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Armour vs Toughness, which is best? ( Healers )

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Azhag
Posts: 94

Re: Armour vs Toughness, which is best? ( Healers )

Post#71 » Tue Feb 09, 2016 7:55 am

Well, any receipt for IB? I got FS which gave me 0% being critically hit, but sorcerers are still owning me because they have 40—50% critical anyway. Have around 750 toughness, but it seems to be comletely useless, i am not feeling the huge difference between 300 and 750. I am talking about ORvR, what IB can do to be immortal in tank wall or focus?
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Asmunder — 83+ IB
Asmundor — 82+ Chosen
Asmundus — 78+ KotBS
Asmundarion — 75+ SM
Asmundag — 73+ BO

And lots of other Asmund* toons.

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Annaise16
Posts: 341

Re: Armour vs Toughness, which is best? ( Healers )

Post#72 » Tue Feb 09, 2016 9:04 am

Did the devs here implement the proposed 1.4.9 Nature's Blade debuffs?

I laughed about it when it was proposed in 1.4.9 because it was pretty evident that the inexperienced devs at Bioware hadn't realised what the initiative debuff would mean for crit chance. I was looking at the base initiative of tanks in offensive warpforged and thinking that those guys won't know what is hitting them because they won't realise that they're debufffed to a 60% base chance to be crit. And now you say that it's been introduced here.

I'm pretty sure there was a reason why the largest Initiative debuff in the game was capped at 80 when other stat debuffs had much higher caps.

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shamallow
Posts: 81

Re: Armour vs Toughness, which is best? ( Healers )

Post#73 » Tue Feb 09, 2016 8:05 pm

Tesk wrote:The point is you need to get soul killer tactic or you are just a bad Black ork.
same goes for parry+ ap (elite training), it's the coevalent of chosen ap aura.
Ok i see what you mean.
indeed, to specialize in the branch 2 is not very effective in reality.
Tesk wrote:BG have very low defense so you may want to try that build i told you, the points in defense should be good enough but do you have full devastator? anyway with out a chosen +full devastator + heal you are still going to die
I have 3 parts of devastator.
I was looking for in vain to be as resistant as possible.
Tesk wrote:with devastaor and my build with all procs you should have

30% block (20%block rating from shield -10% renown)
22%parry
22%dodge / 67 % (hold the line)
52%disrupt / 97% (hold the line)
(this mean you could use more point in parry lowering the dodge/disrupt for have a 30% parry )
ok, i'll try to get something like that.
in renown, i'll take 10% block, 12% dodge/disrupt/parry.
Tesk wrote:Anyway if you don't have a shammy or better a chosen in party you gona melt under BW/am damages.
ok, I feel reassured because it is a big problem I was trying to solve by adding +xx resist talismans on my equipment.

Tesk wrote:Don't worry if you dont feel very durable i saw few BG that way for the moment in t3.
that's exactly how I felt.
and as I play tank, I expect to hold up well, but that's not the impression I had previously.

But anyway, I will try all your advice.
And thank you again for all your help ;)

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Genisaurus
Former Staff
Posts: 1054

Re: Armour vs Toughness, which is best? ( Healers )

Post#74 » Tue Feb 09, 2016 9:05 pm

Annaise16 wrote:Did the devs here implement the proposed 1.4.9 Nature's Blade debuffs?

I laughed about it when it was proposed in 1.4.9 because it was pretty evident that the inexperienced devs at Bioware hadn't realised what the initiative debuff would mean for crit chance. I was looking at the base initiative of tanks in offensive warpforged and thinking that those guys won't know what is hitting them because they won't realise that they're debufffed to a 60% base chance to be crit. And now you say that it's been introduced here.

I'm pretty sure there was a reason why the largest Initiative debuff in the game was capped at 80 when other stat debuffs had much higher caps.
There were, according to all resources I can find, no changes planned to Nature's Blade in 1.4.9. It has always worked the same way, and with the same values.

Annaise16
Posts: 341

Re: Armour vs Toughness, which is best? ( Healers )

Post#75 » Tue Feb 09, 2016 9:11 pm

Genisaurus wrote:
Annaise16 wrote:Did the devs here implement the proposed 1.4.9 Nature's Blade debuffs?

s.
There were, according to all resources I can find, no changes planned to Nature's Blade in 1.4.9. It has always worked the same way, and with the same values.

The change was on the test server in 2013, along with adding weapon dps contribution to caster's abilities, etc.

The Nature's Blade change was an increase in the stats debuff values. On live, the maximum debuff values were 80. The proposed change, that was implemented on the test server, was an increase in the maximum debuff values up to 120, a 50% increase.

I don't currently have a SM but some the posts in this thread have implied that the NB debuffs are much higher than on live. So, what is the maximum debuff values for Nature's Blade in ROR?

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Genisaurus
Former Staff
Posts: 1054

Re: Armour vs Toughness, which is best? ( Healers )

Post#76 » Tue Feb 09, 2016 9:23 pm

Annaise16 wrote:
Genisaurus wrote:
Annaise16 wrote:Did the devs here implement the proposed 1.4.9 Nature's Blade debuffs?

s.
There were, according to all resources I can find, no changes planned to Nature's Blade in 1.4.9. It has always worked the same way, and with the same values.

The change was on the test server in 2013, along with adding weapon dps contribution to caster's abilities, etc.

The Nature's Blade change was an increase in the stats debuff values. On live, the maximum debuff values were 80. The proposed change, that was implemented on the test server, was an increase in the maximum debuff values up to 120, a 50% increase.

I don't currently have a SM but some the posts in this thread have implied that the NB debuffs are much higher than on live. So, what is the maximum debuff values for Nature's Blade in ROR?
Mmm. We're both mistaken. You're incorrect in that the live debuff values were always capped out at 120, not 80. If you put no points into Khaine they were 75, but with 15 points they were 120 - (3 * ability level). This is where they currently are on RoR.

I was wrong in saying there were no planned changes - it seems that the 1.4.9 patch would have increased the values by 33%. This would have made the debuff amounts (4 * ability level), making the debuff 100/160 points. This has not been done on RoR.

Source

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Tesq
Posts: 5713

Re: Armour vs Toughness, which is best? ( Healers )

Post#77 » Tue Feb 09, 2016 11:33 pm

as if the sm need to debuff spiritual even more :/
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roadkillrobin
Posts: 2773

Re: Armour vs Toughness, which is best? ( Healers )

Post#78 » Wed Feb 10, 2016 1:51 am

Sugestion: Why not add a secondary effect to toughness. The stat atm is bad, really bad. Every other stat exept Wounds in the game have a seconady function. What about crowd controll time reduction??? Can use the same formula as Parry for WS for example. Toughness / (Level * 7.5 + 50) * .075 * 100 = +% time reduction. So at 850 softcap should be 21% CC time reduction. Dunno if it's possible tho,
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Nameless
Posts: 1430

Re: Armour vs Toughness, which is best? ( Healers )

Post#79 » Wed Feb 10, 2016 4:55 am

it also could be some minor heal increase since toughness should be the main defencive stat. 100 thoughness = 1% increase healing \or increase heal crits\
I am almost sure that mythic was toying with the idea of changing toughness cos the stat was lacking. May be there is something code from some test server
Mostly harmless

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Annaise16
Posts: 341

Re: Armour vs Toughness, which is best? ( Healers )

Post#80 » Wed Feb 10, 2016 7:24 am

[quote="Genisaurus
s.[/quote]


Mmm. We're both mistaken. You're incorrect in that the live debuff values were always capped out at 120, not 80. If you put no points into Khaine they were 75, but with 15 points they were 120 - (3 * ability level). This is where they currently are on RoR.

I was wrong in saying there were no planned changes - it seems that the 1.4.9 patch would have increased the values by 33%. This would have made the debuff amounts (4 * ability level), making the debuff 100/160 points. This has not been done on RoR.

Source[/quote]

Yeh. That's right. I recall now that an IB in offensive warpforged could have their Initiative debuffed from a base value of 173 down to 13. That was an increase in base chance to be crit from 23% up to 303%. That's a good debuff!

With regard to Werit's post, the proposed Wound's buff/debuff for Phantom Blade was a minimum of 90 (at level 40/100), increasing by 3 for each mastery level in Vaul. The link is to a ss of me testing it on the test server with 1 and then 14 mastery levels. The heal value was 10 times the value of the Wounds buff. Edit: The Phantom Blade buff/debuff still had a 25% chance to trigger but it was given a 10-second cooldown to reduce the amount of healing. but if the SM/BO stayed in combat continuously, they would still be triggering it every 12-13 seconds on average.

http://i1229.photobucket.com/albums/ee4 ... ca4355.jpg

From memory, the proposed additional armor debuff for Heaven's Blade had a value that was a couple hundred points less than the Shadow Warrior's armor debuff at level 40. Edit: I can recall a value in the 900's but I don't remember the Hoeth mastery level needed for that value.
Last edited by Annaise16 on Wed Feb 10, 2016 11:47 am, edited 3 times in total.

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