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DR Cap
#32
"[url=http://www.neus-projects.net/viewtopic.php?p=13687#p13687 Wrote:Neus » Mon May 09, 2016 5:53 pm[/url]"]I don't think DR needs a cap. As I said earlier, even though it was about resists but they're very similar, if DR stacking can get too high then the instances of damage reduction should probably be reduced overall or made weaker/incompatible with each other.

For example, making Evasion a main class only skill would get rid of it stacking with One-on-One. Reducing Wraithguard's effectiveness could also be warranted, or changed in a way to where if Ghost isn't your main class, its reduction is lower.

Putting a hard 'cap' on DR probably isn't a great solution. The same probably also applies to damage amplification sources; rather than trying to fix it with a sloppy cap, the overall effectiveness should be lowered and/or reduced for certain class combinations.

Very well, if you do not mind I will list 3 main problems in this thread, and some solutions that were discussed, in order to prevent these.

Wraithguard
Inherently there is no problem with WG, its a chance based proc that reduces damage by 30%, pretty essential for a ghost to live right? Make this skill classified as a 'guard' skill, only one 'guard' skill takes place at a time.

Evasion
Inherently there is not any problem with Evasion either, a chance based proc that reduces damage by 30%, pretty essential for any rogue looking to actually survive against anything. Make this skill classified as a 'guard' skill, only one 'guard' skill takes place at a time.

Turtle Shell
Turtle shell is now light armor, thusly it can be mutated into Heavy Armor, and will not benefit from effects such as Ogata Waraji and Weathered Body, 19% from the sides is enough Damage Reduction

(Since there are 3 armors of each type for 10 stars, if you want to keep theme, reactive armor would make a better heavy armor than light armor.)

What do you think?
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