New patch is a buff to ranged light armor with new rune and gem

while everyone think new patch gona nerf the light armor, but indeed i think its gona be the otherway.

with the stoneform cc immune runes, +2/+8 stamina regen per hit (stackable) gems, and 1.75 down to 1.5s slow walking duration after hit, ranged will be evermore annoying as you will have even harder time to chase them down.

1st: stoneform energy charged by attacks, ranged will get more attacks than melee while kiting. so they got more chance to use heartrune skills.

Also, its seems that ranged wep charge rune energy faster than melee weps.

this is test result from target dummy:
BB takes 36 full hit auto shot to charge up ( every bullet hit counts toward)
bow takes 41 light attacks, or 28 fully charged heavy to fully charge up.
**FS takes 48 light attacks or 30 heavy to fully charge up, **
LS take 48 light, 30 heavy to charge up
IG takes 51 light attacks, 31 heavy, or 70 pylon hit to charge up
VG blade take 136 hits (prob bug or none will use it anymore) , 50 light, 32 heavy to charge up

but SNS light attack takes 75 light attacks or 45 non-charged heavy or 34 fully charged heavy attack to fully charge up.
spear takes 66 light attaks, 26 full heavy, 32 noncharged heavy to charge up
Great sword take 64 light attack, 48 heavy to charge up.
GA takes 55 light attack, 37 heavy, 33 full heavy to charge up
hammer takes 55 light, 37 heavy, 28 full heavy to charge up

And immune to CC is So op, to get them out of jail even if you managed to land a cc.

its a 5s immune. and energy charges up fast with range’s ability to spawn auto attack and skills to clumps without risk.

2nd: + stamina per hit gem can provide 18stamina per hit with 3s cd.

while they kit and hit you, they get more stamina, and with shirking energy they get more stamina.

so staminawise, kiter will have more advantage.

its already 2x easy to roll and run than chase and land an attack, since almost every attack/ability has windup animation and post-animation, while for light armor roll there is no windup or post-animation.

3rd. althought with hit reduces 20% roll distance, the slow walking duration is reduced.

while melee attack/ability post-animation has not changed.

you still will not be able to land your next auto attack to a light armor rolled once you hit him and he rolled.

then only class suffer from this is light armor melee class, like sns/hatcht.spear. or flamethorwer mage.

6 Likes

I have to say i disagree.

After extensively testing this in duels and arenas i find that light armor ranged are much easier to catch now. You need gap closers and slows sure. But most melee builds should have this in their kit.

The stoneform heartrune is not quick enough to fill up to keep you out of trouble if you have a competent player chasing you. And if they keep swinging at you from behind you can chose to do a 20% reduced dodge or recieve a backstab hit.

Light is definitely nerfed. And with all the great sword builds we will see in the beginning certain ranged builds like muskets, bows and mages are going to have a rough life.

1 Like

You forgot musket and hatchet :stuck_out_tongue:

Good data friend.

Seems strange theirs such a wide variation of charge up times. For melee maybe they’re considering cleave attacks?

well, spear and bow are both single target wep.
but spear take 66 light hit, while bow takes 41 to charge up.
so i dont think its favors melee wep.

well i think you forget about opr in where is the majority of pvp happens.,
and def ranged will be really easy to hit autos, spawn ability to clumps to charge up rune at least 2x faster than melees.
just think about how easy to hit 41 auto with bow, compare to hit 75 auto with SnS in an OPR.

Also since ranged is at low risk, they dont need to use the energy frequenlty as the melees, chances are, when melee chasing a ranged, ranged will have the rune up while melee dont.

From what I’ve tested I totally agree dude :+1: the shorter roll definetly makes it harder to peel away.

At first glance it appears like it favors melee in PVE for sure.

Nope, light gets hit pretty hard this patch. The medium armor lmb spam meta has just been further cemented for the 13th month in a row.

3 Likes

:partying_face: Congratulations!

3 Likes

that mostly is nerf for light melee build like sns/hatch,spear.

light ranged will stay even further to the clump and use rapier more than spear or IG.

med armor also suffers the roll distance nerf.

:smiling_face_with_tear:.

Yeah but it’s less impactful since medium has more reliable fort, more armor, and also is used for iframe spamming anyways, not covering distance.

Additions:
96 hatchets light attacks / 30 Full charge heavy
20 Musket shots hipfire / 26 aim down sight

ye, now comparing hiting with hatchet auto attack 96 times in a chaotic clump and with musket 26 times in 100m away.

Ranged Weapons

  • BB 36 full hit auto shot to charge up ( every bullet hit counts toward)
  • Bow 41 light / 28 charged heavy
  • Musket 20 hipfire / 26 aim down sight
  • FS 48 light / 30 charged heavy
  • LS 48 light / 30 charged heavy
  • IG 51 light / 31 charged heavy / 70 pylon
  • VG 50 light / 32 charged heavy

Melee Weapons

  • VG Voidblade 136 light/ 76 charged heavy (bug?)
  • SNS 75 light / 45 heavy / 34 charged heavy
  • Hatchet 96 light / 30 charged heavy
  • Spear 66 light / 32 heavy / 26 charged heavy
  • Great sword 64 light / 48 charged heavy
  • GA 55 light / 37 heavy / 33 charged heavy
  • WH 55 light / 37 heavy / 28 charged heavy

Addition: Added Voidblade charged heavies and updated the formatting

2 Likes

So you changed your mind huh?

Yes.

When i made that video nobody was lvl 60. Testing was difficult. I’m going to make an updated video soon once I get finished testing.

Why is GS the “ranged killer”? Didnt try it, is there something im missing about it?

i dont see gs as ranged killer, but it has huge burst dmg as BB if target is on cc or grey stamina.
rentless rush is a good skill, other skills are kind of med core, like weak verison of existing skills.
steadfest to reap, rupture to shockwave, calamity to riposte, skyward dash to leaping strike, crosscut to perforate.