07-12-2016, 07:12 PM
I'm not entirely certain Ether Invitation needs a power boost that large. Rising game became far better with the Great Reckoning if you don't soft cap the stats ahead of time, Wraithguard is still one of the better DRs in the game, and Death Gaze, Sanguine Star, Fitting Form, and Ghostwind all kick ass. I don't want to add 'can one shot kill people who aren't tanks' to the list here.
Because the cap applies before the reductions, crit builds on average do more damage with a normal attack than Ether Invitation. On that end, if the cap was moved to check post-reduction, it could still chomp down on people who are proving difficult to kill. For example, if a Ghost used Ether Invitation at 100/600 HP, the attack would do 500 damage. After the hypothetical target's defenses, let's assume that damage turns out to be 270 damage. The damage dealt exceeds the cap, so it is lowered to 250.
There are a few issues with simply doubling damage on EI at low health, namely how nice it plays with what already exists in the game. Do you really want to be crit by an excel weapon with 2x damage? On the flip side, what difference does it make if your 40 damage critical on the 1.2k HP wall of cement trucks takes 80 instead?
The skill likely needs normalization in its scaling. Pre-Great reckoning it had this by default because static caps play nice with static defense reduction, even if tanks were still better off against it. That's my two cents on how to change it.
Because the cap applies before the reductions, crit builds on average do more damage with a normal attack than Ether Invitation. On that end, if the cap was moved to check post-reduction, it could still chomp down on people who are proving difficult to kill. For example, if a Ghost used Ether Invitation at 100/600 HP, the attack would do 500 damage. After the hypothetical target's defenses, let's assume that damage turns out to be 270 damage. The damage dealt exceeds the cap, so it is lowered to 250.
There are a few issues with simply doubling damage on EI at low health, namely how nice it plays with what already exists in the game. Do you really want to be crit by an excel weapon with 2x damage? On the flip side, what difference does it make if your 40 damage critical on the 1.2k HP wall of cement trucks takes 80 instead?
The skill likely needs normalization in its scaling. Pre-Great reckoning it had this by default because static caps play nice with static defense reduction, even if tanks were still better off against it. That's my two cents on how to change it.