Stop Nerfing Warriors
" faster attack time means faster damage in any circumstance. . . you acting like you didn't have to dodge with the old rolling slam. . .stop that. but consider this heavy stunning a boss gives you a "static target dummy" for 3-6 seconds. . . you do more damage with the new rolling slam in that window than what was possible with the old one, BECAUSE THERE IS NO WAY TO BYPASS MINIMUM ATTACK TIME! (shouting for emphasis) Math. . .checks out. real life application. . .also checks out. |
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"you acting like you didn't have to dodge with the old rolling slam."
You don't understand. Window X allows you to rolling slam (2 hits) 1 time, then you have to dodge. This same Window X WILL NOT ALLOW you use rolling slam 2 times (4 hits) because it is a bit faster. You will objectively do less damage in certain fights. |
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" math ahead. . .you've been warned. real life application: boss has been heavy stunned for 3 seconds. (for simplicity we do no crits and do not miss any attacks) old rolling slam = 2 full attacks in that window. new rolling slam = 3 full attacks in that window. lets take a weapon that has 1000 flat damage on it. old rolling slam attacks fully merged gives 2000 base with a multiplier of 2204% new rolling slam attacks fully merged gives 3000 base with a multiplier of 2445% the new rolling slam has a higher base damage AND multiplier. it is not a nerf, due to the power of attack speed which you cannot get on the old version of the skill. but lets talk about your window X scenario that window is at least 1.5 seconds, meaning with the new skill you will get 2 little slams and 1 big slam. so lets do the math. . . new skill. 1000 base damage times full 2 hits multi of 815% = 8150 total damage + 1000 time first hit of rolling slam at 272% for 2720 total damage. total damage for all hits = 10,870. old skill 1000 base damage times 2 full hits multi of 910 = 9,100 total damage. new skill = 10,870 old skill = 9,100 so even in your handpicked "window X" the old skill still does less damage. . . . . .math. . . Last edited by thawn4444#3507 on May 23, 2026, 2:20:56 PM
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"old rolling slam = 2 full attacks in that window.
new rolling slam = 3 full attacks in that window." Rolling slam is not 50% faster. |
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" Jokes on you, BM is mathematically the best Bleed Rake Asc in the game Combat Balance > Feelings
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" yes you are right, but also wrong because the speed increase is 33% it doesn't need to be 50%. so that means. . . old 1.5 seconds attack time = 2 full attacks in 3 seconds. new 1 second attack time = 3 full attacks in 3 seconds. we reach these numbers by dividing 3 by 1.5 = 2 and dividing 3 by 1 = 3 math. . . Last edited by thawn4444#3507 on May 23, 2026, 2:38:43 PM
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"so that means. . .
old 1.5 seconds attack time = 2 full attacks in 3 seconds. new 1 second attack time = 3 full attacks in 3 seconds." I don't believe it works that way. But lets see if the 2% usage of this skill will increase with these changes. |
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for me, the main skill is not the one which has the most damage or dps
is the one that "connects" your build with your mechanic or tech of choice, or what is the most important in your skill rotation for me a real nerf is aiming towards less ignite chance/mag or less armour breaking dps/avg hit is a gear checkpoint we have new crafting and meta like fluxes, crafting better gear -or trading for- will be easier the game will be easier overall you don't need to math it away the reason is: i believe doing the final portion of the endgame content will require such gear like killing 5 bosses inside a ritual, that's the new "ceiling" Last edited by Dragoon_Diver#5241 on May 23, 2026, 9:13:11 PM
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" it literally does work that way. . .it is grade school level simple addition 1.5 + 1.5 = 3 (two full attacks) 1 + 1 + 1 = 3 (3 full attacks) but as a true melee player I don't care if it is 2% or 0.2% I still play it for the love of the game. |
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" You are making the assumption that the exact moment the monster is heavy stunned you are using rolling slam and there are no ground effects to dodge in that time and you can use them back to back without dodging. Imaginary made up scenarios. This is the problem with making builds with tiny windows with burst damage. It makes cool clips but its not reliable. |
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