Quote (Christian_X @ Feb 20 2011 04:15am)
Well the third option would be to accept the damage, but with the recommendation that people try to get a 5% torch, this damage would be reduced. At this point it looks like this is what will be happening.
Anyone who moves down to a 5% torch is putting himself at a disadvantage to anyone who stays with a 25% torch. This "suggestion" causes an imbalance. There are only two options - ban torch or keep 25% torch.
If people are bitching about two small charms, I will fucking buy everyone two small charms so they can go torchless. I can afford like 80 if need be.
Quote (eric_mendoza @ Feb 20 2011 11:29am)
their argument was its not happening because of economics... this is even less economical thats 300 fg at the lower end of charms..
and if someone would pm me how torchfire does so much dmg id appreciate because i do more fire dmg then a hell fire torch via my gear every hit then a torch does on that 1 in 4 hits...
and i personally never seen torch effect my duel either ;/ out of the select handful i lose to they are all 5% torch users o_O
DiabloWall (Slvl 10)
Number of submissiles = 10
phys dmg/frame: 22 - 30 (problably hitshifted to .34375 - .46875)
fire dmg/frame: 57 - 70 (problably hitshifted to .890625 - 1.09375)
Hitshift is 3, i.e. the damage is multiplied by 2^3 = 8, resulting in
Phys Dmg/Frame: 176 - 240
Fire Dmg/Frame: 480 - 584
This in turn must be divided by 256 to result in the final damage
Phys Dmg/Frame: 0.6875 - 0.9375 (17.1875-23.4375 per second)
Fire Dmg/Frame: 1.875 - 2.28125 (46.875-57.03125 per second)
At 1.875-2.28125 per frame, that is 46.875-57.03125 per second. And that is for only standing in one cell of the flame from one path. Typically the player is going to be hit by 3 of these cells so the fire damage per second of being in just one trail would be 140.625-171.09375 per second from one trail. Then the closer to the starting point the target is, the more trails that are likely to be hitting at one time. Which could be up to 10 in this case at point blank range. Then do a similar calculation for the physical part of the attack. All told, we are talking about well over 1k damage per second at point blank range before pvp penalty and resists.
This post was edited by inkanddagger on Feb 20 2011 02:32pm