Very nice changes and looks to bring some balance back to the game that has been sorely missed for a while.
Very nice changes and looks to bring some balance back to the game that has been sorely missed for a while.
Guild: Ghallanda Rerolled
Artamax - Cleandeath - Cleanup - Dragonbound - Draykon - Gully - Magestic - Tinbucket
DDO Character Planner (Stable: Version 04.20.02) , Version 04.23.1 - Planner 5.0 Interface Discussion
Ovrad talks about Peak damage, which we also call damage spikes. The design here is some builds will have higher total mitigation and have to deal with more damage spikes (Evasion builds with high Armor Class and Dodge) and some builds will take more overall damage but have a more predictable damage curve (Heavy Armor builds.)
~ The characters these changes benefit already have lower Reflex saves and thus are taking a lot of extra damage out of the gate.
~ The Evasion builds with high Dodge will have more severe damage spikes, but overall damage will still be lower thus conserving healing spell points *if* the healer can keep them alive during the spikes.
~ If we significantly reduced the MRR of this proposal heavy armor would simply not be as valuable as Evasion + high Reflex. We love our Evasion builds, but we do want other options that can compete in tough content.
Sev~
I notice you didn't talk about DR, namely barbarian. Any possible changes coming for them too? I have lots of ideas on that.
Does that mean they are subject to extensive change? Or is this more of a "here it is, we might alter it slightly, but GL" notice?
Apologies for caps but: DO NOT CONFUSE CHARACTER TYPES WITH EFFORT INTO CHARACTER. There are plenty of heavy armor guys which can clear 250+ ac and 200 prr now, and they do just fine when properly kitted out with absorbs etc. This change isnt targeting new character types... its targeting characters without as much work put into them. It is lowering the bar for those builds to survive harder content. You are not reinventing the wheel, you are making the road smoother. Is this your intent?
"which dont have a lot of effort (past lives, gear, smart builds, etc)" is how that sentence should have ended. People who think slapping on heavy armor and a shield and getting 120 ac should mean they can run around invincible in EE are operating under a faulty set of beliefs. I'm rather tired of people comparing their non-optimal few past life "tank" to 10+ past lives evasion guys thinking it should be fair. Be EXTREMELY CLEAR with what exactly you are targeting here.
Yes, but remember that heavy armor is NOT a replacement for evasion. Evasion is a feature it takes multiple levels to achieve, and then has a lot of restrictions to apply. And it only works on some attacks, some of the time. By contrast heavy armor is available for a single level, or even a feat for those who dont wish to spend a level. It is very accessible and works 100% of the time. And with these changes, it now works on 100% of attacks. The bar to get heavy armor is very low. The bar to apply heavy armor is now very low. This is too much "easy mode" too readily available.
Why the heck should heavy armor/shields mitigate AE damage exactly as well as evasion? I mean I can understand improving it, but this is a flawed design goal.
Again, what the heck. So the goal is to have heavy armor be brought up equal to evasion, and then lock evasion out of the highest defense? How is that sane.
Again, I hope this means "subject to extensive change" because man are you guys off the mark.
The new formula is probably okay from my examination and comparison of the numbers. However, focusing to reward such extreme values seems of little benefit. It encourages mudflation while leaving most of your player base where they are now. This can only mean a heralding of increasing sources of PRR, or values of existing PRR. Both of which are a mistake. It will create more imbalance for the majority of players who are not focused on "maxing out" PRR.
What the heck. All you are doing is inflating the mobs numbers, and then deflating it on the players end. How about you just lower the mob damage on EE? This is overly complicated and unwanted. I guess just imagine that in 100pt font or something... its cumbersome and not wanted. At all.
Does this replace the current BAB/PRR portion that armor contributes to the formula? That is critical when commenting here. But suffice it to say that something like this is what you SHOULD be doing, not all the other insane rewriting of game mechanics (yet again). Armor should be a large portion of PRR. Right now, its not. With this change, its still not (but its better than it is). I might suggest more here, depending upon your response on the BAB front.
Okay, but giving bucklers nothing is a mistake. They should count as light shields here, as they do for most of the shield feats. You dont want people taking feats in one area and missing out in another. Feats are an expensive investment, there is no reason mechanics following their inclusion should not reflect that.
What the heck? I feel like a broken record. You do realize that all these changes are going to make fighters (or clerics or whatever) effectively no-fail evasion characters? I mean have you played DDO? Im sorry if that sounds insulting but I am seriously questioning the amount of game time you have logged if you think this is going to work in reality the way its presented here.
Of course they would... your "example" has a character who invested in defense in one area, and then is facing a different kind of attack. Duh. How about an example where "a rogue with evasion has a reflex save of 100, but tends to die quickly once effects like a giant with a club are swarming around the battlefield". Does that mean evasion should apply a chance to evade club swings? No, of course not. This is just not even remotely a fair baseline case. Terrible.
And if you think being auto hit for 112 is somehow comparable to being able to evade that 500 point hit, even if the evasion is almost guaranteed, you simply dont know much about MMOs. This is way overpowered.
Okay, this is actually not a bad change... but it does somewhat affect contemporary itemization. Might I suggest adding Dodge Augments in the future (or at least a named dodge augment, with like 4% heroic and 8% epic version). That will help adjustment here, as players can better access combinations which support this new direction.
Lol you trollin'? Seriously? After forcing everyone to use heavy shields to defensive stance, you are now screwing them for using heavy shields. Totally unnecessary. Just allow evasion with heavy shields like it has been for, oh I dont know, THE WHOLE EXISTENCE OF DDO. Lol.
Uh.. ouch. You need to adjust the caps here. Robes/Outfits needs to be at least 150, to accommodate current characters without nerf. The rest of the table is okay, but punishing robe/outfit guys like that is pretty underhanded after instituting the old system and the epic past life system. Its not necessary.
Consider most of my (admittedly caustic) commentary as a warning for adjustment. The concept (at least, what I think was the motive behind the concept) isn't wrong per se... but you definitely appear to suffer from a "noobs eyes" insofar as how this is going to play out once it hits live, especially in regards to people actually investing into the current paradigm. You can adjust it without screwing over players actually playing your game.
I dont wholly agree with these, but will reserve feedback for when such things actually show up for feedback.
If you think the problem with epic is the mobs "to hit" and not its "damage" (both physical and spell/trap), you are doing it wrong.
Not sure what else to say... I feel like I just got my lunch money taken. Maybe you can post a new version of this which isnt as disgusting soon. Thanks.
This feels like yet another pendulum swing. Yesterday must have Evasion, tomorrow must have Armor. Add to that the Dodge Cap nerf and you're seriously nerfing all the "middle" classes between pyjamas and fullpates. Light/Medium Armor builds will suffer.
Leave Dodge Cap as is and reduce the power of MRR and you may have something.
Originally Posted by Towrn
I support the ideas behind these changes for heavy armor.
But we need more information on the to-hit changes in EE. What do you consider high Armor Class builds and how much mitigation are we talking about.
The changes you suggested are a good change for EE heavy armor mob and I'm all for them. MRR coupled with the multipliers in the example look to strong to me. Automatically turning 1000 pt damage spells into 200 pts or less of actual damage pretty well trivializes EE damage spells (and makes most EH mob spells irrelevant).
However these changes still leave a large hole for Robe/Light armor up close and personal melee (i.e. not ranged, not caster). While Evasion is a very powerful feat, it does absolutely nothing to mitigate the 200 points a swing that many EE mobs inflict. Unless AC at an achievable level brings meaningful mitigation this still leaves a large problem for up close melee who are in light armor or robes.
If EE mob to-hit AND DC's are rebalanced sufficiently in conjunction with these changes (and the proposed changes in the separate pally thread) then I'm all behind this. If not, its just inverting the power curve so that Heavy armor is far ahead of light armor and robes.
Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.
Last edited by Monkey_Archer; 06-09-2014 at 04:02 PM.
Thelanis
PRR changes to up it for heavy and more specifically medium armor - great change
spell aborption? not needed as other items mitigate this damage.
All the rest...STOP changing stuff!!! My Evasion pally has worked months to get the stupid shield that works today with evasion. Why should i have to downgrade to a light shield which does not exist in any good version (ie raid content) today!? There is no reason to limit dodge and evasion from what people have today!!!!
and why the @#$@ do i want to have to move my character to heavy or medium armor to tank? I've been doing this for 5-6 years in light armor to give up ac to gain evasion.
STOP THE CHANGES!!!!!
Last edited by Thar; 06-09-2014 at 04:16 PM.
Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
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Changes to PRR and AC are welcome. MRR seems like it could be an interesting mechanic. To me it seems like it could be too strong. It for sure will be a huge change to the way the game will be played. Some points that I could think of
- MRR interaction with traps can be somewhat counterintuitive to players and even further decreases lethality of traps.
- Like earlier posters said the spell damage might really lose too much of its peaky nature.
- Again CeitEireson has a good point about robe using characters without evasion. They'll be in trouble in content designed with MRR in mind.
- What about Barbarians, Artificers and Favored souls? Will they be doomed to take more magical damage because their armor of choice is medium armor? Couldn't Medium and Heavy armor have same protection against spells since neither of them allows evasion? for physical damage Medium armor allows more dodge atleast.
- Add me to the list of players who would like PRR and MRR be more separate stats so you would have to make build and gear choices with each of them in mind as separate character properties.
- Changing shields that have always allowed evasion to no longer allow it seems rather strange. Maybe lower the shield multipliers to MRR into something you can agree having evasion with?
Well, yes and no. Or have you forgotten that there exist Light/Medium armor wearing DPS classes like Barbs and Rangers? Is it your intention to completely exclude these from EE content now? It was bad for melees before, but this feels like it will be even MORE exclusionary.
Originally Posted by Towrn
Its not a PM but let me guess:
1) there is no medium shield, so you must mean light/small shield
2) there are two named small shields in game, chitin shield and weathered targe
3) they are lolz
4) he will have to craft or recraft a new shield, which now offers less prr/doublestrike/deflection etc relative to his current large shield
5) he will lose access to all the other benefits of large shield items, such as wall of wood, dethek runestone, and many others.
6) he will still evade things, meaning no gain on that front
7) he will now in theory take less physical damage assuming the other new mods fit, at the cost of redoing his itemization and losing dps via doublestike, bash, etc
Am I close? Cant believe that even has to be said. Face palm.
From a practical standpoint his new system makes sense.
Example An evasion toon zigs instead of zags (figuratively) and fails to "evade" a fireball.... the damage should be significant since he/she has little to no physical protection...
A heavily armored character is not relying on the incoming spell missing him, but rather on his armor mitigating it. The end result is less affected by his actions, therefore a lower, but more consistent amount of damage makes sense.
I play both kinds of toons so I really don't have a bias. This just seems logical to me. Sounds like a good direction....
Argonessenn -Officer of Storm Shadow-
Olen Anteres
These look like great changes. Thanks!
Officer of Renowned
I'm seeing a lot of resistance in the comments thus far to the idea of eliminating Evasion for the heavily armored toons. Frankly, I don't care how it's been done that way for 'THE WHOLE EXISTENCE OF DDO': it just doesn't make any logical sense that anybody wearing 50 lbs. of armor and carrying a large shield would be able to evade anything. You shouldn't be able to have the best of both worlds, IMHO. A 5% dodge cap (i.e., 5% evasion chance) for the full tin cans makes reasonable sense.
In fact, while I applaud the ideas presented in post 1, I do have only a minor question or two:
1. Did you really intend no difference in the PRR/MRR rating multipliers in going from buckler->light shield->hvy shield->tower? I guess I would have expected a slight bonus at each tier, perhaps 1.0 for the buckler, 1.3 for the light shield, 2.0 for hvy, and 2.5 for the tower.... something like that. This would also provide a reward for taking the proficiency feat for the Towers.
2. I'm not clear on whether Armor Class would continue as status quo, or be replaced by this system.
But otherwise, in thinking about defense: it's a "layered" thing. If I have some dodge ability, then you might miss me that way. A whiff is not very likely, but I may have a shield. If you get past my shield, then you have to deal with my armor. Beyond my armor, I might have other magic to resist your damage attempts. These changes seem consistent with those 'real world' ( :] ) physics involved.