Re: 2H Tanks: 9001th thread edition
Posted: Tue Mar 01, 2016 1:18 am
Some testing might be useful. See exactly how much the loss of armor impacts your TTK (er, time-to-death?), and what classes/group comps exacerbate the issue the most?
Warhammer Online
https://returnofreckoning.com/forum/
Yeah in theory you could make "GWM" incorporate some sort of block pass through but then would need to be given to all tanks....GodlessCrom wrote:A guard-pierce debuff specific to 2h tanks would be useful IMO. That avoids indirect buff to 2h dps like White Lion or Choppa/Slayer. Either one placed on the Guarding tank, or the Guarded mdps/healer: again, something like
Shieldbreaker:
reduces Damage Reduction target receives from Guard by X%. Requires Greatweapon.
@gatekeeper: ah, I see your point. Not terribly useful then? Again though, +dmg% and parry% while wielding 2her wouldn't be terrible. Have to replace the mastery tactic in all those trees though, so maybe less feasible?
It does. The paperdoll has been broken forever, but the defensive calcs have used strength and weapon skill for a long time.TenTonHammer wrote:Also armor pen yes but parry is not affect by WS here in RoR
Well many classes bypass armor, but the crux is that since you are a melee class with no gap closer and really not much in the way of "control" you have to run right into a melee train in order to get to the back line to deal damage.GodlessCrom wrote:Some testing might be useful. See exactly how much the loss of armor impacts your TTK (er, time-to-death?), and what classes/group comps exacerbate the issue the most?
Ah yeah, makes a lot of sense. I knew FO was bad, but good to have some maths in here to illustrate (hypothetically) how bad it truly is. I am not a math major (humanities graduate student; I enjoy playing a class as practical in game as my education is in real-lifeth3gatekeeper wrote:Well many classes bypass armor, but the crux is that since you are a melee class with no gap closer and really not much in the way of "control" you have to run right into a melee train in order to get to the back line to deal damage.GodlessCrom wrote:Some testing might be useful. See exactly how much the loss of armor impacts your TTK (er, time-to-death?), and what classes/group comps exacerbate the issue the most?
Either that or your following around a Mdps.
Either way that loss of armor is HUGE. Ill illustrate:
I think I have about 2500 armor. I think its ~67%? Lets just assume those numbers for now.
Dropping 33% of that I go down to ~ 1600 armor and it puts me ~ 45%ish I think.
So look at 100 damage incoming.
PRE-FO: 100 * (1-67%) = 33 net damage.
With FO: 100 * (1-45%) = 55 net damage.
Increase %? 55/33= 67%.
So you are TAKING 67% more damage from melee sources to deal 15% more?
This is just a hypothetical so dont jump down my throat if these numbers are off. Its merely representing the fact that armor is HUGE against melee and losing even a little is much more than people think it is....
Even a 20% loss of armor would be like a 500 point loss.... Which ends up being a HUGE % when you look at the "net values"
Its why 1% ARP > 1% more damage by a LONG shot.
az said he didnt implement it cause the affect that ws had on parry and wp had on disrupt was minimal?Genisaurus wrote:
It does. The paperdoll has been broken forever, but the defensive calcs have used strength and weapon skill for a long time.
You forgot the usual armor penetration, that will reduce the absolute damage gain by a lot. I'd say 40% is doable at the moment for pretty much all physical damage dealers.th3gatekeeper wrote: Either way that loss of armor is HUGE. Ill illustrate:
I think I have about 2500 armor. I think its ~67%? Lets just assume those numbers for now.
Dropping 33% of that I go down to ~ 1600 armor and it puts me ~ 45%ish I think.
So look at 100 damage incoming.
PRE-FO: 100 * (1-67%) = 33 net damage.
With FO: 100 * (1-45%) = 55 net damage.
Increase %? 55/33= 67%.
Yes, but then you addi n armor pots or buffs.... Then you also factor in toughness etc etc.Idrinth wrote:You forgot the usual armor penetration, that will reduce the absolute damage gain by a lot. I'd say 40% is doable at the moment for pretty much all physical damage dealers.th3gatekeeper wrote: Either way that loss of armor is HUGE. Ill illustrate:
I think I have about 2500 armor. I think its ~67%? Lets just assume those numbers for now.
Dropping 33% of that I go down to ~ 1600 armor and it puts me ~ 45%ish I think.
So look at 100 damage incoming.
PRE-FO: 100 * (1-67%) = 33 net damage.
With FO: 100 * (1-45%) = 55 net damage.
Increase %? 55/33= 67%.
Pre-FO: 100*(1-0.67*0.6) ~ 60
Post-FO: 100*(1-0.45*0.6) ~ 73
Increase: 73/60 ~ 21%
This is a way smaller increase with even higher armor penetration - and assuming it works atm, most physical damage dealers will stack weaponskill.
This is perhaps true using the live calculations, but we don't use those. The effect is still minimal against a DPS stacking their offensive stat, but it's a non-zero increase and can be significant against non-dps classes.TenTonHammer wrote:az said he didnt implement it cause the affect that ws had on parry and wp had on disrupt was minimal?Genisaurus wrote:
It does. The paperdoll has been broken forever, but the defensive calcs have used strength and weapon skill for a long time.