View Full Version : Souleater Fix
StingRay104
07-16-2011, 04:54 AM
I have always loved using souleater and was really happy to see the most recent update make it morefriendly for us to use, but there is still one problem that I think needs to be addressed. Ws's. As of right now our best ws's have multihits IE Guillotine and insurgency, both for scythe.
Now I'm a GS drk always have been always will be, and you can argue dmg and blah blah blah all you want thats not why I'm suggesting this. The main reason I'm suggesting a fix is because due to KC drk SE hates us using souleater to slaughter everything, and therefore they seem to refuse to give us ws's with multi hits.
My thought is to remove the does 10% hp for each on ws and make it 10 x ws dmg multiplier = %hp damage converted.
This would make it so that ws's like spinning slash and guillotine could all be on a similar level, for example Spinning Slash has 2.5 dmg mulitplier so it would be 25% hp/dmg, Guillotine since it has multi hits at .875 a pop, if all 4 hit thats 3.5 so that would make 35% instead of 40% that it gets now.
I know many of you other drks main scythe and are saying hell no don't lower our dmg output, but honestly it helps out everyone else so much more, not to mention items that increase souleater and ws torques/belts increase the damage this way. Besides its more usefull for all ws's both current and future.
Rezeak
07-17-2011, 09:39 AM
While i disagree with this i think it would be nice if we got a SE bonus for using a 2 handed weapon since there are main weapon and this is our main abilty.
StingRay104
07-17-2011, 10:14 AM
I don't understand why you disagree, I'm trying to take souleater for ws's away from the multihit ws's are the only good ones and make each ws effective with souleater. We need to get away from the Guillotine is the only ws period and embrace the possibilities that are coming up. Hell idk what the ws dmg mods on quietus are but this variation of souleater would benefit it more than it currently stands.
Zatias
07-17-2011, 04:59 PM
If you really think about it, the single hit weaponskills are not taking more away from your HP. This means that your next melee attacks wont be slightly nerfed due to the HP loss of a multihit.
Not that much of a consolation I know... lol
StingRay104
07-17-2011, 10:58 PM
If you really think about it, the single hit weaponskills are not taking more away from your HP. This means that your next melee attacks wont be slightly nerfed due to the HP loss of a multihit.
Not that much of a consolation I know... lol
Not a very strong counter point considering souleater with any ws will have the same result, even with Blood weapon up ws's still drain from our hp directly with no absorb. Also with the new JT that cuts our hp loss in half its more bang for your buck but the only ws's we can enjoy this on are guillotine and insurgency. All I want is the option to have souleater provide nice bonuses to all strong ws's not just the 2 that happen to be multihits, it allows us to have a little more fun with souleater and thats my goal here.
Rezeak
07-18-2011, 11:49 PM
The reason why i disagree is that it really doesn't do much.
Not to mention it'll make Great sword better for SE WS than scythe which is messed up.
It's really hard to explain but adding this doesn't change much usally i just melee SE cause it does more DMG cause the WS delay crap and for SE WS all it does is take away from scythe DRK and give to greats sword DRKs who already had an advantage of a lower delay.
Lastly and the main reason i see no need for it is that u can use a OAT weapon/kclub/low delay dagger to push SE DMG up more.
Summary it needs balancing so that it doesn't take away from scythe and then u need some real reason that it needs to be added rather than 1-3% more DMG we'd get
StingRay104
07-19-2011, 02:33 AM
Guilotine's total ws dmg modifier is 3.5
Spinning slash has it tiered at 2.5, 3.0. and 3.5
Ground Strike is 1.50, 1.75, and 3.0
Spiral hell is 1.375, 1.875, and 3.625
I have yet to find anyone with complete conlusive data on Insurgency but it could range from 2.0 to 4.0 depending on tp and what the actual ws dmg mods for each hit are. I've read posts that only main hit is tp modded while rest are static 1.0 and I've read posts were it is all modded by tp, all in all idk.
Catastrophe is 2.75
Scourge is 3.00
Torcleaver is 4.75, 5.75, and 6.5
Quietus is unknown
As you can see aside from empy/relic scythes Guillotine and maybe insurgency still would have more dmg from souleater than GS, and as for relic scythe it would mean more bang for your relic buck with that drain ability it has. Wish I knew quietus's mods but I'm sure they are better than Guillotine.
What I'm aiming for in this whole topic is to make all ws's gain respective boosts from souleater as opposed to only multihits getting the most out of it. Now with the upcoming update which we will see some ws adjustments it is all a mixed bag at this point, but at our current state all ws's would gain much more from this. Also equip like our ws torqs and belts would add so much more and it would over all work better with upcoming souleater gear assuming se truly gives us some.
Rezeak
07-19-2011, 06:34 AM
You can't really discount empyrean since it's not that hard to get also there is the WoE version.
Quietus is 3.0 from the testing I've seen
And Guillotine is 3.875 since u get 0.875 on first hit and 1.0 like u mentioned above.
Either there's nothing wrong with idea i just don't see a need for it and has a few balance issues imo.
Also as it as at the moment Great sword does like 13-15% more souleater DMG from melee cause of the lower delay anyway if it was a issue u could just make souleater convert 30% HP --> DMG on all WS but like i said it's not needed.
StingRay104
07-19-2011, 09:20 AM
I could agree with 30% hp on all ws's, but I was looking more towards a way to make ws's more balanced. Aside from torcleaver the scythe ws's have greater ws dmg multipliers which helps because scythe has the slower delay so its about using more ws's than dps and gs is vice versa. I also wanted to make sure that all future ws's would continue to get better down the lines as the ws multipliers would (hopefully) get better and thus souleater could do more. All in all I want to get bigger bang for my souleater buck and since its unlikely SE is ever to give us more multihit ws's for this I wanted a new way to calculate it.
Urteil
07-22-2011, 06:48 PM
Can souleater just do +10% hp to damage, and take away 2%?
Fixed.
StingRay104
07-22-2011, 09:48 PM
How does that fix ws damage with souleater?
Urteil
07-25-2011, 06:48 AM
How does that fix ws damage with souleater?
It already does good damage, it just kills us.
No other job COUGH* BLUE MAGE, SAMURAI WARRIOR COUGH*.
Have to kill themselves to do damage.
StingRay104
07-25-2011, 11:15 AM
It already does good damage, it just kills us.
No other job COUGH* BLUE MAGE, SAMURAI WARRIOR COUGH*.
Have to kill themselves to do damage.
You completely missed the point of my thread here, its not about changing souleater on all attacks just how it functions on ws's so that it can be even stronger on all of our ws's and not just the 2 multi hit ws we have on scythe only. Granted I'm sure eventually we can only lose 2% from our hp while gaining 10% hp damage on regular hits, thats not the point its about the ws's, please read OP.
Urteil
07-26-2011, 05:39 AM
I for one think souleater should function on magic and drains.
+10% drain potency and hp back, woo.
StingRay104
07-26-2011, 08:10 AM
I for one think souleater should function on magic and drains.
+10% drain potency and hp back, woo.
I'd like that.