I guess melee variance was put in while I was away, and I have to say I'm uncertain as to why this seemed to be a necessary change.
My first point from is that as a melee class (specifically an assassin) we usually have to spend our points in Critical strike, base melee weapon type, and dual wield in order to be effective in combat. As such, the point investment for this damage is far greater than that of the casting classes. While it is true we have more spec points to spend because of this, I am uncertain as to why our damage variance (upwards of 30%) was introduced in the first place, when a caster simply needs to spec in their primary damage dealing ability to have a fairly tight damage variation. My earth Wiz has 49 earth, and almost zero variance on his dds against a single target.
My second point is that looking at it from a numbers and a simply logical standpoint, I have seen many times where an evade based ability (which should have a higher damage multiplier than ANY anytime style) frequently hits for below that of the standard assassin garrote/ah combo. I have had leaper AND ripper (both of which have some if not the highest damage multipliers in the game) hit for less than a garrote, which should have a much lower damage potential.
I'm not trying to open up the nerf this class or that wound, but could the staff at least look at the variance and possibly tweak it so that even if you hit the low end of the spectrum, the damage from positional/evade/block etc styles ends up at least being better than our anytime styles? Did I miss some overarching reason why this was put in, in the first place?
-Akhi
My first point from is that as a melee class (specifically an assassin) we usually have to spend our points in Critical strike, base melee weapon type, and dual wield in order to be effective in combat. As such, the point investment for this damage is far greater than that of the casting classes. While it is true we have more spec points to spend because of this, I am uncertain as to why our damage variance (upwards of 30%) was introduced in the first place, when a caster simply needs to spec in their primary damage dealing ability to have a fairly tight damage variation. My earth Wiz has 49 earth, and almost zero variance on his dds against a single target.
My second point is that looking at it from a numbers and a simply logical standpoint, I have seen many times where an evade based ability (which should have a higher damage multiplier than ANY anytime style) frequently hits for below that of the standard assassin garrote/ah combo. I have had leaper AND ripper (both of which have some if not the highest damage multipliers in the game) hit for less than a garrote, which should have a much lower damage potential.
I'm not trying to open up the nerf this class or that wound, but could the staff at least look at the variance and possibly tweak it so that even if you hit the low end of the spectrum, the damage from positional/evade/block etc styles ends up at least being better than our anytime styles? Did I miss some overarching reason why this was put in, in the first place?
-Akhi