Bugs Found and Damage Numbers for Fire Staff PTR

Ive posted this 3 times, but i thought people should be aware of the bugs I’ve found on the PTR

Collected Data: NW PTR EU - Version 7 CL:1482854 - Fire Staff - Google Sheets

Since PTR is not available, Ive taken the time to run some numbers specifically on the FIRE STAFF. I will be doing test for other weapons as well so see if damage is comparable but would like to hear from the community how damage compares to other weapons.

I wanted to put this in the PTR forum but for some reason I’m not able to create New Topics in there.

I spent a total of 10 hours sitting in front of Everfall Fort Target Dummies, Selectively picking spell and respeccing to ensure the test were as fair as possible for each spell.

I am unable to make a direct comparison in damage numbers to Live, since I do not have the same gear to make it consistent & comparable.

Here are Observation and report:

TEST CONDITIONS:

  • Test completed at Everfall Fort using target Dummies
  • Player is at Full Mana and HP before spell cast
  • Target Dummy is at Full HP and no debuffs before spell cast
  • No Gems were used
  • No Consumables were used
  • No Trinkets were used
  • Ensured no additional perks on gear would increase damage.
  • Player is Level 60
  • Default Playtester Light (INT) armor was used.
  • INT from Gear: 127
  • INT from Attributes: 175
  • Total INT: 302
  • Weapons Damage: 880
  • Secondary Weapon was Life Staff to ensure no additional INT was added to the equation, thought in hindsight no secondary weapon should have been equipped, but this did not change the outcome
  • Survival aspects were not tested
  • PvP was not tested
  • Real combat situation was not tested

OBSERVTIONS/ BUGS:

  • “Pillar of Fire” no longer double hits, however single hits have been buffed
  • Clear casting does not increase damage of spells and only Light and Heavy attacks
  • “Meteor Shower” does not benefit from “Rune of Helios”
  • Secondary weapons that increase Primary stats increase damage of Primary weapons. e.g. if Fire staff is primary with INT, having Ice gauntlets with INT Increases damage of Fire staff abilities. Having secondary weapons with STR does not improve Fire Staff spells. This was not what I expected and assumed that
  • Applying “Flame Out” Reduces incinerate base damage, but hits twice
  • “Watch it Burn” ability does not increase damage of other burning abilities and therefore redundant as burning effects do not stack
  • “Kindle” does not increase burning duration ticks on “Burn Out”.
  • Run of Helios visuals only applies to the end of the Burn Out trajectory, however if enemy is at the end of the Burn Out path and Helios is triggered. Player received no additional damage Increase
  • “Burnout” receives very little damage increase from passive spells , if any.
  • Overall Damage of spells are reduce ‘descrptionally’ versus Live.

ANECDOTAL DATA:

  • I gave up trying to calculate Flamethrower with Helios it was too complex to capture the data, But generally yes Rune of Helios does increase Damage
  • Anecdotally, Prophet of God seems to reduce Crit Chance on “Burn Out” seeing it only crit once in comparison to Spell slinger
  • It seems that devs would like Fire Staff to be less Burst and more DoT Oriented. Flamethrower as a example, does insane amount of damage if player was able to completely exhaust mana.

SUGGESTION:

  • Remove Burning Field from Fireball and add DoTs Directly on Target - Reason It is highly unlikely that enemies will stay within the same spot for the duration of the Burning Field
  • Numerous spells seem to not benefit from Passive spells. Such as “Clear Casting”.

Ive collected all the data into a spreadsheet. Maybe someone else can make this more visually appealing.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.