Ramasee wrote: Wed May 09, 2018 5:28 pm
Karast, a change that creates a resistance from 75% to 45% is not a 35% damage increase. It is actually a 140% damage increase. Before you would do 25 damage, now you do 60. 60 / 25 = 2.4
So letes do some math together. We are going to go with full conq and 3 piece the wind impervious for % mitigation values. We will also add an armor pot onto the 210 armor increase from TWI. Light armor class = 1910; medium is 3010; heavy is 4110. We'll say that you have 300 weapon skill because you haven't stacked it like crazy, and that our corp debuff is nullified by chosen resist buff. Going to use a 500 tooltip value on blunderbuss (mine earlier in a post was 445)
Blunderbuss physical damage (non crit, crits are multipliers anyways):
Light: 330 dmg
Medium: 231 dmg
Heavy: 133 dmg
Blunderbuss physical damage with built in 50% armor penetration (as proposed by someone):
Light: 415 dmg (126%)
Medium: 366 dmg (158%)
Heavy: 317 dmg (238%)
Blunderbuss corporeal damage against 40% end resist (as proposed by OP):
Light: 300 dmg (91%)
Medium: 300 dmg (130%)
Heavy: 300 dmg (226%)
Blunderbuss with 160 weaponskill added via a tactic (proposed by someone, threw in standard number; also not shown here is benefit to frag grenade with this tactic):
Light: 355 dmg (108%)
Medium: 270 dmg (117%)
Heavy: 187 dmg (141%)
Now % armor penetration becomes less valuable the less armor your opponent has, and vice versa. Switching it to corporeal becomes signifantly higher against pugs who may not have the resistance buffs (bad party compositions), or appropriate gear (or hell even genesis with its low resistance values)
------
So the real question is, how much does blunderbuss need a buff, and against which types of targets?
You miss understood my post. You are looking the difference between damage applied, you left out the mitigated value, I.E. total damage value of the skill.
With the same base damage both skills are actually doing the same total damage, just 1 is being reduced by less. Think of a 1000 hit without mitigation, and then apply the mitigation.
Facing 75% you do 250 (out of 1000).
Facing 40% you do 600 (out of 1000).
That's where the 35% comes in. You are doing 35% more of that 1000 total. When moving from 75% to 50%.
I should have made it clearer.
Blunderbuss is currently a junk AoE. It is a high risk frontal cone which takes the full brunt of armor mitigation, and puts you in a front-line position,a high risk position, but doesn't reward that risk with the same kind of damage potential seen in other front line damaging abilities for similar roles.
Changing it will allow more engi's into a WB dps role rather than the current utility slot, but that irks people. They don't want to see change and they largely have no idea what it is like to try to be a front-line engi in a warband environment that honestly sees you as expendable once the magnet is off. As many a warband lead has said before, guards are for BW's and it's cheaper to rez you after.
There is simply no reason why blunderbuss shouldn't be allowed to do reasonable front-line damage, in builds that call for it and are built for it. A dps focused aoe build should be available. They should be able to eb front-line dps'er in a front-line build.
Right now it can't. That is what this thread is about. Those who say blunderbuss shouldn't do more damage, should think about it like this.
If you feel the current AoE potential of blunderbuss is perfectly fine. Should proposals be made to lower the damage on similar abilities on other dps? Should certain careers and certain builds be prevented from being competitive, desirable, or at least reasonably effective.?
If you say things are fine as is, why are they fine? Why shouldn't front-line focused dps builds be competitive between careers?