This isn't true for all. only during ideal circumstances.leftayparxoun wrote: ↑Sat Apr 19, 2025 10:33 amWhen buffed by their teammates (KOTBS/Chosen auras, Shaman/AM resist bufff) they reach around 780 Resists.Florian90210 wrote: ↑Sat Apr 19, 2025 9:35 am Ranged dps on other hand less likely to be challenged and magic damage defences have cap of 50%.
The ~24% value for non-physical mitigation is still true against all enemies while the physical mitigation should be lower if the targets hit are not at BIS.
If we disregard all those solo players, pug players. If we only consider waband/groups with access to resistance buffs, then the average lvl 20-40 toon is looking at 200-280 ish resistance from gear, give them knight/chosen arua and that becomes average number 600, once debuffed it would leave them with approximately 18% mitigation left. In the case of AM buff their mitigation is 10-11%.
Hence, magic penetration is realistically way more efficient since not everyone is high end gear with group buffs. This is why sorcs delete players in split seconds unless they're guarded / or healed/ try hard pots etc.
@OP, i don't detect any difference in regards to mitigation or damage taken, damage is high as it always has been. The thing that justifies it is the fact that each battle would be sleep inducing due to how overpowered healing is in MMO games, thus high damage is an unfortunate requirement to balance healing out.
That's one of many reasons Mmo's declined as genre and Arpgs & hack n slash (fast combat, no healers) took over the gaming market.