In my opinion, the problem was never that melee characters took too much damage but the damage that non-melee players receive in endgame was too low. Melees weren't popular because some builds did more damage AND were near-invulnerable by just staying out of melee range.
Then there was also a problem that people who did level16 quests on elite when they were 18 on their first life toon also expect to do level26 quests on elite at level 28 on their first life with the same ease.
At the same time it was said that the endgame in general in DDO is soloable and too easy.
The fact that the same EE that new players expect to beat is the endgame we have is the problem. This is partly a problem of created expectancy due to the normal-hard-elite naming format.
These two problems combined may have led to people asking for less melee damage in EE quests, but just answering the calls without looking at a bigger picture does not necessarily make the game better.
Last edited by Rull; 09-02-2014 at 03:53 PM.
Putting aside the question of total defense available, the Energy Resist and DR things needed help being more powerful. Because in general and prior to this PPR/MMR buff, they were pretty weak and often forgettable; certainly weaker than they should've been compared to their placement in various class features.
But then again, there were different sources of DR added in different eras... old Barbarian DR, and eventually recent shadow-armor DR which was designed under the assumption that Epic Elite monsters are hitting for hundreds per swing.
PS. If it was up to me, all Energy Resistance effects would also provide MMR against the matching energy type (and other sources of MMR would be lowered). That would help solve the problem of enhancements that give +6 energy resist, which is kinda useful at level 2 but a silly joke at level 20 (whereas a low-level 3% Dodge enhancement stays useful in high levels)
Last edited by Scrabbler; 09-02-2014 at 03:18 PM.
Cappable stats in RPGs are preferably avoided, as they tend to lead to player behavior that is weird and counterintuitive. A stat cap creates the situation where gaining a kind of buff can be highly important, except when you have enough of it and it has zero importance thenceforth.
Better to have a soft cap / diminishing returns, where additional investment has less value over a certain point, but never becomes worthless. For example, you might want heavy armor to gain 100% of MMR increases while Med gets 75% and Light gets 50%.
(Although I'd prefer detaching MMR from armor entirely, greatly lowering the total MMR possible)
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I always thought it should be in this order, otherwise our dr sources just havent kept up with the times. On the prr argument, lets look at a real world example, a cloth monk, 20% blur, 10% ghostly, 25 dodge, and 100 prr (pretty respectable) vs a heavy with 20% blur, 10% ghostly 5 dodge, and 200 prr. Assume 100 hits for 100 damage, discount ac for now:
Cloth:
55 of the hits are avoided by percent defences, leave:
45*100damage= 4500 damage*50% dr form prr=2250 damage
Heavy:
65 hits get through:
65*100=6500*100/(100+200)=2166.67 damage.
Those numbers are all fairly reasonable, and as we can see, the heavy build DOES take less damage than the cloth, and as a plus it is far less spiky than the monk build. Another point to examine is that just equiping heavy armor should NOT mean you automatically take less damage over time than a cloth build, it should depend on your role. A dps heavy armor and a dps cloth SHOULD take nearly the same damage over an extended period of time, unless we want to let cloth dps greatly out match your heavy armor, and I dont think thats what we want now is it?
The difference between heavy armor and cloth should be the method of mitigation, not the numbers. Cloth should be an avoidance based with enough dr to not get one shot, and heavy should be dr based.
Ps. Sev is right, so many of you do not understand percentil mechanics. 1% point increase means nothing if you do not know your starting point. 0-1% increase in dr is a 1% drop in damage taken, however, a 98-99% increase is a 50% decrease in damage taken. In another game I had played the devs ran into this problem in trying to balance various classes tanks. The upper ends of mitigation had gotten so high that while all classes were withing 2 percentage points of each other, some classes too up to 20% more damage than the best because mitigation values had gotten so high, making it impossible to balance around.
In a way, you are correct. However, increasing ranged damage might hurt ranged builds some, it will sink all melee builds instantly. Just imagine the ambush in friends in low places if archers were hitting for 100-200 each, melee (who tend to get initial aggro anyways) would be insta fried.
good.
you also really should cap prr depending on armor type. otherwise whats the point of buffing it? can you shed any light on that aspect of the pass (which you originally were rolling with but changed) that im not seeing?
i think heavy armor being great melee defense for a while will be good for the game. it will give all players a chance to get real hands on experience on live over a longer period of time with more builds. i think what this will show (at least im assuming it will based on the heavy armor lam videos ive seen) these changes dont really help the situation between tanks and dpsers defensively (tank can get better defenses, but its just not needed anywhere. especially when you can get by with a bit less defense and not have to trade ddos kingpin stat: dps) and will provide a clearly superior option in mitigating physical damage taken. you will take less damage per hit, still be able to benefit from displacement, some incorp, and a bit of dodge. ultimate effect? a greater percentage of your defense is coming from just getting hit more for less. so we have less spike damage. which means you arent punished as much for bad/lazy melee maneuvering, to such a degree that with sufficient self heals (too easy to reach the point of sufficient self heals, but thats a different problem) you will be able to just snooze through everything waking up occasionally to heal yourself.
so what i see to be the issue with this is that melee dps will benefit from prr too much at no significant cost, and melee tanks will not benefit enough from prr and will still not generally bring enough dps/threat gen to the table to earn *their own role* in raids 100% of the time (dragon kiters anybody? yea you know who the real tanks are.). so once these changes have gone live and you can get lots of real feedback on this, you can change the curve to be a bit less rewarding the less you have in it, and a bit-a good bit more rewarding the more you have in it. why would this be a good thing? could possibly at some points in time eliminate the need for an arbitrary prr cap on some armor types. if melees are speccing for dps, why should they be allowed to also get such a meaningful chunk of the defense that traditional tank builds get? but not vice versa? with the kind of curve suggested it might actually give traditional tanks a place in the game without making melees too weak defensively to be real dps options. assuming of course your high int employees make the numbers work nicely.
not capping prr just seems like you guys are just accepting that monkchers will continue to be the most effective tank builds available. which is ok because they have great built in defenses, and kiting can fall completely within the definition of tanking. but really? i think we all know monkchers would have a role without also being the best tanks. really.
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if DR is going to be another form of damage reduction in game, than it should not be nerfed, rather scaled better. as the game has changed, DR was never upgraded along with the changes. it should still be very much relevant, otherwise might as well just get rid of it because much of DR in game is virtually useless. this is one of the biggest issues with barbarians as well. their DR does not scale well into epics and making it totally useless takes away what is supposed to be the best defense for the class. i think its important that the DR math on this gets figured out properly, especially since barbs are next on the class list and would like to see their DR be viable defense.
the simplest solution would be to scale DR like barbarian inherent, Angelskin, Ironskin Chant, Adamantine Body, Stoneskin etc according to class levels, but im sure there are probably some issues with that. armor with DR needs to scale higher for epics with a starting point of probably DR 10/? my suggestions are just numbers to get my point across and i would leave that aspect of it up to the devs.
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A buff like this to DR would be nice if DR was more build dependent and didn't come in such huge quantities on items. Barbarian with full DR spec or Adamantine Body Warforged with all general feats spent on Improved Damage Reduction can't sadly compete with Shadow Guardian effect or EE Ring of the Djinn for example.
Maximum DR possible for Barbarian is afaik 14/-. With 50% PRR mitigation it would mean 28 base damage results in a zero. For 60/epic effect on Shadow Guardian hits of up to 120 base damage result in a zero. With higher mitigation each point of DR gets even better.
I hope that something gets done about build based DR in general whenever you decide to look at Barbarians as it is one of their defining abilities. Items that equal or exceed DRs granted by class/feat investments shouldn't have been released imo(though 14/- is like nothing when you can get hit for 200 points per attack). Now that there are such items I'm not sure what is the best way to deal with this problem.
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The problem I see is that new systems keep being added:
Dodge, MRR, PRR, AC, DR...
But then abandoned and they just pile up.
Because they were not decided all at once, the interactions between them are out of control.
It is clear to me that Dodge and PRR are to conflictive sources of damage reduction, yet this is mostly ignored in the mechanics.
DR is absolutely useless as the game stands, aside from the DR of the shadow plate that might be hit with the nerf hammer.
You guys should have a look at all of them at once, decide what each is meant to be and when you add them to trees make sure it is not conflictive with the original spirit.
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I think if they made the 50/100/200/None cap for prr and mrr, it would be fine. (no armor/light/medium/heavy). I think 50 is a good reduction when utilizing items and past lives.
Thanks, however I think PRR needs the same caps. Even after switching when DR is utilized.
They mentioned MRR cap, but a PRR cap of the same would be just fine. So it would free up your bracelet slot.
No armor half light armor. makes common sense to me. 50 mrr would give you room to gear and past life to it. And if you hit the cap, change up the items that make you hit cap. It would allow flexibility to hit cap and expand other capabilities (like DC's, defense layers, etc).
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How random DD is
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