I will, if you elaborate on what you mean. Fire, Spirit and Corp doesnt give me enough data, nor is it a "point"... Not to mention, those damage types have a MUCH lower "soft cap" which is why people dont typically try and stack those resistances to the moon (like they do with armor)... Because doing so, doesnt provide any benefits except a "buffer" towards debuffs (which many can be cleansed I believe)Bozzax wrote:Fire, spirit and corp ..,th3gatekeeper wrote: 6000 HP @ 18% mitigation = 7317 EHP
vs 6000 HP @ 0% mitigation = 6000 EHP (So armor increased this by 21.6%)
= 1.3k HP difference = 130 Wounds (Which you can almost get with 5 talis ANYWAYS) So... it makes armor more "on par" with every other stat
Maybe redo your math?
Also, Physical damage makes up a much larger % of all the damage in ROR, only a few classes have focus on 1 or 2 other damage types and even then, its only a % of their abilities. As an example. You could argue "Chosen does Spirit Damage" which is true, but his AA is still physical, as well as other very common moves like Suppression, Dizzying blow, Blast wave, etc. etc. So while "Rending Blade" and "Ravage" and a handful of others ARE spirit, I would easily bet that 1/3rd if not more like 1/2 of the Chosen damage is Physical. Same goes for SM, deals SOME spirit damage, but many attacks are regular + AA as well.
The "other way" to "nerf armor" would be to give more classes less physical damage, to necessitate needing to spend stats on resistances... However that same thing can be accomplished by merely adjusting things like ARP and maybe also armor debuffs.




