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  1. #1
    Player
    CurlyBruce's Avatar
    Join Date
    Aug 2013
    Posts
    116
    Character
    Curly Brace
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kitru View Post
    Unless bosses continue to deal the same percentage of total hp with their attacks, it's going to simply scale worse. The same problems would still exist.
    Just like to point out that having our self heals scale based on Max HP would scale better. Assuming you get hit for 1000 per hit with 5000 HP you are taking 20% of your HP per hit. Using his example Inner Beast would heal 25% OR 1250. Now say you geared up some more for VIT and your max HP is now 7000 and you still get hit for 1000 because your overall mitigation hasn't changed. The monster is doing less % of your max HP per hit now while your self heals still scale off your new max HP. So you are receiving less HP% damage from the monster while increasing your HP% recovered through heals. Monster would only hit for ~14.3% of your Max HP while Inner Beast still heals for 25% which is now 1750.

    Just by sheer virtue of increasing your max HP you are lowering the %HP damage dealt by a monster.
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  2. #2
    Player
    Derza's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Kaladin Stormblessed
    World
    Goblin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by CurlyBruce View Post
    Just like to point out that having our self heals scale based on Max HP would scale better. Assuming you get hit for 1000 per hit with 5000 HP you are taking 20% of your HP per hit. Using his example Inner Beast would heal 25% OR 1250. Now say you geared up some more for VIT and your max HP is now 7000 and you still get hit for 1000 because your overall mitigation hasn't changed. The monster is doing less % of your max HP per hit now while your self heals still scale off your new max HP. So you are receiving less HP% damage from the monster while increasing your HP% recovered through heals. Monster would only hit for ~14.3% of your Max HP while Inner Beast still heals for 25% which is now 1750.

    Just by sheer virtue of increasing your max HP you are lowering the %HP damage dealt by a monster.
    Its the same thing as you can do now... Increase your damage output increases your self-heals, the only difference is you are basing the healing on max HP and the % of damage a boss does to you. You are still taking the same amount of damage no matter what the % of you total HP it may be. So as far as incoming heals are effected its a wash...(sure your way your Max HP gives you better self-heals so now you are 100% vit dependent vs being damage dependent, still does not change the fact that you are still stat dependent and your mitigation only scales with your stats where paladins mitigation scales with boss damage)

    They really just need to give warriors +25% healing (either by adding a 10-15% base% heals on defiance and leaving wrath the same or moving it all(+25%) to defiance so we can at least start at the same point as paladins (as far as survivability from tank stance).
    (0)
    Last edited by Derza; 09-25-2013 at 04:28 AM.

  3. #3
    Player
    CurlyBruce's Avatar
    Join Date
    Aug 2013
    Posts
    116
    Character
    Curly Brace
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Derza View Post
    ...
    It's not the same. Increasing your damage sacrifices increasing your max HP. (Speccing STR instead of VIT, STR Accessories etc.) Increasing your damage does not reduce the total %HP loss you take from boss attacks it only increase the %HP you heal from self heals. Example you are VIT stacking and have 5k HP and bosses hit you for 1k. You take 20% HP per hit. Your Inner Beast does 900 for 18% of your max HP. Now you change and start stacking STR. Your HP is now 4k and bosses still hit you for 25% of your max HP. Your inner beast now heals for 1000 for 25% of max HP. You increased your %HP return but also increased your %HP damage recieved. You are now also more vulnerable to large "1-shot" type moves because you sacrificed HP for more sustain.

    If our self heals scaled based on max HP you could simultaneously increase your sustain while decreasing the % of HP damage you receive. Would actually give Thrill of Battle some utility besides just a snap heal. With Thrill of battles HP buff up your other self heals would increase as well. Would be like our own Convalescence.
    (1)
    Last edited by CurlyBruce; 09-25-2013 at 04:33 AM.

  4. #4
    Player
    Derza's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Kaladin Stormblessed
    World
    Goblin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by CurlyBruce View Post
    It's not the same.
    It is the same in the fact that we will not scale with incoming damage, making paladins always better at harder content. Unless SE makes it so the HP increase a tank can get is linear to the amount of damage bosses do(and this is pretty much impossible unless they make all boss content exactly the same) we will never be balanced with paladins. The fundamental flaw with warrior is how our mitigation is 100% warrior based(ok maybe not 100% due to wrath stacks giving up to 15% healing - but close enough to make no difference) where as paladins mitigation is 100% incoming damage based(20% reduction in damage from stance + all CD's are % based damage reduction).

    Oh and stacking str adds to your parry % damage redcution so that also helps... i know its very very little but its something - This is also something that should be considered... maybe adding a 2x or even 3x parry chance modifier on defiance (or even just a passive trait)- this would even out the advantage paladins have with shields + parry chance. I think this would work well with the idea of self healing being based on damage output - so adding to damage output would also add to mitigation (in a way that might be noticeable vs what it is now where we have maybe a 10% parry chance and when you parry you take 23-25% less damage whichs ends up being ~2% physical damage reduction)
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    Last edited by Derza; 09-25-2013 at 05:03 AM.

  5. #5
    Player
    Pinch's Avatar
    Join Date
    Aug 2013
    Posts
    28
    Character
    Pinch Felicious
    World
    Cactuar
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Derza View Post
    They really just need to give warriors +25% healing (either by adding a 10-15% base% heals on defiance and leaving wrath the same or moving it all(+25%) to defiance so we can at least start at the same point as paladins (as far as survivability from tank stance).
    I think 10% passive in addition to Wrath would be fair.

    Foresight and Bloodbath could use buffs too. Foresight should give bonus Magic Defense as well, and it should go up to 30% traited. Bloodbath should be a high impact cooldown rather than a weak and long one. What if it was 100% life steal for 8 seconds?
    (0)

  6. #6
    Player
    The_Brute's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    The Brute
    World
    Midgardsormr
    Main Class
    Marauder Lv 50
    What if Wrath gave us a bit more +defense? Move the bonus healing to a passive of Defiance and make Wrath provide X% more defense per stack? Say 1 - 2% per stack (5 - 10% total), that would give warriors the bonus healing to accommodate the larger health pools and do a bit to make us a little sturdier without taking away the flavor of the class or homogenizing us with Paladins. Not sure if this idea has been brought up before or not.
    (0)

  7. #7
    Player
    hola's Avatar
    Join Date
    Jul 2013
    Posts
    146
    Character
    Hola Roxanne
    World
    Aegis
    Main Class
    Marauder Lv 50
    Quote Originally Posted by The_Brute View Post
    What if Wrath gave us a bit more +defense? Move the bonus healing to a passive of Defiance and make Wrath provide X% more defense per stack? Say 1 - 2% per stack (5 - 10% total), that would give warriors the bonus healing to accommodate the larger health pools and do a bit to make us a little sturdier without taking away the flavor of the class or homogenizing us with Paladins. Not sure if this idea has been brought up before or not.
    sorry defense dont scale much at all.
    ilv90 gloves give 113defense and ilv70 heavy darklight gloves give 109defense, whooping increased only by 4 (3%)with 20 itemlevel difference.
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  8. #8
    Player
    The_Brute's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    The Brute
    World
    Midgardsormr
    Main Class
    Marauder Lv 50
    Quote Originally Posted by hola View Post
    sorry defense dont scale much at all.
    ilv90 gloves give 113defense and ilv70 heavy darklight gloves give 109defense, whooping increased only by 4 (3%)with 20 itemlevel difference.
    Oh well was worth a shot. Thanks for the response.
    (0)

  9. #9
    Player
    Kaalan's Avatar
    Join Date
    Sep 2013
    Posts
    129
    Character
    Kalaan Elista
    World
    Cerberus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Pinch View Post
    What if it was 100% life steal for 8 seconds?
    It should be at least 100% and permanent.
    (0)

  10. #10
    Player
    hola's Avatar
    Join Date
    Jul 2013
    Posts
    146
    Character
    Hola Roxanne
    World
    Aegis
    Main Class
    Marauder Lv 50
    Quote Originally Posted by CurlyBruce View Post
    Just like to point out that having our self heals scale based on Max HP would scale better.
    to change our selfheal based on Max hp definitely scales better than on dmg potency.

    i just got my af2 chest, my hp jumped up around 250 while my dmg didnt seem to change much.
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