Dabbart wrote:
It lowers the amount you bypass, but you still bypass the same %. Bypassing 20% of the armor of someone at 4k armor vs 2k armor for instance. Literally half the amount of armor bypassed, but you should see a higher amoumt of DPS gained. Again though, I haven't tested the numbers on a non-capped target.
This is actually false... When you bypass 20% of armor at 2k. They have <50% mitigation, so you are bypassing a mere 10% compared to someone at 4k who is closer to maybe 85% where you are then bypassing 17%. This is clearly seen in the results I posted.
"@ 2400 armor (~55%)
Attacked with 314 weapon skill = 266 damage.
Attacked with 434 weapon skill = 288 damage.
@4200 armor
314 WS = 112 damage.
434 WS = 148 damage."
So the "higher amount of DPS gained" is actually on a HEAVIER armor target.... 266 - 288 damage is a SMALL <10% increase in damage where as 112 -> 148 is more like a 20% increase in damage.
The issue I have is how easy it is to get 600 more armor, which basically "moots out" over 200 weapon skill... So the "counter stat" to armor doesnt do crap.... Which is why people stack it over anything else....
DokB wrote:I think it would be best to start out small and to nerf the effectiveness of armour pots. Rather than every man and his dog running around with a 660+ armour pot, if we could somehow push players more towards using their abilities (for example the Black Orcs Tuffer N’ Nails, more people using the Da Greenest bellow, hell even making people actually slot We’z Bigger. At the moment a lot of these skills are made redundant by armour pots unless you’re spec’d for it and even then the armour bonus it offers over basic 660+ armour pot is nothing to write home about) that boosts their own and the groups armour values.
Unfortunately I have no idea how you could do this other than removing high end armour pots (the 800+ variety) and/or making them much shorter in duration.
Make squishy classes squishy again!
I like this idea, but it doesnt solve the armor stacking problem... All that does is shift everyone lower on the armor values, which STILL makes armor > other stats and weapon skill a VERY sub par damage stat....
Luth wrote:
This would remove a lot of AH trade too, which means there will be less AH fee. The AH fee is important as a gold sink for the economy to lower inflation. Removing content from an already not inventive and very simple designed crafting system is imo not a good idea. The buffs should be better adjusted.
This too. It removes AH activity and "gold sinks" - which IMO heal pots and other pots like STR and who knows... this may encourage more "respecs" and debolsters... One reason I dont debolster is the 5G cost each time... You do that a few times and it adds up!!! Way more than 600 armor pots do.....
roadkillrobin wrote:Aurandilaz wrote:
no, the mechanic might not be too complex. But the balance that the current armour mechanics result in, and possible changes to 12 classes versus 12 other classes balance is as messy as it can get.
There is a reason why balance is often aimed at some specific ability of some specific class, so that you make minor changes at a time, otherwise the results might become too unpredictable, and the resulting balance even worse than the previous balance. Changing the entire way armour works or modifying some new values could possibly turn the entire T4 endgame into a mess with some classes becoming possibly too OP (beyond the Powerlevel of current WL/Mara) and others becoming a new laughingstock (e.g. Magus/Engi during last years of live).
Yes ofc. But the sugestion here is basicly to buff WS wich resaults in armor being less effective. I don't think thats a very good idea in isolation. The core problem is that burst dmg is so high that initive and toughness are massivly underpeforming.
I think a buff to armor pen would also need to look at the cheap crit stacking, wich is the core problem that makes Tough and Initive really bad stats to invest in.
This is odd, someone posted earlier saying initiative is one of the BEST stats to stack. You say its the worst. Also wouldnt MORE crit mean that initiative is even better?
I think the reason why tough and initiatve are bad to invest in, is because the relative value of armor. You have squishy classes like "casters" that are running around in 3k+ armor with talis and pots.... which is just silly as they dont REALLY give up a TON to do that...
Its why almost all healers run armor... Why shouldnt they be running willpower as a primary? stacking willpower like everyone else stacks str/int etc. Many healers I talk to dont even bother with willpower and do initiatve/armor stacking for survival.
I mean the "ideal" solution would be to rework armor pots and armor talis, to grant an increased % of your base armor. Or, changed to be a "counter" to armor pen, like a "-ARP" stat we have on some weapons and rings... But what is just silly (to me) is you have "squishy" classes able to achieve high levels of tankiness via stacking armor... And no way to really "counter" that armor