BeautfulToad wrote: ↑Mon Oct 11, 2021 10:07 am
Here's a few issues with what you are saying:
- All stats become relatively less effective as you increase them, I think 900 or 1k is the softcap for all stats
- Toughness is only really stacked (by my knowledge) by SnB tanks and one build on magus, rest don't seem to stack it. View used to be, mitigation is kind of useless without wounds
- Armor pen nerfs armor quite considerably, and all high rr dps have huge armor penetration and casters don't need it
- Parry/Block is great. If you are facing the person you are fighting.
- Morals are unaffected by any sort of mitigation.
Not sure why you are arguing that SnB tanks with high mitigation (all they do is mitigate damage, it's their role in the team) are OP and all their current caps are not low enough, but also that health regeneration shouldn't be capped at all.
While Toughness does have a softcap, and even with full build it
usually doesn't give as much mitigation as armor, it still gives you a value that is substracted from incoming attack's damage, and if the opponent has
low strength you can end up with situations like this:
In that screenshot it was at about 500 strength and t1 weapons vs 970~ toughness tank.
(btw that is ~99.44% total mitigation, or "18149% EHP" on that ability hit
)
Toughness is fairly common among solo tanks, engi/magi, some shamans that do the survival build, and also the focus of defensive WE build. In most instances the reason it works so well is because these classes have solid sources of non-physical damage, so they simply bypass the armor and can ignore "weapon skill" as a stat whatsoever, investing those stat points into defence.
Following this, while WS does reduce armor effect, its not enough to counter high armor targets coz base armor values are so ridiculously high at high lvl gear, and can be overstacked so much that even after Weapon Skill it still provides heavy protection. Plus there are "reduced armor pen" bonuses on gear.
Meanwhile WS itself doesn't come easily, it is an expensive investment, while armor for tanks comes mostly for free, just by a virtue of using heavy armour.
Having to stack an expensive and not particularly useful stat just to
barely counter one type of opponent, while getting very little against others, and still having your damage mitigated like this:
...feels pretty unfair.
Meanwhile classes that rely on magic damage can put all those stats into something more useful, like defences and survivability, which stacks more efficiently.
Frankly, i think WS-based armorpen is a poor design in general and the game would be better without it - but with armor being rebalanced on the base level.
The fact that everyone has bit of WS just means your armor value is inconsistent and unreliable, and you have to jump through the hoops to figure out how much armor you'd have against different opponents.
It would've been better if things like armorpen came only from abilities and buffs, so that it could be telegraphed via status effects and addons like Buffhead and Aura.
This discussion isn't limited to tanks or SnB builds, its about the underlying math that is used for defence stats which makes it more beneficial to max out certain things, instead of spreading your investments evenly among different defence types.
The regen discussion applies almost exclusively to solo and small scale play, as neither regen nor def builds are an issue in fullgroup/warband level play - regen is negligible compared to healers output, "op defences" of tanks are irrelevant because they aren't your targets, and def builds on dps aren't used much coz tanks and healers provide more than enough protection, and instead you need more firepower to punch through all that.
In the end, im not arguing that defences are just too good overall, but that due to the way def stats are stacking some classes can reach extremely high defences without enough trade-offs in other aspects of their builds, and that makes other things - like regen - feel overpowered as well.