Stat/Armor potions
Re: Stat/Armor potions
Why not let stat-potions partially stack with buffs? Like: highest ability buff + stat-potion/3 = effective buff you get. You could give armor-pots a different divison other stat-pots, if you think they are OP.
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Re: Stat/Armor potions
Looking only at stats potions: whats the point of changing them? Pots provide boost to the stat and argument is that it makes other abilities invalid. That is not true.Azarael wrote:Been talking about this a bit more internally, so I'll summarise:
Alternative option: Add drawbacks to pots, so that they still provide their maximum effect but they offer a weakness to be exploited elsewhere.
Lets say that I am on my sorc - I take intelligence pot to cap it. In the same time I am asking zealot to give me initiative mark so I go over 300. There is on ability becoming invalid. If you bring back liniments I might take wounds and crit liniment and ask for intelligence boost.
Lets say I go on marauder - i take strength pot. Does that makes chosen aura and zealot buff obsolete? Not really - i will ask for a toughness aura or resistance or healing or magic reflection or AP. I will ask zealot for initiative.
I go on my DoK take willpower pot and I ask for self rez buff. I ask for willpower mark and take toughness potion.
Also availability of pot is allowing a player to take some other abilities from renown points instead only boosting the stats to cap it (cleans, resolute defense etc).
I think we might need to discuss it if you will think about introduction of liniments as than stat potions will be obsolete
Re: Stat/Armor potions
Put a - avoidance on them. -3 for blue / -4 for greens. parry /disrupt / block acrross the board. Swapping one defense for the other.
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Re: Stat/Armor potions
Light armor classes needs some love in general, For example the top Squig herder builds really trade some survival for Damage. And since the armor sets dont really provide much armor overall for light armor classes, Mobility builds are the only option. With the tactic (pick on yer own size) both Tougthness and armor are really low and standing still while melee chase you is not a option.
Armor potions should scaled in some way to benefit the once they are needed for (light armor), and not make tanks like brickwalls.
Question: Is there a Softcap for armor and if, should be implemented? from what i heard no.
Armor potions should scaled in some way to benefit the once they are needed for (light armor), and not make tanks like brickwalls.
Question: Is there a Softcap for armor and if, should be implemented? from what i heard no.
Last edited by Bullen1995 on Thu Nov 03, 2016 7:25 pm, edited 2 times in total.
Re: Stat/Armor potions
Part of the problem with nerfing potions to ensure specific classes don't suffer assumes those classes are always present in a given situation. If the group does not have a class capable of group buffing armor, there's suddenly less of a problem with armor pots. Just wanted to point that out.
In addition to some things mentioned before, I think that part of the problem lies in the fact that every class has a specific set of potions that makes them better with few to no options. A sorc will most likely use an intelligence buff, every time. Any melee dps will probably use strength, every time. There is no other potion worth using for defensive purposes beyond armor pots. All healing potions do the exact same thing over different amounts of time. If variant pots were introduced that did things that classes could not or at the very least would not interfere with them, it might soften the masking issue. I.E. a potion that gives a buff that grants a 500 damage shield with an internal cooldown of say 10 seconds. I stress that the numbers are purely for explanation purposes. If that buff lasts 60 minutes, now suddenly decisions have to be made. A potion that increases disrupt OR dodge OR parry on the same cooldown as each other and the armor potion now causes players to have to evaluate their specific situation. I would suggest grouping cooldowns as said before in terms of stats, defensive, and restorative/supportive. Again, while this does not eliminate the problem, it may mitigate it sufficiently for it to no longer be great cause for concern.
Also, it might be a lot of fun to experiment with.
In addition to some things mentioned before, I think that part of the problem lies in the fact that every class has a specific set of potions that makes them better with few to no options. A sorc will most likely use an intelligence buff, every time. Any melee dps will probably use strength, every time. There is no other potion worth using for defensive purposes beyond armor pots. All healing potions do the exact same thing over different amounts of time. If variant pots were introduced that did things that classes could not or at the very least would not interfere with them, it might soften the masking issue. I.E. a potion that gives a buff that grants a 500 damage shield with an internal cooldown of say 10 seconds. I stress that the numbers are purely for explanation purposes. If that buff lasts 60 minutes, now suddenly decisions have to be made. A potion that increases disrupt OR dodge OR parry on the same cooldown as each other and the armor potion now causes players to have to evaluate their specific situation. I would suggest grouping cooldowns as said before in terms of stats, defensive, and restorative/supportive. Again, while this does not eliminate the problem, it may mitigate it sufficiently for it to no longer be great cause for concern.
Also, it might be a lot of fun to experiment with.
Re: Stat/Armor potions
light armor classes specifically wh/we if they have an armor problem is due the MAD because they are linked from live to stack initiative for the hide which wasn't really that good and the idea was to use ini also to lower damages due to crit reduction; if some changes could be arranged to reduced the mad on wh/we by also allow them a initiative based spec then the classes would be less squigshy if that's really a problem linked to armor pot.
Basically these classes would have ini that work both as dodge buffer, crit reduction and hide check+ work in the place of 1 offensive stat. But the problem that need to be solved before solve the mad is anyway fix the basic stats defense which are ingored by str/bal/int at 100% now
Basically these classes would have ini that work both as dodge buffer, crit reduction and hide check+ work in the place of 1 offensive stat. But the problem that need to be solved before solve the mad is anyway fix the basic stats defense which are ingored by str/bal/int at 100% now
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Re: Stat/Armor potions
TL/DR
Sorry, I am late to the party ! I think it is worth noting that armor pots and stats pots are nearly equivalent in % increase. Same goes for talisman, 4 talis = 1 pot, whether it be armor, stats or resist. The fact that armor potions and talismans are seen as op (over-powered / over-performing) is, in my mind, a perception. Basic math, in my understanding of the game, show they are more or less equivalent to stat/resist potions and talismans.
EXPLANATION - this is long so i will spoiler it
Sorry, I am late to the party ! I think it is worth noting that armor pots and stats pots are nearly equivalent in % increase. Same goes for talisman, 4 talis = 1 pot, whether it be armor, stats or resist. The fact that armor potions and talismans are seen as op (over-powered / over-performing) is, in my mind, a perception. Basic math, in my understanding of the game, show they are more or less equivalent to stat/resist potions and talismans.
EXPLANATION - this is long so i will spoiler it
Spoiler:
- anarchypark
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Re: Stat/Armor potions
WP Prayer of Absolution
5pt = 495, 9pt = 561, 13pt = 627, 15pt = 660 armor
SM Aethyric Armor = same
armor potion is stealing other classes skills and roles
someone mentioned it gives options to go other prayers or other builds for variety
actually it kills variety
option for tanky dps should come by others help, not by stealing other classes skills
for the robe class's issue
casters are glass cannon, they should run when mdps approach
my suggestion is lowering effects of potions
half of the skills lowest effect
skills will have priority over potions
potions will still have use in case of no class to offer buff
for WP/DoK mandatory issue
i don't have solution right now
give it to other tree? it will certainly enhance melee WP/DoK, more variety
first things first, let's fix potions first then WP
5pt = 495, 9pt = 561, 13pt = 627, 15pt = 660 armor
SM Aethyric Armor = same
armor potion is stealing other classes skills and roles
someone mentioned it gives options to go other prayers or other builds for variety
actually it kills variety
option for tanky dps should come by others help, not by stealing other classes skills
for the robe class's issue
casters are glass cannon, they should run when mdps approach
my suggestion is lowering effects of potions
half of the skills lowest effect
skills will have priority over potions
potions will still have use in case of no class to offer buff
for WP/DoK mandatory issue
i don't have solution right now
give it to other tree? it will certainly enhance melee WP/DoK, more variety
first things first, let's fix potions first then WP
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Re: Stat/Armor potions
Without wanting to sound too facetious, I would argue being squishy to melee is the price you pay for using a build which 'trades survival for damage' on a class which can attack from 100f with a number of tools to maintain distance. As an mdps I'd love to be able to run a full offensive build but I'd be dead in seconds and never reach my target - I feel it's fairly balanced that way and I wouldn't expect to be able to have my cake and eat it.Bullen1995 wrote:Light armor classes needs some love in general, For example the top Squig herder builds really trade some survival for Damage. And since the armor sets dont really provide much armor overall for light armor classes, Mobility builds are the only option. With the tactic (pick on yer own size) both Tougthness and armor are really low and standing still while melee chase you is not a option.
Wouldn't an easy experiment be to half the value of all stat/armor (and maybe resist) pots and see how it plays out? That way just about every self/party buff (which I'm aware of) is superior to the pot but you can still cover any deadzones if you don't have the perfect party comp available to avoid people being pigeonholed. Plus is maintains the viability of apothecary and doesn't sound a hugely radical first experiment.
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Re: Stat/Armor potions
Azarael wrote:Example for 10% phys damage reduction:Annaise16 wrote:Quoting Azarael,
" A simpler variant is to convert armor potions to % physical damage reduced. Effect is greater the lower your armor mitigation is."
Another kick in the teeth to WH/WEs.
WIth no armor: 10% of the damage received is mitigated.
With 25% armor: 7.5% of the damage received in is mitigated.
With 50% armor: 5% of the damage received is mitigated.
People complain about armor potions in the context of light classes, so make them more effective on light classes. I'm interested to hear how this is worse than a linear effect, which mitigates the same amount of damage regardless of how heavy your armor was to begin with?
WH/WE's main attack bypasses armor. So the damage from these attacks would be mitigated by the proposed changes where they are currently unaffected by armor pots. This isn't a big issue in general, but it will affect burst derived from Torment/AW crits.
Armor pots and buffs negate armor debuffs. If you are going to make the pots less effective for high armor classes, should you also consider making debuffs have lower values against high armor classes?
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