be dead already.

Conclusion: the patch was an overall damage nerf to ToF

To be fair, you don't acknowledge all circumstances.Let's say that there is a teamfight and the trap gets triggered by just 1 enemy. Yes, the damage against that target will be nerfed.

Now if other enemies are crossing the boarder during that fight, then the damage against them got buffed. Since the initial damage was not going to hit them anyway, so just the pass-through damage applies to them. And that damage got buffed.

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