02-10-2023, 04:58 AM
I did a similar test of my own just now, and with crit powered down to the minimum 5% and at roughly 350 power (same as you) I did 11k against an opponent with no other modifiers. Given a 45% crit chance (which to my understanding is roughly average), it comes out to about 13.5k damage on average.
As a master spell with it's considerable windup and difficulty to actually land- this is more than fair. But taking into account the fact that this is one of 3 spells on an armed player's bar (the other two being Power Smash and Fatal Strike) that are capable of dealing 10k damage- an armed player can take out almost half your healthbar with just 3 skills. Precision Slash was unfairly scapegoated in my previous post due to this factor- it *felt* like it dealt more damage than it actually did because they hit me with a PSmash or Fatal beforehand.
My suggestion is to reduce Power Smash's damage to 15 (one above its original value) as it is by far the easiest of the three abilities to land. With its autohit nature, you can effectively out-trade a lot of things your opponent can use on you at close range- and thanks to its short cooldown you can do that often too. The winning strategy against Armed currently is "can I out-trade Powersmash and evade Fatal/Precision effectively?" Which hinges on you having similarly high-damage spells and being able to kite them effectively.
Fatal Strike could see a mild nerf to its cooldown- missing it currently is not a huge deal because its CD sits at around 15 seconds with a decent amount of agility.
Side note on the topic of Armed- Quickdraw and Precision Slash both have a requirement of 40rpp while Power Smash has a requirement of 50rpp. However, I have been informed by an admin that spending 40rpp in Armed and then buying Quickdraw/PSlash to gain access to Power Smash is an exploit- is this intentional or not? My suggestion, therefore, is homogenize those requirements (either 40rpp or 50rpp).
As a master spell with it's considerable windup and difficulty to actually land- this is more than fair. But taking into account the fact that this is one of 3 spells on an armed player's bar (the other two being Power Smash and Fatal Strike) that are capable of dealing 10k damage- an armed player can take out almost half your healthbar with just 3 skills. Precision Slash was unfairly scapegoated in my previous post due to this factor- it *felt* like it dealt more damage than it actually did because they hit me with a PSmash or Fatal beforehand.
My suggestion is to reduce Power Smash's damage to 15 (one above its original value) as it is by far the easiest of the three abilities to land. With its autohit nature, you can effectively out-trade a lot of things your opponent can use on you at close range- and thanks to its short cooldown you can do that often too. The winning strategy against Armed currently is "can I out-trade Powersmash and evade Fatal/Precision effectively?" Which hinges on you having similarly high-damage spells and being able to kite them effectively.
Fatal Strike could see a mild nerf to its cooldown- missing it currently is not a huge deal because its CD sits at around 15 seconds with a decent amount of agility.
Side note on the topic of Armed- Quickdraw and Precision Slash both have a requirement of 40rpp while Power Smash has a requirement of 50rpp. However, I have been informed by an admin that spending 40rpp in Armed and then buying Quickdraw/PSlash to gain access to Power Smash is an exploit- is this intentional or not? My suggestion, therefore, is homogenize those requirements (either 40rpp or 50rpp).