Datamining for knowledge is the real wealth in NW. The database team has many hidden links in the page that are not disclosed. People that provide a guides should not keep info hidden. Such as floating present farm (Map hidden/ broken link), illigal perk lists (Hidden link) and more.... Thanks for sharing becuase that why I like your content. Someone who isnt afraid of speaking about the hidden stuff no one will talk about.
anyone know why SOMETIMES when you get stunned (while wearing full freedom and what not) by a skill that stuns you typically for about half a second sometimes stuns you for like 3 seconds? what on earth causes this?
Within wars I 100% agree with the whole heavy thing, however outside of that in smaller scale combat I think light and medium is still viable (if you're a good player) due to the mobility it gives you. I have actually switched to heavy for wars and then back to medium just because I hated how much effectively less stickier I was vs medium and was still only dying in situations where I would of died no matter what armour type I was using
I agree that light has more mobility for sure but the medium dodge and heavy dodge distance is actually the same. Medium doesn’t really have an identity right now.
I totally get your view on health but health works in every single condition where slash condition does not of course. So in some aspects slash is better but only when the special precondition is met. Health is every aspect all the time. In my humble opinion .
Health looses more value when your hp is effectively infinite with a healer. Plus its not any form of mitigation. Buts it’s alright. Na/eu has always been a tad slow to figure stuff out.
Yea I think it’s a debate now bc w something like slash cond I can confidently run a 5 slash 15 ele split and effectively pick up another 5% abs on both sides of the equation, which makes me tankier than 2-3 health would. Health is still good if you have a bunch of defensives like for SNS, but think for some roles like flail it doesn’t make sense. Flail has a passive health that scales w armor value. Health is what I’d prefer recommending for newer players but for advanced players it’s not necessarily bis for every situation imo.
Actually he is right. My buddies made their sets with VoidPlate playing on medium for 4 months. They never lost a game in arena/opr yet, with healers as opposing teams. They run medium build with max out empowers/dots and full resists. Only 2 weapon perks alongside weapons of choice for each build. Universal sets with 3x Magnify parts on amulets. I adopted their builds and I dont even know how to play PVP properly, but as I have sustain I can play decent and learn faster! So Health perk is overrated indeed! Tests for effective health dont count skill of the player and combined universal builds.
why do people always arguement mobility? all weight classes have the same movement speed. light having a dodge roll (that is still heavily fucked by being slowed) doesnt make you that much more mobile to give up 4x tankyness
@@ServantArch3rthe idea is for non wars/ smaller scale pvp. Having mobility gets you in and out of fights much faster. Which is entirely more effective in opr and races. Also in situations where players tend to run and try to survive more (not that prevalent in wars, compared to open world pvp) having light to either track them down or break contact yourself makes a lot of difference
@@ServantArch3r even if you dont think is that much space that you gain, still its a gap that only light users can have, soh it is something that needs to be consider
Could you data mine what penetrating rapid shot (deal 35 percent pentation vs targets.) In M3 rend and weaken are reduced by 75 percent, but what I need to know is if the weapon perk is a PERSONAL rend OR more akin to true damage that would make the bow perk BIS on M3 BOW.
thanx for ur research and info vids n such.. it can be so frustrating in NW, cuz thgings so often dont work as the tooltip or info says, then there r so many things that work(or neg) that just arent written anywhere. then there r so many synergies, with things working differntly in association with something else. and it rarely is right when going by the tooltips, numbers, values and effects etc.. so u basically have to try every lil thing out yourself.. which is extremly timly and costly. *so on one hand u have the game infos just being wrong, or not functioning as stated, then u have all these wierd things that cause all sorts of effects and synergies(and most of that tech ends up being even more impactfull then standard skills/infos). And then, even after spending countless hours and $ on trying everything out yourself(to see what is actually fact!) it randomly changes, often with no info pointing to any change there. and i also feel like any playa who has been pvping for the last 2 yrs, has a way better understanding of the combat and weapons and combos and synergies etc., then the NW team.
Ive looked at new world buddy for alactritous punishment but i dont get how the damage increase works, is it +20 to base or a straight up .2 x multiplier?
great video.can mecrow datamine the luck perk and give us an actual explanation what it effects really...does it help find adamant,harden crystal or only named items and trophy mats?
Thanks for the useful video. Recently realized I can have both Flame Conditioning + Slash/Thrust Conditioning on armors. So was wondering if Conditioning is working like old fortify?
In terms of your first argument for mathematically why running heavy is better than running medium or light the only thing I will say is that it doesn't take into account the mobility light dodge provides. While I still mostly agree with your sentiment you can't sleep on the playmaking capability with light dodge.
I love using Blooddrinker to do solo PvE content where you would normally need a healer. Just really gives that assurance that you can survive outside of pot or stamina cooldowns. I use it with a GreatSword and it's built in lifesteal.
@Mecrow Question regarding your point about equip load damage increase: is that graphed function the same formula used as part of the damage calculations? Just wanted to confirm since I don't fully digest the damage formula calculation too well. Thank you for all of the great videos you keep putting out!
Yea so everything adds in each bucket and then is multiplied by others. If the bucket is heavily used (about at 100%), then the value of a perk is 1/2 its said value. Most builds have around 60-80% base dmg but some are at 100% or even over 100%, which reduces the value of other base dmg perks significantly.
I combination of gear and tree specific effects. In the resources tab in my discord there is a list of every base dmg effect in the game and that’s another easy way to do it. Just filter for ga/wh and that does 90% of the work for you.
nice vid as always, keep them coming! by the way, have you recently tested if the disease cap is working? I was running void/pesti with a friend with bile bomb to test it out. Plagued crits, nades (perk on pesti), 3 hits (pesti extra debuff), scream (vg) and bile bomb, my healer friend cast sacred ground and was healing for 0 for a few seconds. into 250, into 500, finally into 1k+. It doesnt look like its capped at 50%, at all.
Sacred ground no longer is in the anti-disease bucket, so I imagine it’ll be weird. I planned on making a vid on it in 3ish days but I’m out on vacation atm so I’m not home to record and test the interactions yet.
I disagree with your first point on light vs heavy. It’s not just a matter of damage. It’s a matter of playstyle. Personally, I despise the heavy armor playstyle - zero mobility, zero ability to outdodge, zero potentiality to outplay someone. Just a zero brain playstyle with little to no thinking required. You just shuffle around, faceplant clumps and rely on healers to keep you propped up. Incredibly boring and uninteresting. And people seem to forget - light dodge is a form of mitigation in and of itself, as the more and better you’re able to move and dodge opponents the less damage you’ll take. People should decide what to play based on what playstyle they enjoy, not just looking at raw numbers.
I agree till u look at leaping strike, which solves the light mobility problem almost single handedly. I agree but as a tryhard I tend to optimize for winning, and less so having fun. I usually have fun winning though, but that’s just who I am as a person. I still have a few track records set in high school w my name on the wall just have always been that way.
@@mecr0w Leaping Strike is one skill with a CD. Outside of that, you have to shuffle around with zero ability to get around. It's more than possible to win while also playing something you enjoy and not just meta-slaving. I do it everyday. I can drop 20+, 30+ kills in OPR playing light armor melee solo que'd with no healer, and its something anyone else can learn to do. I can understand meta-whoring in wars where efficiency and results are all that matter, but outside of that meta-droning is just so low brain and boring.
Shuffling around OPR is the worst. Even in medium. Really wish they let us use mounts in OPR. So many missed baron fights because med IGVG with no mobility (rip void blade blastoff mobility exploit btw). When I swap to light it’s like a different game lol. For war where you have haste pots it’s fine but OPR can turn into walking simulator if you’re being rolled and light can still be decently tanky in OPR if you build it right (5 physical aversion FTW).
I played on EU w people I’ve never talked to before in my life. They had 1 tere and the company we attacked had 4 at the time and I won on over 200 ms ;-;
I am glad people are finally saying +health mods are not best in slot. I prefer defensive mods over raw health. Your health pool is irrelevant if you are getting hit so much harder than without defensive mods like conditionings, elemental aversion, and enchanted ward.
They are doing the dumbest "nerf" to swing bruisers back into Medium by making Heavy dodge cost 55 stam instead 50. At this point you begin to wonder if Hearty is next on the chopping block after Resi, since the problem isnt dodging, but stam availability and rediness. I dont mind the 5 extra stam per dodge, i just dont think its enough to make me go to medium when you lose so much for running it
Good. I suggested 60 with -10% stam regen. Make heavy BE heavy. Now it'll separate the shit players from the better ones when it comes to stamina management.
@@BusterBosque that makes no sense, cause when it comes to war loggers we'll still just run heavy. Its everyone else whos going to go to medium and get butt fucked by those of us still in heavy and wonder why the nerf no worky. AGS are focusing on the wrong things to make Medium viable
@@BusterBosque the dodge distance should be longer in medium (and in terms of s and distance, longer than heavy). The damage should be at least 15% rather than 10% Outgoing healing should also at least be 10% rather than 0%, this would also make it easier for people to pick up healer builds casually rather thinking they need near perfect items and gear score for light.
Any chance you could prep video or suggest if bleed bow rapier build is still good VS thrust build? Also what server you are playing? Because Kronos balance is joke xd when it comes to factions
The most recent Balance of Power episode indicated that they are changing the heavy loadout so that the dodge will cost 55 and light might be getting a melee boost in pve. Thoughts?
I thought light melee would get a pvp boost from the vid. I expect a matchmaker to come in May which will greatly solve a lot of our problems too with game balance perception. Light melee needs a buff and the heavy 55 stam dodge makes sense imo. Heavy ideally should have to block somewhat and should pref blocking from a theory perspective and I think this is a creative solution that works towards that goal.
ive been putting so much effort to make blooddrinker ring good but i just cant see it. Even a stray sacred will usually heal for more than the lifestealing the ring gives. the extra potion strength is nice but after they reverted the potion nerf ankh is still just the better overall unless you are doing arenas with no healer IMO Speaking as a vgig 350 int or 280 int split
Where is new world buddy getting this data? I get data mining but usually that is client side stuff like dats and image type shit. The actual values for each perk should be server side and the source isn't open. New world buddy is super in depth but I'm not entirely sold it's true to what the game has coded. Can anyone speak to this? Any game I've ever worked on has the actual modifiers of abilities, perks and items stashed in the database behind closed source doors.
That was my personal favorite option but people are worried about glass cannon light builds, which I suppose is reasonable. The dodge change has a similar solution that lowers ttk so I don’t dislike it though.
Hey Mecrow I noticed that Shirking Fort is a .02 value instead of the 5% fort it shows on tooltip, and shirking heals has 100 + .06% max health instead of the 250 + 1.5% max health it shows on tooltip. Are these intentionally nerfed?
Any build w a shield should go heavy imo but builds that don’t run shields could try med. I think heavy is optimal but med will feel better for a lot of players.
@Mecrow I think you should have clarified the armor differences based on the pvp you're playing. I agree that heavy is a must in wars, but the advantages of mobility is pretty necessary in open pvp situations. The idea of light benefits is for non wars/ smaller scale pvp imo. Having mobility gets you in and out of fights much faster. Which is entirely more effective in opr and races (especially races!). Also in situations where players tend to run and try to survive more (not that prevalent in wars, compared to open world pvp) having light to either track them down or break contact yourself makes a lot of difference and imo really validates light equip. The extra damage is honestly just a bonus.
In Delos up till season 3 it was 99% light on everyone whether ranged or melee, there would be like 1 or 2 heavy players in OPR and that heavy player was often only me. People would constantly just roll away the second they started losing or were engaged upon.
Nerf to heavy! Also, I started at PVP track 200 and I’ve probably leveled another 200 tracks and still no Pestilence. I have every other PvP track artifact except the one I wanted from the start. :(
Yes but it applies naturally unlike shirking fort where u have to force dodges, so the best removing it will do is add 1 more hit that doesn’t have the effect procced for. It’s less countered by vg.
Make heavy 60 stamina roll and -15% stam regen. Make it feel heavier. And fix the scaling of the damage buff from light/medium. Only viable fix. People who feel safe in heavy get punished with less dodging.
Sure, trying to hold left click with a bow to do a heavy shot doesn’t do a heavy attack as it immediately shoots (the code you show?). Heavy attack is an Aimed Shot that is held extra long. You should probably test this before declaring bow users heavy attack is a light because for bow users, that is a heavy attack.
Try to play heavyb with Boltcaster, ICE, FS or Rapier. You will be useless. Even FS with flamethrower work only for wars and in a specific groups. Flamethrower in Arenas and Oprs without coordination it is so weak in heavy
I m testando conditioning in my channel @aoryu I play tanker in Devaloka with 2 Slashdot, 2 triste and 1 impact conditioning. Whe they active is great but inconsistent to see with this terrible buffet debuuf bars e icons
Yea slash conditioning is very consistently active compared to the others. I tend to pref 3x slash cond w a strike amulet and a different reduction like EA
I love your videos and analyses but your point about war being easy to get into is missing the point. The critique has never been about gear or time, but about insularity of the war scene + time it takes to participate in that scene. Tldr no one wants to make NW a job and being in a top war company that holds territory seems to require that. You mentioned skill but I think it's more about time to practice w comms and coordination
Oh yea I just also get the other side of things where people say it’s a gear gap and it’s just not… war loggers have terrible gear very often. Barrier to entry needs to be reduced, but that’s a tough challenge to solve.
That whole point about being able to get into and win a war was just stupid. They probably could’ve slotted ANYONE (judging by ur gear) and would’ve won regardless. The info on a hidden cooldown for leeching/lifesteal on the other hand is huge. Only being able to heal on a single target with aoe swings/abilities is sad.
Health perk is the most universal perk in the game. It applies to all circumstances. This is its true strenght. It can't be countered. The lack of flaws needs to make it relatively weaker versus more conditional perks. Slash conditioning will be more useful in certain conditions, where you would expect a lot of slash dmg (bruisers, war, point). This specific condition makes it also usless against any other form of damage. That is why on wars I prefer to dps by using War Hammer, because I know everyone is stacked with slash dmg resistance and it will become useless when I use my hammer. Counter the meta. I know that you channel is mostly around the wars and when you talking about stuff you mostly relate to this kind of PvP activity, but in terms of global usfulness health is still one of the best.
How about we NOT turn New World OPR into ESO Cyrodiil. It's hard enough killing the healer healing the healer healing the healer healing the Bruisers. Keep pushing the heavy meta and the TTK will turn group fights into tickle tussles while healers are hitting the CLAP YA HANDS, CHA CHA REAL SMOOTH.
Well that's somewhat reassuring I guess. Sorry if my comment came across angrily. I just know how unfun a heavy meta would make pvp. I really do hope the devs watch your videos and actually use your findings to make meaningful improvements.
One question in regards to the 20% base damage. Wouldn't LA still be the best damage setup for a bow user like myself since the skill tree gives so many multiplicative bonuses?
ABS affects dot dmg and conditioning allows you to gem more creatively, so it’s arguable that conditioning can help vs dots more than health. Comes down to how you gem at the end of the day.
There are other perks… some of the other perks provide more effective health than… health over a fight of any length, or when you are being healed.. For instance, over the course of a 2 minute fight a perk like grit ward on a bruiser would mitigate much more incoming damage than 800 health.
This is why you’re the best. Compartmentalizing all this info from so many sources into one easily digestible video
Hope devs watch your channel to understand their game
I know they have listened in the past but I just hope they see how unintuitive some mechanics are and hope they move to fix them
Datamining for knowledge is the real wealth in NW. The database team has many hidden links in the page that are not disclosed. People that provide a guides should not keep info hidden. Such as floating present farm (Map hidden/ broken link), illigal perk lists (Hidden link) and more....
Thanks for sharing becuase that why I like your content. Someone who isnt afraid of speaking about the hidden stuff no one will talk about.
Should rename this video to 11 things the devs fucked up on and they probably don't even realize. Great video tho, and great info
Great video. The arcana matrix bug was present before the bonus/level decrease was fixed.
I love your analysis video clips. Maybe make one in depth healing video for all us healers out there!
I feel comfortable with that where I probably could do it with healer now hmm
Yes please
Yup yup! 🙏🏽
Yes please 🙏
Great content!! Discord has very helpful ongoing conversations!
anyone know why SOMETIMES when you get stunned (while wearing full freedom and what not) by a skill that stuns you typically for about half a second sometimes stuns you for like 3 seconds? what on earth causes this?
Within wars I 100% agree with the whole heavy thing, however outside of that in smaller scale combat I think light and medium is still viable (if you're a good player) due to the mobility it gives you. I have actually switched to heavy for wars and then back to medium just because I hated how much effectively less stickier I was vs medium and was still only dying in situations where I would of died no matter what armour type I was using
I agree that light has more mobility for sure but the medium dodge and heavy dodge distance is actually the same. Medium doesn’t really have an identity right now.
Best dude for sure, from now I will watch every video :)
I totally get your view on health but health works in every single condition where slash condition does not of course. So in some aspects slash is better but only when the special precondition is met. Health is every aspect all the time. In my humble opinion .
Health looses more value when your hp is effectively infinite with a healer. Plus its not any form of mitigation. Buts it’s alright. Na/eu has always been a tad slow to figure stuff out.
Yea I think it’s a debate now bc w something like slash cond I can confidently run a 5 slash 15 ele split and effectively pick up another 5% abs on both sides of the equation, which makes me tankier than 2-3 health would.
Health is still good if you have a bunch of defensives like for SNS, but think for some roles like flail it doesn’t make sense. Flail has a passive health that scales w armor value.
Health is what I’d prefer recommending for newer players but for advanced players it’s not necessarily bis for every situation imo.
Actually he is right. My buddies made their sets with VoidPlate playing on medium for 4 months. They never lost a game in arena/opr yet, with healers as opposing teams. They run medium build with max out empowers/dots and full resists. Only 2 weapon perks alongside weapons of choice for each build. Universal sets with 3x Magnify parts on amulets. I adopted their builds and I dont even know how to play PVP properly, but as I have sustain I can play decent and learn faster! So Health perk is overrated indeed! Tests for effective health dont count skill of the player and combined universal builds.
Honing acid also gets 25% proc bonus at arcana station
about ligth vs heavy, the gain you get from light is mobility (dmg is a bonus) but mediun is dead
why do people always arguement mobility? all weight classes have the same movement speed. light having a dodge roll (that is still heavily fucked by being slowed) doesnt make you that much more mobile to give up 4x tankyness
People wanna play classes that “feel” good to dodge in
@@ServantArch3rthe idea is for non wars/ smaller scale pvp. Having mobility gets you in and out of fights much faster. Which is entirely more effective in opr and races. Also in situations where players tend to run and try to survive more (not that prevalent in wars, compared to open world pvp) having light to either track them down or break contact yourself makes a lot of difference
@@ServantArch3r even if you dont think is that much space that you gain, still its a gap that only light users can have, soh it is something that needs to be consider
Great video, thanks! Some new infos in there for me as well!
Thank you for sharing this useful information and not just gatekeeping it Mecrow. You are good peeps!
I try but ags makes that hard lol
Thanks for the deep dive Mecrow!
Could you data mine what penetrating rapid shot (deal 35 percent pentation vs targets.) In M3 rend and weaken are reduced by 75 percent, but what I need to know is if the weapon perk is a PERSONAL rend OR more akin to true damage that would make the bow perk BIS on M3 BOW.
You can search it on nwbuddy under abilities and it’ll show up but if you need help reach out on discord and I can show you
thanx for ur research and info vids n such.. it can be so frustrating in NW, cuz thgings so often dont work as the tooltip or info says, then there r so many things that work(or neg) that just arent written anywhere. then there r so many synergies, with things working differntly in association with something else. and it rarely is right when going by the tooltips, numbers, values and effects etc.. so u basically have to try every lil thing out yourself.. which is extremly timly and costly. *so on one hand u have the game infos just being wrong, or not functioning as stated, then u have all these wierd things that cause all sorts of effects and synergies(and most of that tech ends up being even more impactfull then standard skills/infos). And then, even after spending countless hours and $ on trying everything out yourself(to see what is actually fact!) it randomly changes, often with no info pointing to any change there. and i also feel like any playa who has been pvping for the last 2 yrs, has a way better understanding of the combat and weapons and combos and synergies etc., then the NW team.
Ive looked at new world buddy for alactritous punishment but i dont get how the damage increase works, is it +20 to base or a straight up .2 x multiplier?
+20 to base
what's your take in using health perk with shirking heals for 3v3, OPR, and Wars?
Feet reveal at 10k subs?
🥸
I’ll make 100 burner accounts
xDD wtf, i ll make 100 accounts too, it s not that much but it s honest work
great video.can mecrow datamine the luck perk and give us an actual explanation what it effects really...does it help find adamant,harden crystal or only named items and trophy mats?
Oh god that is an ugly can of worms man I’d differ to the nwdb discord for specifics
Thanks for the useful video. Recently realized I can have both Flame Conditioning + Slash/Thrust Conditioning on armors. So was wondering if Conditioning is working like old fortify?
ye it's old fort
Love your videos. Love you passion for the game. Love the info. Keep it up!
In terms of your first argument for mathematically why running heavy is better than running medium or light the only thing I will say is that it doesn't take into account the mobility light dodge provides. While I still mostly agree with your sentiment you can't sleep on the playmaking capability with light dodge.
I love using Blooddrinker to do solo PvE content where you would normally need a healer. Just really gives that assurance that you can survive outside of pot or stamina cooldowns. I use it with a GreatSword and it's built in lifesteal.
Yea weirdly good in pvp for similar reasons, but where lifesteal always works in 1v1s but lacks in aoes blooddrinker shines
@Mecrow Question regarding your point about equip load damage increase: is that graphed function the same formula used as part of the damage calculations? Just wanted to confirm since I don't fully digest the damage formula calculation too well. Thank you for all of the great videos you keep putting out!
Yea everything is just a multiplicative factor of 1. 50% empower is a 1.5x multiplier, 30% base dmg is a 1.3% multiplier if that makes sense
awesome infos! deep thx!
Im newer to the game, can you explain how the 20% damage buff in light only equates to half the value?
Yea so everything adds in each bucket and then is multiplied by others. If the bucket is heavily used (about at 100%), then the value of a perk is 1/2 its said value. Most builds have around 60-80% base dmg but some are at 100% or even over 100%, which reduces the value of other base dmg perks significantly.
I am trying to figure out how you got those resists @13:30
5/15 split w a shield w slash ward
Im confused now 🤷♂️ is Slash conditioning better on the Heavy Glacial Gear or Health?
slash cond
@@mecr0w thank you 👍
Where are you getting the base damage number(s) from? Aka, what makes a bruiser build only 60% base damage?
I combination of gear and tree specific effects. In the resources tab in my discord there is a list of every base dmg effect in the game and that’s another easy way to do it. Just filter for ga/wh and that does 90% of the work for you.
nice vid as always, keep them coming! by the way, have you recently tested if the disease cap is working? I was running void/pesti with a friend with bile bomb to test it out. Plagued crits, nades (perk on pesti), 3 hits (pesti extra debuff), scream (vg) and bile bomb, my healer friend cast sacred ground and was healing for 0 for a few seconds. into 250, into 500, finally into 1k+. It doesnt look like its capped at 50%, at all.
Sacred ground no longer is in the anti-disease bucket, so I imagine it’ll be weird. I planned on making a vid on it in 3ish days but I’m out on vacation atm so I’m not home to record and test the interactions yet.
@@mecr0w cool. give it a shot when you have a chance. weird indeed. 0 heals is kinda nasty, even if for only a few seconds. enough for wiping a point
I disagree with your first point on light vs heavy. It’s not just a matter of damage. It’s a matter of playstyle. Personally, I despise the heavy armor playstyle - zero mobility, zero ability to outdodge, zero potentiality to outplay someone. Just a zero brain playstyle with little to no thinking required. You just shuffle around, faceplant clumps and rely on healers to keep you propped up. Incredibly boring and uninteresting. And people seem to forget - light dodge is a form of mitigation in and of itself, as the more and better you’re able to move and dodge opponents the less damage you’ll take. People should decide what to play based on what playstyle they enjoy, not just looking at raw numbers.
I agree till u look at leaping strike, which solves the light mobility problem almost single handedly. I agree but as a tryhard I tend to optimize for winning, and less so having fun. I usually have fun winning though, but that’s just who I am as a person. I still have a few track records set in high school w my name on the wall just have always been that way.
@@mecr0w Leaping Strike is one skill with a CD. Outside of that, you have to shuffle around with zero ability to get around. It's more than possible to win while also playing something you enjoy and not just meta-slaving. I do it everyday. I can drop 20+, 30+ kills in OPR playing light armor melee solo que'd with no healer, and its something anyone else can learn to do. I can understand meta-whoring in wars where efficiency and results are all that matter, but outside of that meta-droning is just so low brain and boring.
@@NWSwillwoke up
Shuffling around OPR is the worst. Even in medium.
Really wish they let us use mounts in OPR. So many missed baron fights because med IGVG with no mobility (rip void blade blastoff mobility exploit btw).
When I swap to light it’s like a different game lol. For war where you have haste pots it’s fine but OPR can turn into walking simulator if you’re being rolled and light can still be decently tanky in OPR if you build it right (5 physical aversion FTW).
Composition and players that often play together in wars matters more than skill.
I played on EU w people I’ve never talked to before in my life. They had 1 tere and the company we attacked had 4 at the time and I won on over 200 ms ;-;
Does bludgeoning best friends passive stays when switching to another weapon ?
Ye
I am glad people are finally saying +health mods are not best in slot. I prefer defensive mods over raw health. Your health pool is irrelevant if you are getting hit so much harder than without defensive mods like conditionings, elemental aversion, and enchanted ward.
Yea if u run a 2 defensives health might be a good 3rd but I tend to agree
Keep it Bro Great Videos!
Can we get a build guide for the blunder flai that you’re running!
Ye
They are doing the dumbest "nerf" to swing bruisers back into Medium by making Heavy dodge cost 55 stam instead 50. At this point you begin to wonder if Hearty is next on the chopping block after Resi, since the problem isnt dodging, but stam availability and rediness.
I dont mind the 5 extra stam per dodge, i just dont think its enough to make me go to medium when you lose so much for running it
Good. I suggested 60 with -10% stam regen. Make heavy BE heavy. Now it'll separate the shit players from the better ones when it comes to stamina management.
@@BusterBosque that makes no sense, cause when it comes to war loggers we'll still just run heavy. Its everyone else whos going to go to medium and get butt fucked by those of us still in heavy and wonder why the nerf no worky. AGS are focusing on the wrong things to make Medium viable
@@BusterBosque the dodge distance should be longer in medium (and in terms of s and distance, longer than heavy).
The damage should be at least 15% rather than 10%
Outgoing healing should also at least be 10% rather than 0%, this would also make it easier for people to pick up healer builds casually rather thinking they need near perfect items and gear score for light.
balance of power has everyone wanting to run back to medium
Any chance you could prep video or suggest if bleed bow rapier build is still good VS thrust build?
Also what server you are playing? Because Kronos balance is joke xd when it comes to factions
El D, CoS, Maramma, Hercules, and Nysa now but I can look at it
The most recent Balance of Power episode indicated that they are changing the heavy loadout so that the dodge will cost 55 and light might be getting a melee boost in pve. Thoughts?
I thought light melee would get a pvp boost from the vid. I expect a matchmaker to come in May which will greatly solve a lot of our problems too with game balance perception.
Light melee needs a buff and the heavy 55 stam dodge makes sense imo. Heavy ideally should have to block somewhat and should pref blocking from a theory perspective and I think this is a creative solution that works towards that goal.
amazing content, thank you so much for this video! insta sub
What do you mean fire absorption potions last 45 seconds if you have “bags”? Can you stack the bag perks?
Lasting consumption can be on all your bags yes
All the advance stuff is awesome, but any chance you can cover some fundamentals on what u need to do in the klump?
Yea I had a vid that touches on parts could be more specific I suppose
ive been putting so much effort to make blooddrinker ring good but i just cant see it. Even a stray sacred will usually heal for more than the lifestealing the ring gives. the extra potion strength is nice but after they reverted the potion nerf ankh is still just the better overall unless you are doing arenas with no healer IMO
Speaking as a vgig 350 int or 280 int split
Does the Flails Best Friends passive on Warding Bludgeon stick around on weapon swap?
Yes
@@mecr0w holy crap, thanks! Time for Bludgeon city
How do you think the 55 stam heavy dodge will change things?
it'll indirectly buff light
People may cut hearty or they may add 1 stam runeglass gem to armor. Some people will overreact and go to med but still think heavy is optimal.
TIL stam runeglass was something @@mecr0w
Where is new world buddy getting this data? I get data mining but usually that is client side stuff like dats and image type shit. The actual values for each perk should be server side and the source isn't open.
New world buddy is super in depth but I'm not entirely sold it's true to what the game has coded.
Can anyone speak to this? Any game I've ever worked on has the actual modifiers of abilities, perks and items stashed in the database behind closed source doors.
discord.gg/hJZNU2zB nw buddy discord if you want to ask
easy solution: the dmg increase should be overall. not only for the base-dmg. this would make other weights more viable
That was my personal favorite option but people are worried about glass cannon light builds, which I suppose is reasonable. The dodge change has a similar solution that lowers ttk so I don’t dislike it though.
Hey Mecrow I noticed that Shirking Fort is a .02 value instead of the 5% fort it shows on tooltip, and shirking heals has 100 + .06% max health instead of the 250 + 1.5% max health it shows on tooltip. Are these intentionally nerfed?
That’s before gearscore scaling
Why do other fortifications show as .05 then and not .02 like shirking?@@mecr0w
If you multiply the scaling x the fort you get some outrageous number that isn't accurate either@@mecr0w
Question about balancing eq loads. Is it light that needs a buff or heavy need a nerf? also what about medium?
It could go either way. I’d prefer light and med receiving buffs but the other way may work too depending on its implementation.
@@mecr0w just uploaded balance of power, and dave said that they will be upping heavy dodge stamina cost to 55
@@mecr0wThoughts on a buff to give value to light/med?
Blooddrinker is OP in solo pve. It carries so hard, that it makes soloing almost everything in the open world pretty viable for a competent player.
They just announced heavy dodge will require 55 stamina. Do you think thats enough to break up the heavy meta?
Any build w a shield should go heavy imo but builds that don’t run shields could try med. I think heavy is optimal but med will feel better for a lot of players.
@Mecrow I think you should have clarified the armor differences based on the pvp you're playing. I agree that heavy is a must in wars, but the advantages of mobility is pretty necessary in open pvp situations. The idea of light benefits is for non wars/ smaller scale pvp imo. Having mobility gets you in and out of fights much faster. Which is entirely more effective in opr and races (especially races!). Also in situations where players tend to run and try to survive more (not that prevalent in wars, compared to open world pvp) having light to either track them down or break contact yourself makes a lot of difference and imo really validates light equip. The extra damage is honestly just a bonus.
Idk in eu oprs everyone runs heavy w sns and u have the mobility, survivability, and dmg all in 1 kit
In Delos up till season 3 it was 99% light on everyone whether ranged or melee, there would be like 1 or 2 heavy players in OPR and that heavy player was often only me. People would constantly just roll away the second they started losing or were engaged upon.
@@mecr0w in Maramma it's pretty 50/50 light to heavy in opr.
Is there a cap on enchanted ward?
No
@@mecr0w heard thank you. Hop on twitch soon, I’ve been trying to catch you on!
Nerf to heavy! Also, I started at PVP track 200 and I’ve probably leveled another 200 tracks and still no Pestilence. I have every other PvP track artifact except the one I wanted from the start. :(
Lots of good information 😮
Its will be very interesting if u figure out or alacritous punishment is good perk or not really
It’s impossible to get data for it. Really can only judge by theory.
@@mecr0w atleast theory as u very good understand data so its be super nice to get insight about thing nobody know.
dang, that a lot effort in this video.
Forgot to credit me for the idea. You'll be hearing from my lawyer.
🧙♂️
That’s crazy about bows bc I just got my little crouch into heavy attack working smoothly 😂
Yeah that doesn't work
@@bobdemyer9887 good it feels and looks goofy 😂
@@fweakydiceman3966 LOL it does, but I'd do it if it worked lol
🎉🎉
Great video! If you could timestamp and label videos like this it would be helpful
Yea I’ll try to do that when I get off the plane I forgot to do that
Vg strips conditioning no?
Yes but it applies naturally unlike shirking fort where u have to force dodges, so the best removing it will do is add 1 more hit that doesn’t have the effect procced for.
It’s less countered by vg.
This is why new world is so hard for me to play lol this crazy shit that normal players basically just can’t know? Is so overwhelming. Lol
Yea I wish there was a more clear way it was spelled out. A lot of stuff we have to test/datamine because descriptions don’t do it justice.
Make heavy 60 stamina roll and -15% stam regen. Make it feel heavier. And fix the scaling of the damage buff from light/medium. Only viable fix. People who feel safe in heavy get punished with less dodging.
That still wouldn't stop me from going full frigid dawn "glass" cannon 😂
They said they were changing heavy dodge cost to 55 in the balance of power
Yea almost predicted it lol
Sure, trying to hold left click with a bow to do a heavy shot doesn’t do a heavy attack as it immediately shoots (the code you show?). Heavy attack is an Aimed Shot that is held extra long. You should probably test this before declaring bow users heavy attack is a light because for bow users, that is a heavy attack.
Oh that shows the 2 bow attacks light and heavy, but the heavy attack is coded as a light attack that deals more dmg
U seem very slow
Mecrow medium meta again? 55 stamina costs the dodge in heavy next patch
No but more viable yes
How do I subscribe twice? Most UA-camrs would make one of these points into a 14 minute video.
Lmao just keep watching the videos and tell your friends if you wanna help out
Try to play heavyb with Boltcaster, ICE, FS or Rapier. You will be useless. Even FS with flamethrower work only for wars and in a specific groups. Flamethrower in Arenas and Oprs without coordination it is so weak in heavy
Idk what oprs u have been playing there are so many heavy flamethrowers w pest T_T
@@mecr0w just played today against them. Weak damage.
I m testando conditioning in my channel @aoryu I play tanker in Devaloka with 2 Slashdot, 2 triste and 1 impact conditioning. Whe they active is great but inconsistent to see with this terrible buffet debuuf bars e icons
Huh?....
Yea slash conditioning is very consistently active compared to the others. I tend to pref 3x slash cond w a strike amulet and a different reduction like EA
Light is king still
I love your videos and analyses but your point about war being easy to get into is missing the point. The critique has never been about gear or time, but about insularity of the war scene + time it takes to participate in that scene. Tldr no one wants to make NW a job and being in a top war company that holds territory seems to require that. You mentioned skill but I think it's more about time to practice w comms and coordination
Oh yea I just also get the other side of things where people say it’s a gear gap and it’s just not… war loggers have terrible gear very often. Barrier to entry needs to be reduced, but that’s a tough challenge to solve.
@@mecr0w fair enough and agreed, it is nice to know not every war logger has full BIS
Goes to show an experience player can put together a working set quickly, knowing the meta seems important here also.
That whole point about being able to get into and win a war was just stupid. They probably could’ve slotted ANYONE (judging by ur gear) and would’ve won regardless.
The info on a hidden cooldown for leeching/lifesteal on the other hand is huge. Only being able to heal on a single target with aoe swings/abilities is sad.
they have another tank w 3 perk gear and they said I felt a lot better to play w :shrug:
Health perk is the most universal perk in the game. It applies to all circumstances. This is its true strenght. It can't be countered. The lack of flaws needs to make it relatively weaker versus more conditional perks.
Slash conditioning will be more useful in certain conditions, where you would expect a lot of slash dmg (bruisers, war, point). This specific condition makes it also usless against any other form of damage. That is why on wars I prefer to dps by using War Hammer, because I know everyone is stacked with slash dmg resistance and it will become useless when I use my hammer. Counter the meta.
I know that you channel is mostly around the wars and when you talking about stuff you mostly relate to this kind of PvP activity, but in terms of global usfulness health is still one of the best.
Yep. I have been doing 3 slash cond a strike prot and w a 5/15 split to counter both recently.
Just make heavy deal -20% damage already.
New World PvP is dying more with every update, not even due to lack of content but simply from not having a good combat lead in place.
I disagree I like their combat lead a lot but I get the sentiment I just think he's doing the best with what he has and lacks good data.
How about we NOT turn New World OPR into ESO Cyrodiil. It's hard enough killing the healer healing the healer healing the healer healing the Bruisers. Keep pushing the heavy meta and the TTK will turn group fights into tickle tussles while healers are hitting the CLAP YA HANDS, CHA CHA REAL SMOOTH.
Ttk is being lowered w up coming changes
Well that's somewhat reassuring I guess. Sorry if my comment came across angrily. I just know how unfun a heavy meta would make pvp. I really do hope the devs watch your videos and actually use your findings to make meaningful improvements.
One question in regards to the 20% base damage. Wouldn't LA still be the best damage setup for a bow user like myself since the skill tree gives so many multiplicative bonuses?
well heavy just got oblitorated xd
U need health because of DoTs
ABS affects dot dmg and conditioning allows you to gem more creatively, so it’s arguable that conditioning can help vs dots more than health. Comes down to how you gem at the end of the day.
The arguments against health make absolutely 0 sense
There are other perks… some of the other perks provide more effective health than… health over a fight of any length, or when you are being healed..
For instance, over the course of a 2 minute fight a perk like grit ward on a bruiser would mitigate much more incoming damage than 800 health.
weird first point. heavy is for old people with bad reflexes since day 1. light will always be better if youre good at the game
That simply isn’t true in the current meta. Heavy is miles better than Light currently.
You still haven't learned to do good transmog tho💀💀💀💀
I transmogged Michael D:
if you could effectively stop saying effectively that would be more effective
Good infos for a dead game.
Lmao thanks
Cope
cool video, ty