So let's run the numbers real quick.
Buffs on live went, Not sure if RoR changed this:
Ability + tactic + morale
all stacks with a few exceptions.
The same with debuffing:
Ability + tactic + morale.
Mountain spirit (dwarf RP) and sprout carapace (chaos Chosen) provides 1320 armor and 504 resist.
Regenerative healing Rp tactic and warping the spirit tactic provides 1056 additional armor with 10% reduced armor pen. Randomly applied to group. It's not constant but near constant the more of that tactic healing is used. So if you used more RP and Zealots the armor buff becomes more constant.
Typical armor ability buff is 990. I'm not sure if RoR changed that.
So that's 990 armor (ability) + 1056 armor (tactic) + 1356 armor (morale) = 3366 additional armor for the group
This fluctuates up and down by 1056 due to tactic randomness. So could be as high as 3366 or as low as 2010 added to already existing armor.
Still above max ability armor debuff of 1600. Unless RoR changed this.
To further debuff armor you need a morale armor debuff which all tanks have which is demolishing strikes for 1056 armor debuff.
Resists typically sit around 400/500 ish on gear
Ability resists buffs for 378 let's just say 400 for easy math.
Morale buff for 504 resists say 500 for easy math.
400 (gear) + 400 (ability) + 500(morale) = roughly 1300 resists
Ability resist debuff 's typically if fully spec's Into is 378. Players are likely going hybrid builds so won't get that full debuff. Let's say 350 debuffs
So 1300 resists - 350 debuff 's = 950 resists which I believe still sits above soft cap.
Now there are edge cases on debuffing resists to strip down more like tzeentch 's talon.
Also ability resist buffs can be stripped away.
Defensive Playstyle
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Re: Defensive Playstyle
I think I just fail to grasp the central thesis here.
What would be the benefit of offering an option to massively increase time to kill?
Tanky groups would sit on the BO and tank as hard as they can while reporting enemy positions to the blob. Keep sieges would grind to an absolute halt and favour defenders even more. Everyone would have to dump out of offensive tactics and talis. Fights would become protracted with less and less kills going out.
Am I missing something here?
What would be the benefit of offering an option to massively increase time to kill?
Tanky groups would sit on the BO and tank as hard as they can while reporting enemy positions to the blob. Keep sieges would grind to an absolute halt and favour defenders even more. Everyone would have to dump out of offensive tactics and talis. Fights would become protracted with less and less kills going out.
Am I missing something here?
- footpatrol2
- Posts: 1104
Re: Defensive Playstyle
I just wanted to show a different playstyle that was possible at one time. Not everything is about kiting.
With this combo you can take on about 2 or 3 times it's size and still be roughly ok given it's location vs non organized blobs. I'm not saying your wiping 2 or 3 times it's size but your surviving and playing the objective. Grinding through, surviving against all odds. Very dwarf like.
Vs another organized grps it depends on the grp composition and their organization/coordination skills. They could be designed to crush it or... Have no tools to deal with it so will get bullied around.
The grp is weak until it hits it's morale 2. Then it starts grinding. If you can cause a lot of deaths before the morale 2 hits you got a decent chance of wiping it. But even after wiping, if you ignore it It will just pick itself up again. Even with the defensive morale cycles there are ways to single target kill models within the grp comp which is important to break the defensive morale cycle and create gaps to it's buffing power.
The grp comp doesn't have anything to run down the enemy. You can just walk away and not engage it. Which is why positioning is HUGE. This is really just a half a warband comp. I guess that's where grp 3 and 4 would come in.
Since 2024 there was a blanket kiting/snare nerf across the board. Which I think went too far and hurts organized play. So I stated a grp comp that doesn't care about being snared.
I'd also like to see that blanket snare nerf to be reverted or revisited. It hurts other organized group comps.
Your telling me the TTK is too high already. But the community doesn't like instant damage AE morale bombs... Or morale bombs in general. So it seems the community is conflicted.
The Morales are a important part of the game.
I personally like morale bombs and morale cycles. This comp has a lot of morale cycles. I think it's fun and unique to this game alone.
With this combo you can take on about 2 or 3 times it's size and still be roughly ok given it's location vs non organized blobs. I'm not saying your wiping 2 or 3 times it's size but your surviving and playing the objective. Grinding through, surviving against all odds. Very dwarf like.
Vs another organized grps it depends on the grp composition and their organization/coordination skills. They could be designed to crush it or... Have no tools to deal with it so will get bullied around.
The grp is weak until it hits it's morale 2. Then it starts grinding. If you can cause a lot of deaths before the morale 2 hits you got a decent chance of wiping it. But even after wiping, if you ignore it It will just pick itself up again. Even with the defensive morale cycles there are ways to single target kill models within the grp comp which is important to break the defensive morale cycle and create gaps to it's buffing power.
The grp comp doesn't have anything to run down the enemy. You can just walk away and not engage it. Which is why positioning is HUGE. This is really just a half a warband comp. I guess that's where grp 3 and 4 would come in.
Since 2024 there was a blanket kiting/snare nerf across the board. Which I think went too far and hurts organized play. So I stated a grp comp that doesn't care about being snared.
I'd also like to see that blanket snare nerf to be reverted or revisited. It hurts other organized group comps.
Your telling me the TTK is too high already. But the community doesn't like instant damage AE morale bombs... Or morale bombs in general. So it seems the community is conflicted.
The Morales are a important part of the game.
I personally like morale bombs and morale cycles. This comp has a lot of morale cycles. I think it's fun and unique to this game alone.
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