I'll keep this is short and sweet. I think absorbs are doing a hell of a lot more work then what the community perceives that they are doing.
Be that active or passive absorbs. Passives are almost better because they don't require a GCD to trigger.
Thoughts?
Absorbs
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- roadkillrobin
- Posts: 2773
Re: Absorbs
They are pretty bad due to how they are calculated.
But like you said youself, any absorbs that are of a proc works ok. Any absorbs that require a GCD to use are never worth it.
But like you said youself, any absorbs that are of a proc works ok. Any absorbs that require a GCD to use are never worth it.

- footpatrol2
- Posts: 1116
Re: Absorbs
They are good at eating small trash damage and not spike damage.
Take like a battle of praag situation. 15 min SC = 900 sec's
Assume warped flesh tactic is working 75% of the time due to deaths and not 100% upkeep. So thats 900 x 0.75 = 675 sec's
warped flesh absorbs 375 damage over 3 sec's so thats 375/3 = 125 per sec
675 x 125 = 84,375 raw unmitigated damage absorbed
This is super broad strokes.
The tanks that have absorbs.
There is a lot of times that you are not within striking distance to your next target because your chasing down something. Thats when you pop your gcd to get a absorb. Also Some times the actual strike comes with a absorb also.
Individually these absorbs don't really due anything and won't save your life. Over time thou they can add up.
The absorbs are not flashy because they don't show up on the scoreboard which I think is why they are thought of as bad. I think they are doing a lot more then we give it credit. Or am I completely wrong on this?
Take like a battle of praag situation. 15 min SC = 900 sec's
Assume warped flesh tactic is working 75% of the time due to deaths and not 100% upkeep. So thats 900 x 0.75 = 675 sec's
warped flesh absorbs 375 damage over 3 sec's so thats 375/3 = 125 per sec
675 x 125 = 84,375 raw unmitigated damage absorbed
This is super broad strokes.
The tanks that have absorbs.
There is a lot of times that you are not within striking distance to your next target because your chasing down something. Thats when you pop your gcd to get a absorb. Also Some times the actual strike comes with a absorb also.
Individually these absorbs don't really due anything and won't save your life. Over time thou they can add up.
The absorbs are not flashy because they don't show up on the scoreboard which I think is why they are thought of as bad. I think they are doing a lot more then we give it credit. Or am I completely wrong on this?
- roadkillrobin
- Posts: 2773
Re: Absorbs
Yes, i've done the math on Warped Flesh, it's better then both Rugged and Flawless Armor to a certain degree aslong as you're using a S/B spec. If you howver don't run a sheild both Flawless Armor and Rugged becomes alot better.
But as you said as soon as it requires a GCD there are always something better to cast.
But as you said as soon as it requires a GCD there are always something better to cast.

Re: Absorbs
They're an awful effect. They translate to a worse version of a heal unless lifetap mechanics are in play, and as they don't scale, minmaxing and power creep ruins them. Their effect should be replaced with something more imaginative, such as anti-crit or a Hardened Shields-type effect which limits the maximum damage any single hit can deal.
- peterthepan3
- Posts: 6509
Re: Absorbs
Warped Flesh very nice for dueling SNB tanks as a tanky magus. Helps deal with their damage somewhat.

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- roadkillrobin
- Posts: 2773
Re: Absorbs
Could also make all absorbs stack with themself post mitigration then they would be much more usefull.
Like temp HP in DnD
Another sugestion would be to just make aborbs something that increase your dodge/dissrupt/parry/block chance to 100% for the next 1 attack. But might need to tweak some internal CD timers on passives for this.
Like temp HP in DnD
Another sugestion would be to just make aborbs something that increase your dodge/dissrupt/parry/block chance to 100% for the next 1 attack. But might need to tweak some internal CD timers on passives for this.

- Shadowgurke
- Posts: 618
Re: Absorbs
Zealot heals for 1k per groupheal. 2,5s casttime. Assume he is casting 75% of the time duo to deaths and overheal. 400hps*6 groupmembers = 2400 HPS. 2000*675=1620000.footpatrol2 wrote:They are good at eating small trash damage and not spike damage.
Take like a battle of praag situation. 15 min SC = 900 sec's
Assume warped flesh tactic is working 75% of the time due to deaths and not 100% upkeep. So thats 900 x 0.75 = 675 sec's
warped flesh absorbs 375 damage over 3 sec's so thats 375/3 = 125 per sec
675 x 125 = 84,375 raw unmitigated damage absorbed
That numbers is as unrealistic as your absorb math. The only reason why WF is somewhat okay is because it is one of the few tactics that helps against Guard dmg.
In short I think absorbs do a hell of a lot less than you think they do. Pre mitigation is a real thing with the current mitigation values
If you want to know the real value of WF do a BoP and parse your combat log,

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