kweedko wrote:
And Contradictions again it's gonna be rdd buff or melee dd buff, choose one. I see melee buff vs cloth and mage buff vs heavy armor and damage nerf vs cloth and slightly up for everybody vs medium armor.
And again: no contradictions.
My point was/is that a cloth armor class has virtually nothing to loose from a 25% armor cap, except when they stack armor talis, but even then it's questionable:
iirc conqueror armor value is 1100 which = 18.75% physical damage mitigated
plus: ~500 armor pot (could be also a bit more, doesn't really matter) = 27.27 physical damage mitigated
minus: the armor debuff from the melee train or SW/SH = ~1000 to 1800
minus: 25% - 50% armor penetration through weaponskill
What's left should be way under the 25% cap; probably even with armor talis stacking, the cap shouldn't be scratched vs serious enemies.
Same for the medium armor
Conqueror armor value is 2200 = 37.5% physical damage mitigated
with 500 armor pot = 46.02% physical damage mitigated
with the enemies weaponskill and armor debuffs factored in, also way under the 50% cap.
All what's left is a definite nerf to the tank archetypes resistances, and a possible resistance buff to classes who wear medium and light armor.
The WH in my (oh so contradictorily) example would then loose nothing from this change, but could get a possible buff.
A buff that is absolutely not needed.
The class is a caster/backline killer because of the stealth and burst it can deliver, not because it's "tankyness" vs casters.
But as i wrote, this was just an example. There is also no indication that medium armor needs any buff at all.
There is still no evidence delivered that this change would be good for the game or why it is needed at all.
And "tanks are too hard to kill for my DPS zealot" is no evidence.
But i think we had the evidence topic already on the bugtracker. Good to see some progress.
The next time i post to any balance topic will be in the balance subforum with it's extended rules for some quality discussion.
P.S:
before this comes next: the ingame character window armor stat tooltip must show 100% for the 75% cap, that means you need 4400 armor for the cap, not 3300 like the window suggests.