Gonna need more information about musket changes. Testing included

Continuing the discussion from PTR: October 27th, 2022 Patch Notes:

We are going to need more clarity on how much of a nerf this is. 50% nerf past 50m? or 1% nerf? I’ve already seen massive confusion.

Could we get some clarification? 50% is a big number and I WANT to have faith that the dev team wouldn’t simply nerf a weapons performance by 50%. Lol

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Go test it…

Just take musket without that passive which negates fall off dmg and test dmg on 100y.

Then take passive and test dmg on 100y.

Take the difference x0.5 and you got nerf.

Example:

Musket dmg on 100y with passive is 2k
Musket dmg on 100y without passive is 1,6k

The difference is 0,4, 0,4x0,5 is 0,2, you will hit for 1,8k after nerf :wink:

Yes I know.

I’m doing some testing on live without ballistic advantage perk selected at all on live.

It doesn’t make any sense the numbers I am getting.

Elemental damage was never affected by damage fall off? Or so it seems in my testing?

I’m going to link some videos. Close range. Maximum life staff auto attack range (75 meters right). Beyond life staff orb range (100+ meters).

close range: 1605-1352

Maximum Life Staff range (just beyond): 1605-1352

Orb of protection misses so this is beyond 100m: 1504-1352

As far as I can tell there is very little damage fall off AT ALL even without the ballistic advantage. Currently at 100m (ish) this change would mean a loss of 50 (ish) damage. At 200m this would be a loss of 100 damage? 300m=200 damage.

Doesn’t seem like anything to freak out about. Did I test wrong? Ya’ll will point it out if I did for sure


These are the talents I used to test with obviously only the missing ballistic advantage is the only one that matters.

What is intended and what is not? We are going to need more clarification on how this is SUPPOSED to affect musket damage. Is elemental damage supposed to be affected? Is damage fall off supposed to be more than my testing showed?

@Aenwyn we are going to need more answers. Is musket damage fall off broken and nobody noticed because we never had to notice?

In total this seems like a lazy fix or the developers would have caught the same issues that I am discovering. Unless they are intending this to be

Edit: my stats are 265 dex 150 intelligence not the usually 300/150 or 300/200. The % damage loss would still be the same though regardless of stats.

This testing does not take into account the hit your mark passive. As far as I can tell the change will end up being a net buff for musket at certain ranges due to the change to the hit your mark passive.

Nothing to see here folks!

delete this post now lul

take it down all the musket haters will see this and will understand thats not rly a hard nerf xD

and they have to wait a little more befor they can go to the next weapon and scream nerf it because i got killed by it xD

Lol I can’t take it down now boys. That would be kinda not a good look for me. If there are bugs exposed in my testing then we should address them. If everything is functioning properly then that would also be nice to hear.

Hopefully we get some answers

Fbi GIFs | Tenor

Delete it now

im looking forward to the forum if this is intented lmao

Wouldn’t surprise me, it is AGS after all.

Didn’t they once say in one of their dev videos that they understood bow was causing issues… and then buffed it straight after creating BowPR in full swing.

It’ll be beyond hilarious if this is going to be the case for the second time. :partying_face:

So the fall off is already extremely small, 50% nerf of balistic advantage won’t even be noticed. AND you get reloading during walking now.

Basically musket is buffed on PTR :smiley:

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Lol nerfed mage with huge percentage numbers seem to have killed that class. Maybe they are taking it slow and will ramp it up every week until they feel good. Or maybe they just threw this really small number and wording change in there to appease all the complaints, with no real expectation of making any meaningful changes.

At this point who knows AGS track record on weapon balances has been the worst I’ve see in any mmo.

Thing about it is that musket can’t be straight nerfed. Weak in pve weak in close range etc.

It has to be a change in playstyle. It is one of the weakest weapons if you aren’t able to play within a narrow scope of sniper playstyle.

I’m all for changing the weapon to have more effectiveness at closer range vs longer range.

It just needs scaling to be changed so that close range gameplay with more con can exist for musket.

Basically what everyone wants is for musket to be similar to bow in performance and what range they operate at, but different in style of ranged weapon.

I don’t oppose this. Just gotta re-work musket properly not baby fixes like this that don’t address the main issues (mortal empower being one of the main issues)

I’d like to see a reduction in maximum range by a % and reduce reload time by the the same %.

Force us closer. But let us shoot faster as a reward.

This means even more risk, but even more reward if you can land your shots!

Can’t wait for jiggytears to read this kekw
Love this buff

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