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Limiting Reductions
#6
"[url=http://www.neus-projects.net/viewtopic.php?p=7812#p7812 Wrote:Slydria » Tue Jun 16, 2015 5:54 pm[/url]"]
If you wanna see how dangerous this can be, here's some math for you:

Let's say you have an Evoker that's Charged up and ready to waste you with an Overload on such a character.

Let's say normally, without all those defenses, it'd deal a massive 600 Lightning Damage, enough in normal circumstances to kill the majority of players.

Let's say you use the combination I pitched. With a good Beldam Aegis with at least 25% Lightning Resistance and 20 RES. Here is what would happen (assuming this order of calculation is correct):

Elemental Resistance goes first. Reducing the 600 by 25% to 450 thanks to the Lightning Resistance.

Then DEF/RES which is a 20 for the example. Reducing the 450 to 430.

Next Physical/Magical Reduction. In this case, Voidveil. Reducing 430 by 30% to 301.

Finally, you have your Damage Reductions. Wraithguard's up first here, reducing 301 by 30% to 210.

Your Beldam Aegis gives you the Guard skill. 1M left over is a typical thing, may as well use it to Guard, reducing 210 by 10% to 189.

Lastly, Evasion, dodging that mage is no big deal, reducing 189 by 50% to 94.

600 down to 94. That's only a little more than 15% of it's original damage. And for about 15M needed to set up without getting silenced or your Invocation smashed, that's a very bad deal.

EDIT: Adjusted math since Evasion applies last. But I somehow still got a similar end result, so I guess it's not a big deal.

First off, that's assuming that a VA/G had a Shield, which means giving up either sword skills or all the nice little VA dagger benefits. AND keep in mind that Evasion is modified by accuracy, and Guard's -10% Evade would have an impact on Evasion's potency. Once cconsidering Evokers get a 30% Skill growth, I'm highly doubting that a penalty to evade would mean Evasion is not the full 50% possible. Also, with only 20 Res, Wraithguard can't be relied on. It's a nice bonus when it works, but it's not like you can count on it for the big hits like that when you need it.

Percentage based reductions are the ONLY defense against evokers, since Res is applied AFTER multipliers, leading evokers to basically completely nullify resistance; even if you got 50 Res; 250 vs 300? Close enough, right? And you're literally looking at the only two classes specifically designed to be anti mage (Say what you will about Ghost, that 40% Res growth does not lie, and keep in mind, in the Lore, that the Geistritter are a unit of ghosts for dealing with magical issues.) I see literally ZERO problem in Evokers having a COUNTER. Dodgers wreck MGs. BKs wreck physical attackers. Evokers wreck MOST classes. These are really the only two classes with any kind of real footing against evokers (Sure, you can knock down invocations, but a smart evoker will know when not to go for the invocation) and you need to get over it.

Like I said. I'd be okay with implementing some kind of "absolute cap" but not preventing stacking at all. Because while you see stacking as "Optimal" I see it as completely overlooking the synergy offered by other class combos. It's a tactical choice of gains versus sacrifices.
*loud burp*
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