1. #1

    (PTR) New Dmg/Xp numbers for Season 6

    Taken from Wudijo's post on Reddit.



    The amount of incoming damage in Greater Rift 70 and above has been reduced.
    The amount of Experience granted in Greater Rift 70 and above has been reduced.

    I wanted to find out more about these changes and did some testing. Here are my thoughts on what this will mean for the upcoming Season. I also made a video where I go over the numbers and explain my thoughts in more detail. Enjoy!

    Some interesting facts:
    -The reduced scaling starts at Tier 71, not 70.
    -New Dmg multiplier is 2.338% (doubling every 30 tiers) instead of 7.178% (doubling every 10 tiers).
    -New XP multiplier is 5% (doubling every 14.2 tiers) instead of 8% (doubling every 9 tiers).

    Some numbers:
    -Tier 80: -37.00% Dmg, -24.55% XP
    -Tier 90: -60.31% Dmg, -43.07% XP
    -Tier 100: -75.00% Dmg, -57.05% XP
    -Tier 110: -84.25% Dmg, -67.59% XP
    -Tier 120: -90.08% Dmg, -75.55% XP
    -Tier 130: -93.75% Dmg, -81.55% XP
    -Tier 140: -96.06% Dmg, -86.08% XP
    -Tier 150: -97.52% Dmg, -89.50% XP

    What this means for solo and group play: We can play much more offensively now, possibly dropping one or even two supports in 4man. I'm excited to see how this will change the group meta, especially if they also manage to fix the lags. This will also significantly impact solo play where stacking defensive buffs is usually not an option.

    What this means for XP farming: New XP values will be significantly lower, probably around half of what people are doing now; top groups can do ~1.8t/h now and maybe 700-900b/h next patch. Top solo players can probably reach 300-400b/h and do around the same next patch. This means the divide between solo and group play will go from ~5x times more to only ~double. It also means that nonseason players will have a hard time catching up as this is the first time that we actually get less experience than during the previous season. Top paragon players will probably end up at slightly higher levels than what we have seen during season 4. This also means that Caldesann's Despair will have a slightly bigger impact and that boss runs are relatively slightly more incentivized over no boss runs, however I think that adding a little more XP to the RG kill or closing rewards would be necessary to completely rule out no boss runs (which are not really enjoyable and counterintuitive, too).
    More info in the Reddit post.

  2. #2
    I like the indirect nerf to group play and paragon farming. As he states we won't be able to see a huge jump in GR levels clearing next season, but still more power creep.

    It seems that GR70 will be again the sweet spot for the season journey, but i can see them bumping it up to 75 if power levels scale accordingly.

    If anything, it's a good change for solo players since they cannot stack as much defenses as a full party.
    Non ti fidar di me se il cuor ti manca.

  3. #3
    Deleted
    One thing that has always bothered me is that almost every build requires a hefty amount of defenses or it's just not viable, no matter the damage output. It is one of the reasons why Firebird is such a failure, as all the other wizard sets offer some form of defensive boost in their set bonuses.

    Making it so that getting the damage done, and not avoiding death, is key to completing the rift will make some of these builds useful again.

  4. #4
    As i said also in other posts, due to this reliance on survivability we need to rely no set bonuses, and basically the most powerful ones will be the choice. Survivability is then made by choosing the best "save your ass skills" to fill up eventual holes in your actionbar.

    One of the reasons because Invoker is ridiculosly strong is that everything is done via Punish, the rest is stacking CDs that cover both defense and offense at the same time (Iron Skin, Champion, Consecrate) and hope for the right rifts.
    Non ti fidar di me se il cuor ti manca.

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