Fenris78 wrote: Sat Aug 24, 2024 6:20 pm
People dont invest into magic resistances, dodge nor disrupt because :
1. Disrupt is currently penetrated 10% more than before, for free, by casters :
- Usually average disrupt/dodge chances are 2-4% from stuff +18% maxed out DD, meaning a max of 20-22%, plus a tiny amount from Willpower (saving healers who can add another 21-24%)
- Strikethrough stuff from BoS gear is about 6-8%, plus another 9-10% from mainstat.
- Most casters add another 3 to 5% (Sorc/BW and magus respectively, with base skills).
- Add tactics like elf racial (10%), and various means by other gear, talismans and consumables (1 to 10%).
In the end, at minima, casters and ranged got minimum 17% strikethrough, plus minimum debuffs > 20-22%.
Poof, you average disrupt and dodge scores are now gone, and your 20 renown points became useless.
You can even negate tanks defenses with 15% disrupt tactics (35% > 5-15%), even healers got reduced from 41-46% to 16-26%, at best (wich could be considered as useful disrupt value in the end, in this extreme case).
Same or even worse for Dodge, since you add +10% Pierce defense tactic on top of that, and you can spread then with AoE.
Still physical ranged need to build WS to be effective, as stated previously.
2. Resistances means are existing, but arent ignoring the fact the need further sacrifices, wich are not low ;
- Resist liniment is taking your only liniment slot, further rieving builds based on other stats (crits, wounds, other resistances, etc.)
- Magic resistance rings are taking your 2 or 3 ring slots
- Magic resistances are softcapped to 660, and for some reason divided by 3 (instead of 2) over that value.
- Resist talismans are only protecting against one type of magic, and purple 200 fragments do not exist, you need to make super crits to get at best a +93 magic resistance of one type.
The only other otpion if to get legendary talisman with +60 all resist, while slotting +6% disrupt should in theory hold much more value.
- Magic resistance Tactics are taking 25% of you tactic slots only to protect you from 1-2 classes at best. Pretty much all other tactics are more valuable, because more universal against damage (close combat for mdps, toughness, wounds, avoidances, etc.)
- Magic resistance Potions are taking you armor potion slot, and only protect from one damage. Plus now liniment is far superior (was +180 before, max potion is 256 for one type).
3. Magic resistances are lowered by 40-85% by easy to get (or core) skills/tactics.
- KotBS/Ch, Magus, Engineer, Runepriest, Zealot, Sham, AM and BO/SM with AoE debuffs, often core skills.
- Sorc with mandatory tactic on ST spec wich offer other benefits.
- SW/SH with tactic to ignore all resistances for 1-2 powerful skills.
- Probably forgot some.
All of this without heavy investment (no renown, only mainstat for casters, gear and base skills often doing the rest).
Hitting with 100% over greatly or very low resistances whould at least require more investment from casters, when all people on receiving end (including casters themselves just saying) need to invest 20 renwon point, heavy gear/talismans/tactic/consumables/buffs, only to be always hit 100% but with a measly 20% mitigation in the end ?
I mean, healers and casters can stack toughness and armor, plus anticrit, and be significantly resistant against most physical melee classes, while being able to hit them 100% from 100+ ft away, and kite for most ?
Proposed solutions :
1. Reduce scaling from defensive bonuses from Initiative and willpower, like 2% per 100 instead of 3% to avoid making to much discrepancies between average classes, and healers for example.
Dodge from initiative could stay on 3 per 100 maybe, because initiative is never a secondary stat on any gear.
2. Remove Strikethrough from mainstats, it was a bad idea from the beginning, because it didnt take into account various buffs (and high ones for tanks) to avoidances, stacking them with skills (HtL and other), nor the great means already needing (small or big) investment to get reasonable strikethrough (listed before).
3. Adjust various buffs to avoidances to check their efficiency in average cases.
4. Adjust magic resistances by lowering debuff values (Aoe need to be half ST one for example), in general not getting them far over 250-270.
5. Adjust buffs from consumables and such to not make them overshadowing support classes buffs, and to balance out reduction of magic resistances.
6. Make it so minimum average dodge/disrupt is around 10-15% after all strikethrough and avoidances are maxed (or with average BiS against BiS gear).
Pushing someone to 0% avoidance would mean Attacker maxed out his strikethrough with ALL available means, AND defender didnt invest any on defense, for example.
7. Maxed out Deft Defender should at least provide 10% effective dodge and disrupt against maxed out Strikethrough attackers.