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Thread: Armor up 2

  1. #1
    Community Member Ballrus's Avatar
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    Default Armor up 2

    Hello.

    Right to the point:

    Clothes: prr/mrr cap at 50
    Light armor: 75/75
    Medium armor: 200/150
    Heavy armor: 300/200.

    Why?

    Clothes: monks (high dodge, imp evasion, cc), casters (are casters);

    Light armor: rogue (same as monk, less cc), ranger (evasion, less cc),
    bards (cc/evasion depending on build);

    Medium armor: Barbarian, Favored soul (bards, artificers?);

    Heavy armor: the rest.
    No fun, no $$$

  2. #2
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    Basically, you want to nerf everyone.

    Did you have a reason why you wanted this? You did not post such.
    Member of Spellswords on Ghallanda

  3. #3
    Community Member Ballrus's Avatar
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    Quote Originally Posted by mikarddo View Post
    Basically, you want to nerf everyone.

    Did you have a reason why you wanted this? You did not post such.
    I can't see the nerf on medium and heavy armors.
    Prr/mrr at 200 is 66% dmg reduction (60% with 150, and i can't check on 250/300).

    And these number are for armors only. There are more reduction elsewhere (shields, mythic bonus, sheltering, etc).

    As for the reason: i think is better tone down the actual power creep instead of rise game difficult more (reaper 11-100, no heals on non reaper quests, everybody naked, etc).
    Last edited by Ballrus; 02-16-2019 at 10:36 AM.
    No fun, no $$$

  4. #4
    Community Member lyrecono's Avatar
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    Quote Originally Posted by Ballrus View Post
    Hello.

    Right to the point:

    Clothes: prr/mrr cap at 50
    Light armor: 75/75
    Medium armor: 200/150
    Heavy armor: 300/200.

    Why?

    Clothes: monks (high dodge, imp evasion, cc), casters (are casters);

    Light armor: rogue (same as monk, less cc), ranger (evasion, less cc),
    bards (cc/evasion depending on build);

    Medium armor: Barbarian, Favored soul (bards, artificers?);

    Heavy armor: the rest.

    since i have a tank with 400+prr and 300+mrr, i would say, no.
    From a economical standpoint, it would mean ssg would be shooting themselves in the foot, there would be no more reasons to pick up deep gnome, warlock or divine past lives. with current gear, reaper trees and basic builds, one could max or get really close to max those prr and mrr stats.


    btw,
    50 prr results in 66% damage taken.
    75 prr results in 43% damage taken.
    200 prr results in 33% damage taken.
    300 prr results in 25% damage taken.

    only 25% for a platemail user, that is ridiculously low, do you think that is enough in the current meta?
    Quote Originally Posted by FlimsyFirewood View Post
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    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
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  5. #5
    Community Member Alcides's Avatar
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    Quote Originally Posted by Ballrus View Post
    Clothes: prr/mrr cap at 50
    Light armor: 75/75
    Medium armor: 200/150
    Heavy armor: 300/200.
    There should be no cap for any of it, even in cloth. If a player has a prr or mrr at a certain number from gear feats and enhancements they should not be limited by some sort of artificial maximum.

  6. #6
    Community Member psykopeta's Avatar
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    Quote Originally Posted by Alcides View Post
    There should be no cap for any of it, even in cloth. If a player has a prr or mrr at a certain number from gear feats and enhancements they should not be limited by some sort of artificial maximum.
    that would benefit even more, than currently does, to lighter/no armor, so they get higher dodge and same mitigation due to no cap, great deal you're doing here yay (cause bab contribution is... quite low)
    psykopeta is finally baconpletionist because there isn't anything to delay it more - thelanis, where the gimps claim to be pros and noobs claim to be pros, no newbies allowed(unless they claim to be pros), we have enough drama w/o them. PS: I post only in the latest thread shown in main page, in the weird case u want something from me, feel free to send pm

  7. #7
    Hero JOTMON's Avatar
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    Quote Originally Posted by Ballrus View Post
    Hello.

    Right to the point:

    Clothes: prr/mrr cap at 50
    Light armor: 75/75
    Medium armor: 200/150
    Heavy armor: 300/200.

    Why?

    Clothes: monks (high dodge, imp evasion, cc), casters (are casters);

    Light armor: rogue (same as monk, less cc), ranger (evasion, less cc),
    bards (cc/evasion depending on build);

    Medium armor: Barbarian, Favored soul (bards, artificers?);

    Heavy armor: the rest.
    Its BS.
    The act of restricting MRR to armor types really screwed light and non-armor wearing toons any real means to defend themselves from magical attacks.


    It makes sense to have PRR based on melee classes and types of armor you are mitigating physical damage to which armor crafting and combat training are designed to counter physical attacks.

    I can see adding a bonus to various types of armors to help mitigate magic damage, but MRR should never have been tiered and limited by armor.. its a magical resistance..
    MRR should have been grounded in the realms of mystical training and mystical defenses.. not physical ones.

    Casters should be more adept in defending and countering magical attacks than some melee grunt standing there in heavy plate who walks around in generically designed crafted armor.

    Even Monks should be more adept at evading and countering magical attacks as their training involves the study and understanding of elements.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  8. #8
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    Quote Originally Posted by Ballrus View Post
    Clothes: prr/mrr cap at 50
    Light armor: 75/75
    Medium armor: 200/150
    Heavy armor: 300/200.
    Seems to me(in a broad sense) suggestions that include specific numbers are not likely to receive much dev attention. We as players do not have access to the same statistics or design notes being used by the developers to decide on numbers. So, your proposed table based on your two or three characters and your limited gear-set is not terribly well-rounded, and pretty much comes out to a stealth "please buff me and nerf everyone else" request.

    If you think PRR/MRR are two high, broadly suggest reducing/capping them and provide some insight as to why. If you've done the math and think they should be reduced to specific numbers... if I were a dev, I'd ignore you out of spite.

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