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  1. #23
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Kosmos992k View Post
    Then you are gathering wrongly. I am objecting to the stated opinions that secondary stats only matter for end game. I am saying that the entire game and its combat system should not be predicated by end game. End-game should naturally flow from the game. When people say that secondary stats don't matter outside of current end-game, they are in effect dismissing the rest of the game as being irrelevent (doesn't matter). If that's not elitist and dismissive, what is?
    Alright, sorry for the misunderstanding. So your wording confused me a bit here, but I think (again, correct me if I'm wrong) you believe that secondary stats should matter while leveling up but currently do not. The reason I'm confused is I'm not entirely sure what you're objecting to specifically, and that's probably just ignorance on my part. Assuming I'm right here, I can agree with this, though it would require a lot of reworking of the system. The reason I brought up the absurd influx of secondary stat power for leveling up is that that's feasibly the only way any of the secondary stats could be relevant as they are in their current form. Right now there's basically no reason to pick and choose just as long as you're at an appropriate ilvl. As an example, if a piece of tank gear dropped for you in a dungeon and it was higher ilvl than your current one but had Parry on it, you'd still take it.
    Secondary stats should matter at all levels and their impact should be weighted by the level difference between player and enemy. So a high level player against a low level mob should parry (for example) a lot more than a low level layer. A low level player up against a high level enemy should parry less often and less effectively. So a stat like parry should alter the base chance to parry, and this in turn should be modified by the relative level if player to enemy. That makes the stat relevant in all types of content, and in effect it lets players be trained by levelling content to create a decent stat build at each tier of content.
    I'm not sure I follow here. Currently the Parry secondary stat does exactly what you describe - it increases your chance to Parry and that goes up linearly as you gain more Parry (might work in tiers, I forget the data on Parry since it's been so long since I've cared about it). However, it isn't modified based on the level difference between player and enemy... and I'm not sure why it would be. Like, I can't think of any situation where a high level player would be fighting low level mobs, and vice versa. I'm probably just missing something here, if you can clear up my confusion I'd really appreciate it.
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    Last edited by SpookyGhost; 09-14-2016 at 08:05 PM.