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Author Topic: Star Reaver Staff  (Read 530 times)

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Dolmir

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Star Reaver Staff
« on: February 07, 2019, 07:16:10 pm »
Two of these dropped from Naomity today. This NPC is on a multi-day respawn timer and is in the deepest room of a 6-man dungeon. I'm evaluating this as a weapon and not a caster staff due to the classes that can use it. I recommend a ratio above 1.1 to put it ahead of drops from CT and weapons crafted by a blacksmith. If this is instead meant to be a caster staff then the class restriction should be updated.

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Dolmir

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Re: Star Reaver Staff
« Reply #1 on: February 18, 2019, 12:52:51 pm »
TLDR: Star Reaver Staff is still bad, even in situations that should favor proc damage over swing damage

Stats have been updated since last post. New image attached.

Here's an analysis showing why this weapon still needs help:

Currently, the best two-handed weapon available is the Thulian Crusader's Greatsword at 37/36. This is a common drop from a common named mob in Cazic-Thule. This item is tradeable with required level 51.

Based on the new damage and delay of Star Reaver staff, its swing damage should be about 30% less than Thulian. The added attack and accuracy may offset this loss to an extent, but computing the impact of the attack and accuracy is very difficult and highly dependent on the target. For the sake of simplicity, let's say it closes the gap to 25% reduced swing damage.

Now how much DPS does this translate to? Well during our last kill of Crush, Second managed to deal 40 dps with swings of the Thulian Sword. This means that with the staff it would be about 10dps less. In order for the Staff to close this gap, its 100 damage proc would have to occur at the rate of 6 per minute. This doesn't sound totally unreasonable, and some light testing of the staff on dev server seems to support the idea that such a proc rate is not outside of the realm of possibility. However, Emperor Crush is an absolute nightmare situation for swing damage: Second was slowed most of the time, was feared sometimes, and when not feared was nearly always attacking Crush from the front. In normal situations we should expect far more swing damage and the proc rate would have to be way more than 6 per minute in order to close the gap in damage output in normal situations. The proc rate in theory could be adjusted so that the staff compares favorably in terms of damage output, but this would increase character threat generation by an absurd amount, which would be a bit problematic for a two-handed weapon.



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Dolmir

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Re: Star Reaver Staff
« Reply #2 on: February 18, 2019, 03:43:42 pm »
Testing this out in OOT is yielding some surprising results. I may have to revisit my model because these observations really fly in the face of assumptions I made to serve my analysis.

Eldarian

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Re: Star Reaver Staff
« Reply #3 on: February 18, 2019, 04:56:46 pm »
im glad you are open minded and try many things

Dolmir

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Re: Star Reaver Staff
« Reply #4 on: February 18, 2019, 09:49:03 pm »
After studying damage output I have concluded that Second is getting an extra 60 bonus damage from some source, most likely AA. Due to the nature of two-handed weaponry this was not as noticeable as the 60 bonus damage that was previously available to other classes. In fairness to other classes (and for the sake of viability of slower weapons in general) I think this bonus damage should be greatly reduced. At this time the choice between the two weapons is actually quite close but if the bonus damage is reduced I would expect the difference in swing damage to be far too great to justify use of the Star Reaver Staff from the perspective of purely maximizing damage output. Some situations may call for the excellent threat generation offered by the stun proc but I think that will rarely be attractive to the classes able to use this item due to the advantages of using a shield.

 

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