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Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 5:45 pm
by th3gatekeeper
Bozzax wrote:th3gatekeeper wrote:
6000 HP @ 18% mitigation = 7317 EHP
vs 6000 HP @ 0% mitigation = 6000 EHP (So armor increased this by 21.6%)
= 1.3k HP difference = 130 Wounds (Which you can almost get with 5 talis ANYWAYS) So... it makes armor more "on par" with every other stat
Fire, spirit and corp ..,
Maybe redo your math?
I will, if you elaborate on what you mean. Fire, Spirit and Corp doesnt give me enough data, nor is it a "point"... Not to mention, those damage types have a MUCH lower "soft cap" which is why people dont typically try and stack those resistances to the moon (like they do with armor)... Because doing so, doesnt provide any benefits except a "buffer" towards debuffs (which many can be cleansed I believe)
Also, Physical damage makes up a much larger % of all the damage in ROR, only a few classes have focus on 1 or 2 other damage types and even then, its only a % of their abilities. As an example. You could argue "Chosen does Spirit Damage" which is true, but his AA is still physical, as well as other very common moves like Suppression, Dizzying blow, Blast wave, etc. etc. So while "Rending Blade" and "Ravage" and a handful of others ARE spirit, I would easily bet that 1/3rd if not more like 1/2 of the Chosen damage is Physical. Same goes for SM, deals SOME spirit damage, but many attacks are regular + AA as well.
The "other way" to "nerf armor" would be to give more classes less physical damage, to necessitate needing to spend stats on resistances... However that same thing can be accomplished by merely adjusting things like ARP and maybe also armor debuffs.
Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 5:50 pm
by Bozzax
130 wounds gives 1300 hp vs spirit, fire, corp, physical, raw damage, morale damage .. armor don't
Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 5:53 pm
by Bozzax
We/wh/mara and so on and on
Btw toughness rule if you 800+ problem is that all but tanks really need to go all in to get there
Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 5:56 pm
by Daknallbomb
Hmm for my understanding here in that post we need a list of All Toons that makes magic dmg all Toons that can Bypass Amor and all skills from Toons that Make other dmg than Physikal.
Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 6:07 pm
by th3gatekeeper
Bozzax wrote:130 wounds gives 1300 hp vs spirit, fire, corp, physical, raw damage, morale damage .. armor don't
Did you not read the entire post?
th3gatekeeper wrote:roadkillrobin wrote:
6000 HP @ 18% mitigation = 7317 EHP
vs 6000 HP @ 0% mitigation = 6000 EHP (So armor increased this by 21.6%)
= 1.3k HP difference = 130 Wounds (Which you can almost get with 5 talis ANYWAYS) So... it makes armor more "on par" with every other stat....
Now, if this makes things too squishy, this is where you can start beefing up OTHER things but this brings armor inline with other stats TO be able to beef them up.... Frankly.. Seeing these numbers a light armor player can largely ignore armor pots/talis/buffs as after a max debuff AND decent ARP... the player will cut them down to a LOW% anyways which you can get jus tas much EHP from other stats - which is the GOAL of this: Bring Armor into line with other stats.
This math just proves it does just that!
So yes... A light armor player will get more benefit from other sources of stats: such as wounds - we AGREE.
Why might someone still grab armor as a light armor player? Well maybe they are not counting on always having an armor debuff on them, or if they do, its a smaller armor debuff and not a big one... In those cases armor would "out perform" wounds in physical damage.
Remember: This was AFTER applying the BEST armor debuff in the game and assuming someone has decent ARP.... which THEN makes armor = wounds. Without thoughs, armor > wounds... SO I guess I dont get the point?
Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 6:10 pm
by roadkillrobin
The armor debuff can be cleansed.
The difference between not stacking armor and stacking armor after a debuff is massive.
Not stacking armor and you're at 5% mitigration from armor, while with it ir's around 25%.
So when you add to the fact that the armor debuff can also be cleansed away it's just better then everything else.
and NOT due to it overpeforms, but the fact that the other ones are ineffective
Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 6:17 pm
by K13R
Sorry im confused what the end goal is. Is it to make more flexibly in builds instead just stack armor mah. Is it to increase TTK or decrease TTK..Are some "squishy" classes lasting to long or not long enough. I understand WS is not that great are we trying to make more viable then stacking what crit after main stat? Do DPS need more killing power?
Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 6:22 pm
by Bozzax
Yep armor is fine since wounds is better

Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 6:27 pm
by th3gatekeeper
Bozzax wrote:Yep armor is fine since wounds is better

I dont see many people running around with Wounds Talis on... IDK about you...
Re: [Discussion/Feedback] The Armor Project
Posted: Mon May 08, 2017 6:28 pm
by roadkillrobin
I do on my cloth healers.
Moast ORVR dps with good gear does aswell.