buff one handed spear

    • buff one handed spear

      from 40% to 32% its hard nerf. ok no sustain damage now but see E damage is stupid crap;

      tier 6 damage:

      1 handed spear (3 stacks): 762 / 20 secs cooldown
      1 handed sword (3 stacks): 1052 / 12 secs cooldown
      1 handed axe 446 /10 secs cooldown
      1 handed dagger: 190 magical damage per normal attack/20 secs cooldown (daggers 1.7 attack per second)

      you overkill a weapon tree by huge nerf and plus, you dont even mind what is going to happen.
      Do you even play your game or just watch CD to see what big thing to nerf?

      nobody played spear at 35% stack, do you even remember it?
    • PaladinJavier wrote:

      de 40% a 32% seu nerf rígido. ok sem sustentar o dano agora, mas ver o dano E é uma merda estúpida;

      dano nível 6:

      Lança de 1 mão (3 pilhas): 762/20 segundos de recarga
      Espada de 1 mão (3 pilhas): 1052/12 segundos de recarga
      1 machado de mão 446/10 segundos resfriamento
      Adaga de 1 mão: 190 de dano mágico por ataque normal / 20 segundos de recarga (adagas 1,7 de ataque por segundo)

      você mata uma árvore de armas com um nerf enorme e, além disso, você nem se importa com o que vai acontecer.
      Você ao menos joga seu jogo ou apenas assiste ao CD para ver o que há de grande em nerf?

      ninguém jogou spear com 35% da pilha, você se lembra disso?
      LOL, Dont cry
    • Hattenhair wrote:

      Some calculations from another thread regarding Spirit Spear damage bonus nerf from 40% down to 32%:

      Now if it were me I'd compare not AA or Q damage, but rather damage in the whole weapon toolkit. I'll do a basic comparison between 2 weapons I would assume are the closest in their respective roles, yet are in different trees: Pike and Claymore with an IP of 1103 and 1104 respectively.
      Since scaling with AA buffs is multiplicative (most complaints seem to go towards cloth spear users), I will take a 60% mag/atk bonus as a baseline (Full cleric gear with damage passives on).

      I will go for the W+E burst-routes and use AA and Q as the main source of sustain damage during cooldowns.

      Claymore (1104 IP) skill set (60% atk bonus included, passives excluded):
      • AA - 190 phys dmg, 1 AA/s, (1.12, 1.24 and 1.36 for each Q stack respectively).
      • Q1 - Heroic Strike - 453 phys dmg, 3s CDR, 12% MS/AA bonus, 6s duration.
      • W4 - Splitting Slash - 787 phys dmg, 15s CDR, 2.23s Root.
      • E - Charge - 1702 phys dmg at 3 stacks, 20s CDR, 0.8s Stun, 1s I-Frame.
      Claymore fastest burst DPS route from 0 stacks (~11-12s in execution time):
      Q (453, 0.35s) --> 3 AA in 3s (0.89s per), 1 stack (190x3=570) --> Q (453, 0.35s) --> 3AA in 3s (0.8s per), 2 stacks (190x3=570) --> Q (453, 0.35s) --> 1AA (0.74s), 3 stacks (190) --> W (787, 0.3s; standtime cancel of 0.5s) --> E (1702, ~0.8s if casting point-blank).
      Total damage = 5178, before factoring armor.

      Claymore sustain DPS route after burst for next 20s, starting at 0 stacks (Swords favour skill damage over AA damage):
      Q (453, 0.35s) --> 3 AA in 3s (0.89s per), 1 stack (190x3=570) --> Q (453, 0.35s) --> 3AA in 3s (0.8s per), 2 stacks (190x3=570) --> Q (453, 0.35s) --> 4AA in 3s (0.74s per), 3 stacks (190x4=760) --> Repeat Q and 4AA 3 times ((453+760)x3).
      Total damage = 6898 damage, before armor.

      Pike (1103 IP) skill set (60% atk bonus included, passives excluded):
      • AA - 237 phys dmg (332, 426 and 521 for each Q stack respectively), 0.8AA/s.
      • Q1 - Lunging Strike - 454 phys dmg, 3s CDR, 40% AA bonus, 8s duration, 5.45s 10% slow.
      • W5 - Impaler - 902 phys dmg, 12s CDR, 5.45s 50% slow.
      • E - Rooting Smash - 1372 phys dmg at 3 stacks, 15s CDR, 5.07s Root.
      Pike burst route from 0 stacks (~8-9s in execution time):
      Q (454, ~0.35s, there seems to be a weird grace period afterwards where you can't AA for an additional ~0.9s) --> 2 AA in 3s (1.24s per), 1 stack (332x2=664) --> Q (454, ~0.35s+~0,9s grace) --> 2 AA in 3s (1.24s per), 2 stack (426x2=852) --> Q (454, ~0.35s+~0,9s) -> 1AA (1.24s), 3 stack (521) --> W (902, ~0.5s, this skill has no standtime?) --> E (1372, ~0.5s, 0 standtime aswell?).
      Total damage = 5673, before armor.

      Pike sustain route from 3 stacks (most spears dont drop stacks after E) for 20s (Spears favour AA over Q at 3 stacks):
      Q (454, ~0.35s+~0,9s) --> 5AA in 8s (1.24s per), 3 stacks (521x5=2605) --> Q (454, ~0.35s+~0,9s) --> 5AA in 8s (1.24s per), 3 stacks (521x5=2605) --> Q (454, ~0.35s+~0,9s) --> 3AA in 4s (1.24s per), 3 stacks (521x3=2084).
      Total damage = 8656, before armor.

      Post-nerf AA's will deal 237, 312, 389, 465 damage respectively.
      Burst post-nerf route will deal - 5491 damage.
      Sustain 20s route will deal - 7407 damage.

      In conclusion:
      Pike has more damage and burst opportunities, while having much less utility.

      The nerf seems pretty reasonable on paper since spears, if played correctly, may never drop their stacks. One of my concerns would be 1h spears which will loose a ton of pressuring damage as a result, especially the regular 1h spear since it's the only spear that drops stacks on E and might need a buff to put it in the line with other spears.
      Just make it not drop stacks after E, like all other spears, engraining it as a basic mechanic for the weapon tree.
      Considering the nerf theres little to no excuse to not do it.
      - You're a monster.
      - Am I?
    • Hattenhair wrote:

      Hattenhair wrote:

      Alguns cálculos de outro tópico sobre o nerf de bônus de dano da Lança Espiritual de 40% para 32%:

      Agora, se fosse eu, não compararia o dano AA ou Q, mas sim o dano em todo o kit de ferramentas de armas. Farei uma comparação básica entre 2 armas que presumo serem as mais próximas em suas respectivas funções, mas estão em árvores diferentes: Pike e Claymore com um IP de 1103 e 1104 respectivamente.
      Já que escalar com buffs de AA é multiplicativo (a maioria das reclamações parece ir para usuários de lanças de pano), vou aceitar um bônus de mag / atk de 60% como linha de base (equipamento completo de clérigo com passivos de dano).

      Eu irei para o burst-routes W + E e usar AA e Q como a principal fonte de sustentar o dano durante os cooldowns.

      Conjunto de habilidades Claymore (1104 IP) (bônus de atk de 60% incluído, passivos excluídos):
      • AA - 190 phys dmg, 1 AA / s, (1,12, 1,24 e 1,36 para cada pilha Q, respectivamente).
      • Q1 - Heroic Strike - 453 phys dmg, 3s CDR, 12% de bônus MS / AA, 6s de duração.
      • W4 - Dividindo Barra - 787 phys dmg, 15s CDR, 2.23s Root.
      • E - Charge - 1702 phys dmg em 3 stacks, 20s CDR, 0.8s Stun, 1s I-Frame.
      Rota DPS de burst mais rápida de Claymore de 0 pilhas (~ 11-12s em tempo de execução):
      Q (453, 0,35s) - > 3 AA em 3s (0,89s por), 1 pilha (190x3 = 570) - > Q (453, 0,35s) - > 3AA em 3s (0,8s por), 2 pilhas (190x3 = 570) - > Q (453, 0,35s) - > 1AA (0,74s), 3 pilhas (190) - > W (787, 0,3s; cancelamento do tempo de espera de 0,5s) - > E (1702, ~ 0,8 s se lançando à queima-roupa).
      Dano total = 5178, antes de fatorar a armadura.

      Claymore sustenta a rota DPS após o estouro pelos próximos 20s, começando com pilhas 0 (Espadas favorecem dano de habilidade em vez de dano de AA):
      Q (453, 0,35s) - > 3 AA em 3s (0,89s por), 1 pilha (190x3 = 570) - > Q (453, 0,35s) - > 3AA em 3s (0,8s por), 2 pilhas (190x3 = 570) - > Q (453, 0,35s) - > 4AA em 3s (0,74s por), 3 pilhas (190x4 = 760) - > Repetir Q e 4AA 3 vezes ((453 + 760) x3).
      Dano total = 6898 de dano, antes da armadura.

      Conjunto de habilidades de Pike (1103 IP) (bônus de atk de 60% incluído, passivos excluídos):
      • AA - 237 phys dmg (332, 426 e 521 para cada pilha Q respectivamente), 0,8AA / s.
      • Q1 - Lunging Strike - 454 phys dmg, 3s CDR, 40% de bônus AA, 8s de duração, 5,45s 10% lento.
      • W5 - Impaler - 902 phys dmg, 12s CDR, 5,45s 50% lento.
      • E - Rooting Smash - 1372 phys dmg em 3 stacks, 15s CDR, 5.07s Root.
      Pike burst route de 0 pilhas (~ 8-9s em tempo de execução):
      Q (454, ~ 0,35 s, parece haver um período de carência estranho depois em que você não pode AA por mais ~ 0,9 s) -> 2 AA em 3 s (1,24 s por), 1 pilha (332x2 = 664) -> Q (454, ~ 0,35s + ~ 0,9s de graça) -> 2 AA em 3s (1,24s por), 2 pilhas (426x2 = 852) -> Q (454, ~ 0,35s + ~ 0,9s ) -> 1AA (1,24s), 3 pilhas (521) -> W (902, ~ 0,5s, esta habilidade não tem tempo de espera?) -> E (1372, ~ 0,5 s, 0 tempo de espera também?).
      Dano total = 5673, antes da armadura.

      Rota de sustentação do pique a partir de 3 pilhas (a maioria das lanças não deixa cair as pilhas depois de E) por 20s (as lanças preferem AA em vez de Q com 3 pilhas):
      Q (454, ~ 0,35s + ~ 0,9s) - > 5AA em 8s (1,24s por), 3 pilhas (521x5 = 2605) -> Q (454, ~ 0,35s + ~ 0,9s) - > 5AA em 8s (1,24s por), 3 pilhas (521x5 = 2605) -> Q (454, ~ 0,35s + ~ 0,9s) - > 3AA em 4s (1,24s por), 3 pilhas (521x3 = 2084).
      Dano total = 8656, antes da armadura.

      AA pós-nerf causarão 237, 312, 389, 465 de dano respectivamente.
      A rota de explosão pós-nerf causará - 5491 de dano.
      A rota de Sustain 20s causará - 7407 de dano.

      Para concluir:
      Pike tem mais oportunidades de dano e explosão, embora tenha muito menos utilidade.

      O nerf parece bastante razoável no papel, uma vez que as lanças, se jogadas corretamente, podem nunca perder suas pilhas. Uma das minhas preocupações seriam as lanças de 1h, que perderão uma tonelada de dano de pressão como resultado, especialmente a lança normal de 1h, já que é a única lança que deixa cair pilhas em E e pode precisar de um buff para alinhá-la com outras lanças.
      Apenas faça com que ele não derrube pilhas depois de E, como todas as outras lanças, gravando-o como uma mecânica básica para a árvore de armas.Considerando o nerf, há pouca ou nenhuma desculpa para não fazê-lo.
      Not
    • LagartixaBombada wrote:

      PaladinJavier wrote:

      de 40% a 32% seu nerf rígido. ok sem sustentar o dano agora, mas ver o dano E é uma merda estúpida;

      dano nível 6:

      Lança de 1 mão (3 pilhas): 762/20 segundos de recarga
      Espada de 1 mão (3 pilhas): 1052/12 segundos de recarga
      1 machado de mão 446/10 segundos resfriamento
      Adaga de 1 mão: 190 de dano mágico por ataque normal / 20 segundos de recarga (adagas 1,7 de ataque por segundo)

      você mata uma árvore de armas com um nerf enorme e, além disso, você nem se importa com o que vai acontecer.
      Você ao menos joga seu jogo ou apenas assiste ao CD para ver o que há de grande em nerf?

      ninguém jogou spear com 35% da pilha, você se lembra disso?
      LOL, Dont cry

      pinto wrote:

      paladinjavier is a troll:
      yes | of course
      zero arguments at previous posts by me.
      dont troll at least this time.
    • PaladinJavier wrote:

      LagartixaBombada wrote:

      PaladinJavier wrote:

      de 40% a 32% seu nerf rígido. ok sem sustentar o dano agora, mas ver o dano E é uma merda estúpida;

      dano nível 6:

      Lança de 1 mão (3 pilhas): 762/20 segundos de recarga
      Espada de 1 mão (3 pilhas): 1052/12 segundos de recarga
      1 machado de mão 446/10 segundos resfriamento
      Adaga de 1 mão: 190 de dano mágico por ataque normal / 20 segundos de recarga (adagas 1,7 de ataque por segundo)

      você mata uma árvore de armas com um nerf enorme e, além disso, você nem se importa com o que vai acontecer.
      Você ao menos joga seu jogo ou apenas assiste ao CD para ver o que há de grande em nerf?

      ninguém jogou spear com 35% da pilha, você se lembra disso?
      LOL, Dont cry

      pinto wrote:

      paladinjavier is a troll:
      yes | of course
      zero arguments at previous posts by me.dont troll at least this time.
      paladinjavier is a troll:
      yes | of course
    • Hattenhair wrote:

      Hattenhair wrote:

      Some calculations from another thread regarding Spirit Spear damage bonus nerf from 40% down to 32%:

      Now if it were me I'd compare not AA or Q damage, but rather damage in the whole weapon toolkit. I'll do a basic comparison between 2 weapons I would assume are the closest in their respective roles, yet are in different trees: Pike and Claymore with an IP of 1103 and 1104 respectively.
      Since scaling with AA buffs is multiplicative (most complaints seem to go towards cloth spear users), I will take a 60% mag/atk bonus as a baseline (Full cleric gear with damage passives on).

      I will go for the W+E burst-routes and use AA and Q as the main source of sustain damage during cooldowns.

      Claymore (1104 IP) skill set (60% atk bonus included, passives excluded):
      • AA - 190 phys dmg, 1 AA/s, (1.12, 1.24 and 1.36 for each Q stack respectively).
      • Q1 - Heroic Strike - 453 phys dmg, 3s CDR, 12% MS/AA bonus, 6s duration.
      • W4 - Splitting Slash - 787 phys dmg, 15s CDR, 2.23s Root.
      • E - Charge - 1702 phys dmg at 3 stacks, 20s CDR, 0.8s Stun, 1s I-Frame.
      Claymore fastest burst DPS route from 0 stacks (~11-12s in execution time):
      Q (453, 0.35s) --> 3 AA in 3s (0.89s per), 1 stack (190x3=570) --> Q (453, 0.35s) --> 3AA in 3s (0.8s per), 2 stacks (190x3=570) --> Q (453, 0.35s) --> 1AA (0.74s), 3 stacks (190) --> W (787, 0.3s; standtime cancel of 0.5s) --> E (1702, ~0.8s if casting point-blank).
      Total damage = 5178, before factoring armor.

      Claymore sustain DPS route after burst for next 20s, starting at 0 stacks (Swords favour skill damage over AA damage):
      Q (453, 0.35s) --> 3 AA in 3s (0.89s per), 1 stack (190x3=570) --> Q (453, 0.35s) --> 3AA in 3s (0.8s per), 2 stacks (190x3=570) --> Q (453, 0.35s) --> 4AA in 3s (0.74s per), 3 stacks (190x4=760) --> Repeat Q and 4AA 3 times ((453+760)x3).
      Total damage = 6898 damage, before armor.

      Pike (1103 IP) skill set (60% atk bonus included, passives excluded):
      • AA - 237 phys dmg (332, 426 and 521 for each Q stack respectively), 0.8AA/s.
      • Q1 - Lunging Strike - 454 phys dmg, 3s CDR, 40% AA bonus, 8s duration, 5.45s 10% slow.
      • W5 - Impaler - 902 phys dmg, 12s CDR, 5.45s 50% slow.
      • E - Rooting Smash - 1372 phys dmg at 3 stacks, 15s CDR, 5.07s Root.
      Pike burst route from 0 stacks (~8-9s in execution time):
      Q (454, ~0.35s, there seems to be a weird grace period afterwards where you can't AA for an additional ~0.9s) --> 2 AA in 3s (1.24s per), 1 stack (332x2=664) --> Q (454, ~0.35s+~0,9s grace) --> 2 AA in 3s (1.24s per), 2 stack (426x2=852) --> Q (454, ~0.35s+~0,9s) -> 1AA (1.24s), 3 stack (521) --> W (902, ~0.5s, this skill has no standtime?) --> E (1372, ~0.5s, 0 standtime aswell?).
      Total damage = 5673, before armor.

      Pike sustain route from 3 stacks (most spears dont drop stacks after E) for 20s (Spears favour AA over Q at 3 stacks):
      Q (454, ~0.35s+~0,9s) --> 5AA in 8s (1.24s per), 3 stacks (521x5=2605) --> Q (454, ~0.35s+~0,9s) --> 5AA in 8s (1.24s per), 3 stacks (521x5=2605) --> Q (454, ~0.35s+~0,9s) --> 3AA in 4s (1.24s per), 3 stacks (521x3=2084).
      Total damage = 8656, before armor.

      Post-nerf AA's will deal 237, 312, 389, 465 damage respectively.
      Burst post-nerf route will deal - 5491 damage.
      Sustain 20s route will deal - 7407 damage.

      In conclusion:
      Pike has more damage and burst opportunities, while having much less utility.

      The nerf seems pretty reasonable on paper since spears, if played correctly, may never drop their stacks. One of my concerns would be 1h spears which will loose a ton of pressuring damage as a result, especially the regular 1h spear since it's the only spear that drops stacks on E and might need a buff to put it in the line with other spears.
      Just make it not drop stacks after E, like all other spears, engraining it as a basic mechanic for the weapon tree.Considering the nerf theres little to no excuse to not do it.
      nice Analysis. could be a good point to dont become a warbow melee.
    • PaladinJavier wrote:

      Hattenhair wrote:

      Hattenhair wrote:

      Some calculations from another thread regarding Spirit Spear damage bonus nerf from 40% down to 32%:

      Now if it were me I'd compare not AA or Q damage, but rather damage in the whole weapon toolkit. I'll do a basic comparison between 2 weapons I would assume are the closest in their respective roles, yet are in different trees: Pike and Claymore with an IP of 1103 and 1104 respectively.
      Since scaling with AA buffs is multiplicative (most complaints seem to go towards cloth spear users), I will take a 60% mag/atk bonus as a baseline (Full cleric gear with damage passives on).

      I will go for the W+E burst-routes and use AA and Q as the main source of sustain damage during cooldowns.

      Claymore (1104 IP) skill set (60% atk bonus included, passives excluded):
      • AA - 190 phys dmg, 1 AA/s, (1.12, 1.24 and 1.36 for each Q stack respectively).
      • Q1 - Heroic Strike - 453 phys dmg, 3s CDR, 12% MS/AA bonus, 6s duration.
      • W4 - Splitting Slash - 787 phys dmg, 15s CDR, 2.23s Root.
      • E - Charge - 1702 phys dmg at 3 stacks, 20s CDR, 0.8s Stun, 1s I-Frame.
      Claymore fastest burst DPS route from 0 stacks (~11-12s in execution time):
      Q (453, 0.35s) --> 3 AA in 3s (0.89s per), 1 stack (190x3=570) --> Q (453, 0.35s) --> 3AA in 3s (0.8s per), 2 stacks (190x3=570) --> Q (453, 0.35s) --> 1AA (0.74s), 3 stacks (190) --> W (787, 0.3s; standtime cancel of 0.5s) --> E (1702, ~0.8s if casting point-blank).
      Total damage = 5178, before factoring armor.

      Claymore sustain DPS route after burst for next 20s, starting at 0 stacks (Swords favour skill damage over AA damage):
      Q (453, 0.35s) --> 3 AA in 3s (0.89s per), 1 stack (190x3=570) --> Q (453, 0.35s) --> 3AA in 3s (0.8s per), 2 stacks (190x3=570) --> Q (453, 0.35s) --> 4AA in 3s (0.74s per), 3 stacks (190x4=760) --> Repeat Q and 4AA 3 times ((453+760)x3).
      Total damage = 6898 damage, before armor.

      Pike (1103 IP) skill set (60% atk bonus included, passives excluded):
      • AA - 237 phys dmg (332, 426 and 521 for each Q stack respectively), 0.8AA/s.
      • Q1 - Lunging Strike - 454 phys dmg, 3s CDR, 40% AA bonus, 8s duration, 5.45s 10% slow.
      • W5 - Impaler - 902 phys dmg, 12s CDR, 5.45s 50% slow.
      • E - Rooting Smash - 1372 phys dmg at 3 stacks, 15s CDR, 5.07s Root.
      Pike burst route from 0 stacks (~8-9s in execution time):
      Q (454, ~0.35s, there seems to be a weird grace period afterwards where you can't AA for an additional ~0.9s) --> 2 AA in 3s (1.24s per), 1 stack (332x2=664) --> Q (454, ~0.35s+~0,9s grace) --> 2 AA in 3s (1.24s per), 2 stack (426x2=852) --> Q (454, ~0.35s+~0,9s) -> 1AA (1.24s), 3 stack (521) --> W (902, ~0.5s, this skill has no standtime?) --> E (1372, ~0.5s, 0 standtime aswell?).
      Total damage = 5673, before armor.

      Pike sustain route from 3 stacks (most spears dont drop stacks after E) for 20s (Spears favour AA over Q at 3 stacks):
      Q (454, ~0.35s+~0,9s) --> 5AA in 8s (1.24s per), 3 stacks (521x5=2605) --> Q (454, ~0.35s+~0,9s) --> 5AA in 8s (1.24s per), 3 stacks (521x5=2605) --> Q (454, ~0.35s+~0,9s) --> 3AA in 4s (1.24s per), 3 stacks (521x3=2084).
      Total damage = 8656, before armor.

      Post-nerf AA's will deal 237, 312, 389, 465 damage respectively.
      Burst post-nerf route will deal - 5491 damage.
      Sustain 20s route will deal - 7407 damage.

      In conclusion:
      Pike has more damage and burst opportunities, while having much less utility.

      The nerf seems pretty reasonable on paper since spears, if played correctly, may never drop their stacks. One of my concerns would be 1h spears which will loose a ton of pressuring damage as a result, especially the regular 1h spear since it's the only spear that drops stacks on E and might need a buff to put it in the line with other spears.
      Just make it not drop stacks after E, like all other spears, engraining it as a basic mechanic for the weapon tree.Considering the nerf theres little to no excuse to not do it.
      nice Analysis. could be a good point to dont become a warbow melee.
      Spears are one of the most broken weapons in albion these days and you want to make them even more broken? Are you not ashamed?
    • LagartixaBombada wrote:

      PaladinJavier wrote:

      Hattenhair wrote:

      Hattenhair wrote:

      Some calculations from another thread regarding Spirit Spear damage bonus nerf from 40% down to 32%:

      Now if it were me I'd compare not AA or Q damage, but rather damage in the whole weapon toolkit. I'll do a basic comparison between 2 weapons I would assume are the closest in their respective roles, yet are in different trees: Pike and Claymore with an IP of 1103 and 1104 respectively.
      Since scaling with AA buffs is multiplicative (most complaints seem to go towards cloth spear users), I will take a 60% mag/atk bonus as a baseline (Full cleric gear with damage passives on).

      I will go for the W+E burst-routes and use AA and Q as the main source of sustain damage during cooldowns.

      Claymore (1104 IP) skill set (60% atk bonus included, passives excluded):
      • AA - 190 phys dmg, 1 AA/s, (1.12, 1.24 and 1.36 for each Q stack respectively).
      • Q1 - Heroic Strike - 453 phys dmg, 3s CDR, 12% MS/AA bonus, 6s duration.
      • W4 - Splitting Slash - 787 phys dmg, 15s CDR, 2.23s Root.
      • E - Charge - 1702 phys dmg at 3 stacks, 20s CDR, 0.8s Stun, 1s I-Frame.
      Claymore fastest burst DPS route from 0 stacks (~11-12s in execution time):
      Q (453, 0.35s) --> 3 AA in 3s (0.89s per), 1 stack (190x3=570) --> Q (453, 0.35s) --> 3AA in 3s (0.8s per), 2 stacks (190x3=570) --> Q (453, 0.35s) --> 1AA (0.74s), 3 stacks (190) --> W (787, 0.3s; standtime cancel of 0.5s) --> E (1702, ~0.8s if casting point-blank).
      Total damage = 5178, before factoring armor.

      Claymore sustain DPS route after burst for next 20s, starting at 0 stacks (Swords favour skill damage over AA damage):
      Q (453, 0.35s) --> 3 AA in 3s (0.89s per), 1 stack (190x3=570) --> Q (453, 0.35s) --> 3AA in 3s (0.8s per), 2 stacks (190x3=570) --> Q (453, 0.35s) --> 4AA in 3s (0.74s per), 3 stacks (190x4=760) --> Repeat Q and 4AA 3 times ((453+760)x3).
      Total damage = 6898 damage, before armor.

      Pike (1103 IP) skill set (60% atk bonus included, passives excluded):
      • AA - 237 phys dmg (332, 426 and 521 for each Q stack respectively), 0.8AA/s.
      • Q1 - Lunging Strike - 454 phys dmg, 3s CDR, 40% AA bonus, 8s duration, 5.45s 10% slow.
      • W5 - Impaler - 902 phys dmg, 12s CDR, 5.45s 50% slow.
      • E - Rooting Smash - 1372 phys dmg at 3 stacks, 15s CDR, 5.07s Root.
      Pike burst route from 0 stacks (~8-9s in execution time):
      Q (454, ~0.35s, there seems to be a weird grace period afterwards where you can't AA for an additional ~0.9s) --> 2 AA in 3s (1.24s per), 1 stack (332x2=664) --> Q (454, ~0.35s+~0,9s grace) --> 2 AA in 3s (1.24s per), 2 stack (426x2=852) --> Q (454, ~0.35s+~0,9s) -> 1AA (1.24s), 3 stack (521) --> W (902, ~0.5s, this skill has no standtime?) --> E (1372, ~0.5s, 0 standtime aswell?).
      Total damage = 5673, before armor.

      Pike sustain route from 3 stacks (most spears dont drop stacks after E) for 20s (Spears favour AA over Q at 3 stacks):
      Q (454, ~0.35s+~0,9s) --> 5AA in 8s (1.24s per), 3 stacks (521x5=2605) --> Q (454, ~0.35s+~0,9s) --> 5AA in 8s (1.24s per), 3 stacks (521x5=2605) --> Q (454, ~0.35s+~0,9s) --> 3AA in 4s (1.24s per), 3 stacks (521x3=2084).
      Total damage = 8656, before armor.

      Post-nerf AA's will deal 237, 312, 389, 465 damage respectively.
      Burst post-nerf route will deal - 5491 damage.
      Sustain 20s route will deal - 7407 damage.

      In conclusion:
      Pike has more damage and burst opportunities, while having much less utility.

      The nerf seems pretty reasonable on paper since spears, if played correctly, may never drop their stacks. One of my concerns would be 1h spears which will loose a ton of pressuring damage as a result, especially the regular 1h spear since it's the only spear that drops stacks on E and might need a buff to put it in the line with other spears.
      Just make it not drop stacks after E, like all other spears, engraining it as a basic mechanic for the weapon tree.Considering the nerf theres little to no excuse to not do it.
      nice Analysis. could be a good point to dont become a warbow melee.
      Spears are one of the most broken weapons in albion these days and you want to make them even more broken? Are you not ashamed?
      ashamed? wtf you talking about. CD? Where dogshiet trinity abuses autoattack with stupid cleric robe? the dumbest content where it shines? because of that playstyle all tree deserves a nerf?

      where OP GLAIVE HAS near 50% WIN RATE? what content do you expect to do with upcoming nerf?


      murderledger.com/builds/1v1_hi…?weapon=MAIN_SPEAR_KEEPER
      murderledger.com/builds/1v1_high_ip_7_day?weapon=2H_GLAIVE
      murderledger.com/builds/1v1_hi…?weapon=2H_TRIDENT_UNDEAD
      murderledger.com/builds/1v1_high_ip_7_day?weapon=2H_SPEAR
      murderledger.com/builds/1v1_hi…n=MAIN_SPEAR_LANCE_AVALON



      frost (like 3 years at top)
      1h mace
      broadsword
      are the holy trinity at this game. wth you talking about. (Because this game is all about CD for you, guys. thats the problem)
    • What are you comparing?

      broadsword is a SINGLE TARGET weapon

      Daggers costs you damage and is not a one hit ability



      The comparisons you make are not reptresentative at all

      If you want to compare then do it with carving sword or maybe bloodletter

      Dont get me wrong, 1h spear does need a buff imo

      The post was edited 1 time, last by Mrpotato ().

    • PaladinJavier wrote:

      Bro, If I had to compare it with multitarget weapon, would be the WORST MELEE WEAPON.

      I rather compare non artifact one handed melee weapon.
      why don't u make comparisons of 1h spear with dual sword, carving sword & bloodletter? (don't forget to consider the auto-attack dmg in the calculation aswell :D)
      does comparing 1h spear E with 1h dagger E makes any sense to u?
    • pinto wrote:

      PaladinJavier wrote:

      Bro, If I had to compare it with multitarget weapon, would be the WORST MELEE WEAPON.

      I rather compare non artifact one handed melee weapon.
      why don't u make comparisons of 1h spear with dual sword, carving sword & bloodletter? (don't forget to consider the auto-attack dmg in the calculation aswell :D)does comparing 1h spear E with 1h dagger E makes any sense to u?
      LMAO.
      dual sword 3 stack AOE 888 DMG 15 secs cd
      blodletter 1234 DMG when 40%life every 30 sec
      carving 639 DMG (no stack) 73 res red (3 stack) 20 sec (damage scales after res red so damage applied is way more)
      all these apply more damage than 1HS
      the sense is way more loose if compared to GREATAXE 1550 dmg 25 sec . Overlaying mixed weapons between 1 handed, 2 handed is way more biased so I dont take them on point ( compare glaive E dmg vs broadsword E dmg... LMAO)

      The post was edited 3 times, last by PaladinJavier ().