07-08-2003, 05:50 PM
I disagree. Or, is this a joke? Barbarians didn't get as much of a boost to capabilities, but they were already head and shoulders above the other classes. The critical strike bug, was a... well a bug, and barbarians enjoyed built in double damage for over two years.
Compare the barbarian's damage capabilities to the other classes. Warblade in another thread said;
He has a point regarding barbarians improved life and defense skills. Better rares will really help all melee classes with rare now being able to spawn higher affixes and duel leech rings are back. The lack of global 50% PI in Hell, in effect doubles the damage capabilities of melee fighters, of course most monsters have more than double the hit points.
Frenzy seems to have been vastly improved (max Double Swing, max Berserk, max Frenzy for 345% dmg), and now it allows up to 20% magic damage (and there are very few magic immunes). So, from another previous thread, lets take an accessible unique like the upgraded "Headstriker" usable at lvl 58. As a one handed conquest sword, its base damage goes to 37-53 or with +150%ed 93-133, then +1 max dmg/lvl, 1.5%/lvl DS (+58 to start, + 87% DS (chance for 2x dmg)) so, about 172 avg/hit. So, to apply the formulas... I'm assuming at least minimum strength of 142, and a lvl 55 might merc, and a 4 frame frenzy attack, and chance to hit 100% (same level or less).
I think the formula would be something like;
DamagePerSecond = WeaponDamage * (1 + Strength / 100 + MightMercBonus / 100 + FrenzyBonus / 100 + CS+DS/100) * 25 / AttackFrames * ChanceToHit / 100
or
DPS = 172 avg * (1 + 142/100 + 190/100 + 345/100 + 87DS + 20CS/100) * 25/4 * 100/100
DPS = 172 avg * (7.84 or 5.94 wo/ merc) * 2.8 * 1
DPS = 3776/sec or 2860/sec wo/ might merc
I would also note that there are far better weapons than this one in the cheese drawer for all melee classes. Perhaps the Immortal Kings Thunder Maul (has anyone verified that the tempering formula works on set items?).
Unless I am mistaken, none of us has yet played a barbarian to hell difficulty. So, I doubt anyone here can truely say what is, or is not balanced. Yet...
Compare the barbarian's damage capabilities to the other classes. Warblade in another thread said;
Quote:- Speaking of the Defiant, I was 'absolutely thrilled' to see that a Barbarian's Shout Warcry now starts at 1 minute, 30 seconds, making it a true fire and forget skill, added to Iron Skin, a Defiance merc and potentially the Concentrate skill for incredible levels of Defence. That's before mentioning another Warcry can easily tack 40% extra life on a Barbarian too. Meanwhile the Defiant gets Holy Shield, which takes on +15% Defence per level from Defiance applied to the entire Defence, yet it still starts at 30 seconds. End result? The 'master of defence' is a comparative embarrassment against the Barbarian, doesn't get hit much, but can't hit back much either, so this old build is still back on the scrapheap.
He has a point regarding barbarians improved life and defense skills. Better rares will really help all melee classes with rare now being able to spawn higher affixes and duel leech rings are back. The lack of global 50% PI in Hell, in effect doubles the damage capabilities of melee fighters, of course most monsters have more than double the hit points.
Frenzy seems to have been vastly improved (max Double Swing, max Berserk, max Frenzy for 345% dmg), and now it allows up to 20% magic damage (and there are very few magic immunes). So, from another previous thread, lets take an accessible unique like the upgraded "Headstriker" usable at lvl 58. As a one handed conquest sword, its base damage goes to 37-53 or with +150%ed 93-133, then +1 max dmg/lvl, 1.5%/lvl DS (+58 to start, + 87% DS (chance for 2x dmg)) so, about 172 avg/hit. So, to apply the formulas... I'm assuming at least minimum strength of 142, and a lvl 55 might merc, and a 4 frame frenzy attack, and chance to hit 100% (same level or less).
I think the formula would be something like;
DamagePerSecond = WeaponDamage * (1 + Strength / 100 + MightMercBonus / 100 + FrenzyBonus / 100 + CS+DS/100) * 25 / AttackFrames * ChanceToHit / 100
or
DPS = 172 avg * (1 + 142/100 + 190/100 + 345/100 + 87DS + 20CS/100) * 25/4 * 100/100
DPS = 172 avg * (7.84 or 5.94 wo/ merc) * 2.8 * 1
DPS = 3776/sec or 2860/sec wo/ might merc
I would also note that there are far better weapons than this one in the cheese drawer for all melee classes. Perhaps the Immortal Kings Thunder Maul (has anyone verified that the tempering formula works on set items?).
Unless I am mistaken, none of us has yet played a barbarian to hell difficulty. So, I doubt anyone here can truely say what is, or is not balanced. Yet...