Armor talismans are depending on the base damage/healing of the skill slightly less than, to more than 2x as effective in terms of damage vs mitigation (or healing) ratios. Physical damage caps at 75% and is difficult to reach, whereas magical damage is relatively easier to keep with gear and buffs and not restrictive based on archetypes.Kragg wrote:Hold on, stacking armor is an issue? If i stack armor I will not do high damage. If i stack strength i will have armor. What is the problem here? Isn't this just up to the player to decide what he or she wants to get out of the game? Is stacking armor just not part of groupplay as well? Be the best tank i can be and take away damage ment for a slayer? :/
The other problem is class design itself, take for instance robe annihilator gear. It has 1048 armor total. However, you can slot up 5 +180 armor talismans in it, 1-2 in your weapon(s), +210 from tome jewelry, and an additional +124(?) in the skaven ring.
That's 1414 to 1594 increase in armor, which is more than twice of what the class gets from it's armor base even if you cant afford 180 tallies the cheaper ones still push you to over twice. But wait there's more, 660 additional armor from pots...
This is compounded by the fact that flat scalers are pretty terrible, as a healer the prospects of additional healing numbers from willpower are pretty low in comparison to becoming much, much harder to kill in comparison by using say armor talismans.