Farrul wrote: Sat Aug 24, 2024 5:21 am
what63 wrote: Fri Aug 23, 2024 3:39 pmYeah, with the exception that you are claiming magic damage as supperior on the basis of the receiving party having
base resist minus a debuff. This is not how things work out when lodging a complaint of this form.
Magic is superior regardless of base resistance or buffed resistance, my example of base resistance on a BIS toon show the extreme disparity in efficiency compared to the inferior phys penetration( + 90% magic penetration).
With buffs (both ways) magic is till way more efficent, since it requires no investments, resistance softcaps at 40% mitigation , beyond that you're just adding a buffer for the debuffs and a small % increase, if you want to get into the extreme to protect yourself vs magic , know that Magic did not need to invest anything to add 60%+ penetration and counter your extreme efforts just fine.
Meanwhile Phys need to invest into the extreme to be efficient like magic, unless all it wants to hurt is light armor targets.
what63 wrote: Fri Aug 23, 2024 3:39 pmDisrupt most certainly does not operate under the same weight as dodge on the whole.
In practice you're having no avoidance vs magic or archers, unless there is a hold the line tank, hence the whole point is practical, if they start adding meaningful defences against ranged hitters outside of Hold the line and a few abilities then a comparison in efficiency may become more relevant. Point is ranged need a nerf and we all know it since they're pretty much hitting all the time without a shield tank present. Which is absurd balancing in any game, not just RoR.
what63 wrote: Fri Aug 23, 2024 3:39 pmAnd also, any increase in global ranged avoidance would necessitate reducing the amount of the buffed potential, meaning HTL nerf at the very least. Disregarding HTL in its entirety would never be a valid option, even if someone were to humor the notion that a baseline discussion should disregard its existence. Which is, of course, somewhat of a daft proposition to begin with.
Can't balance ranged hitting based on 1 ability, then screw up everyone all the rest of the time, hence if ranged balance is done with only Hold the Line in mind, then this ability obviously should be toned down for the greater good of balancing, imho 30% would suffice.
Allright, so let's assume your methodology to be sound and apply it to armor in a very cherrypicked example with a willy nilly mindset of armorbuffs and the likes not mattering a lick: A full sovereign SW, against a full sovereign SW. Baseline armorpenetration with no talismans, no renown is 36%. Armor is 1420. After debuff of let's say 900 from Acid Arrow, armor is 520. About 12% mititgation. Right here we can show that according to your logic, there are cases where physcal damage can reach roughly the same potency as magic damage before even factoring in WS. If we calculate in the additional penetration they have, 36%, the remaining armor is 332, or about 7.5% mitigation. One could argue that WS is an absolutely **** stat to invest in by looking at this example, as the gains would be incredibly neglible due to even a weaker armordebuff turning any further investment to near naught.
Now, for very obvious reasons, the above is not universally true, as the shadow warriot could pop a blue armor potion and enter assault stance, ending up with a neat 3665 armor, or 83% mitigation. Now let's assume the same armordebuff to be present, and SW two to enter assault stance aswell, but still have no investment of talismans. This makes the armorpen out to around 44%. The end result, is that the SW on the receiving end has a net mitigation of around 35% from about 1.5k armor.
Actual investments in penetration and various other means of armorpenetration along with varying strengths of armodebuffs will alter the above figures, along with reduced armorpen buffs however rare they are. But if we take them at face value, it's easy to argue that there are cases where magic damage is weaker than physical damage, especially if we disregard your methodology of representing unbuffed values as anything close to the average case. But we can also see that a very aggressive armor figure for a DPS yields figures that are not in any way significantly north of what a magic user would face in an equal scenario. And that is with no investment in additional magical resistant other than having a buff. In reality however, magic resist talismans are of high enough value that you could easily make them into a very sound investment, the only reason they aren't seen as one, is that magic damage simply isn't a priority to counter, and despite the softcap, the utilization of them would make you end up with more mititgation from resist than you have against most phys dps if you are not HEAVILY investing in armor.
Tanks are a different matter, but here, in general RDPS especially struggle far more to even get abilities in due to HTL and various block/disrupt tactics and the likes.
In the end, multiple factors in addition to the above makes the difference in effective output far less black and white anyways. The difference in design between physical and magic damage classes are simply so far apart that there is no way to argue forth a powergap from looking at their respective resists anyways. As has been brought up, AAs are a thing, for example. These alone allow many physcal DPS to output most of their ST damage passively. Literally. Combine the raw output of AAs (which isn't universally high) with the far greater amount of outgoing hits to trigger procs and the likes, and you may see why they are so potent considering the widespread issues with proc damage over the last months.
Listen, I'm just gonna flat out say that you are entirely wrong re disrupt in a majory of matchups. Feel free to provide any math to prove the opposite. The lack of consistent debuffs and generally not awesome amount of strikethrough on the classes that matter is a simple fact. It's again a thing that slightly changes WITH GEAR AND SIGNIFICANT INVESTMENT on the caster side, but with an equal investment on the receiving end you can negate such. People just don't. Disrupt should not be something you have for free. Dodge is a different matter, I agree there is no way to consistently have any dodge outside of HTL against a majority of matchups if they so choose.
I'll counter your HTL argument by just mentioning that guard exists, and is not only balanced around, but universally poses the same exact logical issues. Melee DPS have to contend with guard, RDPS have to contend with guard and HTL.
Add: Also your initial statement of someone having 10% mitigation left after a debuff in no way computes as the caster having 90% penetration. This would only be the case if the target had 100% mitigation before the debuff.