Overarching balance changes

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Poll: Which game mechanic needs to be changed the most?

Guard
25
9%
Cleanse
65
23%
Buff/Debuff stacking
10
4%
Critical damage
33
12%
%Damage mitigation abilities (Detaunt/Challenge/ID/Bellow etc...)
12
4%
Softcaps
10
4%
Morales
13
5%
Group Heal
24
9%
Armor/Resistance stacking and penetration
28
10%
Crowd Control and immunities
58
21%
Total votes: 278

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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#851 » Sun Jul 24, 2016 8:00 pm

tomato wrote:
Mostly bad tanks stack armor. :)
No it actually makes alot of sence to stack armor as a tank if you do the math on it.
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Jaycub
Posts: 3130

Re: Overarching balance changes

Post#852 » Sun Jul 24, 2016 8:44 pm

roadkillrobin wrote:
tomato wrote:
Mostly bad tanks stack armor. :)
No it actually makes alot of sence to stack armor as a tank if you do the math on it.
There is 0 reason to stack armor on a tank outside of 1v1 dueling maybe. You have naturally high avoidance and armor, and are rarely focused. Avoidance and wounds are the only stats that matter for mitigating guard damage etc...
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#853 » Sun Jul 24, 2016 9:48 pm

Jaycub wrote:
roadkillrobin wrote:
tomato wrote:
Mostly bad tanks stack armor. :)
No it actually makes alot of sence to stack armor as a tank if you do the math on it.
There is 0 reason to stack armor on a tank outside of 1v1 dueling maybe. You have naturally high avoidance and armor, and are rarely focused. Avoidance and wounds are the only stats that matter for mitigating guard damage etc...
You can't stack Avoidance with talismans (well you can but 8 talisslot of ws would probobly give you 2% parry)
And i'm all pro wounds for organized ORVR. But for SC/Small scale it's either Armor or Toughneess. And pretty much all tests i've done with armor vs toughness talismans. Armor have higher effeciveness. Toughness gives around 8-9% dmg reduction while armor around 15-20%. The only time toughness is better then armor for this scale is when all dps sources is magic dmg.
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Bozzax
Posts: 2644

Re: Overarching balance changes

Post#854 » Sun Jul 24, 2016 10:05 pm

no armor as tank
Last edited by Bozzax on Sun Jul 24, 2016 10:10 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#855 » Sun Jul 24, 2016 10:08 pm

Bozzax wrote:Just trust us you never slot armour tallies as a tank
Have you tried to?
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footpatrol2
Posts: 1093

Re: Overarching balance changes

Post#856 » Sun Jul 24, 2016 10:11 pm

Actually you can get about 5% parry with full weaponskill tali's. Thats with cheapo tali's also. I dunno how much you get with good tali's.
Last edited by footpatrol2 on Sun Jul 24, 2016 10:12 pm, edited 1 time in total.

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Zealote
Posts: 456

Re: Overarching balance changes

Post#857 » Sun Jul 24, 2016 10:12 pm

I think it's probably gear-dependent to some extent. With proper sets I'd agree there are usually better alternatives, but when my IB was still in green gear, I'm sure my base armour value was pretty crap (can't remember the value though unfortunately).

That's more of an intuitive thing though tbh.

Edit: I meant that's more based on my intuition, I haven't done any calculations or anything.

Edit 2:
footpatrol2 wrote:Actually you can get about 5% parry with full weaponskill tali's. Thats with cheapo tali's also. I dunno how much you get with good tali's.
If I haven't messed up the arithmetic, your opponent would need to have only 288 strength for 8 * 24 WS talis to increase your parry by 5%. Against someone who's softcapped (1025), it'd increase your parry rate by 1.4%.
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#858 » Sun Jul 24, 2016 10:30 pm

The thing is, even with base armor with Ruin/Ann set and no weaponskill boost (20% armor pen) you are taking dmg thats lower then sofcap. around 70-72% mitigration If that attacker have 40-45% armor pen instead your mitigration is around 50-55% damage. Thats 20-25% more incomming dmg then you have to take. You can slot toughness talisman to mitigrate some of it instead of armor sure. But it's only gonna give you between 9-12% mitigration. While stacking armor up to a point were it's almoast always 75% physical dmg mitigration.
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jojomen
Posts: 143

Re: Overarching balance changes

Post#859 » Sun Jul 24, 2016 10:52 pm

tomato wrote:The only tank which is better played 2 hand than snb is the sm
Any tank with 2H- can and must be considered as dpser, and when you saying its OKAY to let dpser to do tank job (GUARDING)- on same lvl as real one "tank" didnt you greedy to much? Dps(WP-DOK) cant heal just theirs heal specs do couz its all point of chosing your main role TANK or DD, Healer or DD you cant be both on top lvl in same time.
jojomen wrote:Oh comon man, ofc its more based on ppl preference :
Order : (GUNS+FIREBALLS+bowmaster) ofc all ppl wonna be sexy archer or mage.
Destro : (SWORD+muscle CHOSEN, big foot orcs, alex mercer) tough and Manly males.

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footpatrol2
Posts: 1093

Re: Overarching balance changes

Post#860 » Sun Jul 24, 2016 10:55 pm

I dunno i put in i think +10 or 14 weaponskill tali's on all slots
paper doll addon i was usin said it was parry 5% gain ish maybe 6 % gain. Maybe the addon is wrong? Maybe weaponskill works differently in RoR. I dunno. I know i should use .getstats

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