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  1. #1
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60

    Would it be possible to Tie Warrior Wrath to Damage Taken?

    A little late, considering 2.1 is just around the corner, but...

    The Self Heal aspect of Warrior is so much fun to play, but it doesn't scale to damage the way that Paladin straight mitigation works. The Wrath Mechanic is cool, but relies on the use of Weapon Skills that don't scale to damage either.

    The changes in 2.1 that pair Mitigation % skills to Warrior weapon skills and abilities really balance it well to Paladin as far as damage mitigation. So what if they could use % damage taken and apply it to the Wrath Mechanic to allow it to scale with damage, without giving Warrior actual Damage % Mitigation Skills.

    If it was possible to track total damage taken, and using a tier system, apply that to the Wrath Mechanic it might look something like this.

    1/10th of Max HP - Damage Taken = 1 Wrath
    5 Wrath = Infuriate
    Example
    6000 HP = 1 Wrath for every 600 total damage taken.
    Wrath V = 3000 Total Damage taken.
    Instead of having Mitigation Skills, you would just have them alter the ratio of Damage to Wrath.

    Vengeance - Deals 50 Potency attack when damaged etc, - Gain 1 Wrath when 1/15th of Max HP worth of damage is received.

    Because Warrior is a reactive tank, and is sensitive to Burst Damage, it might be most effective to have IB off GCD and with a 1 Second CD.

    Other skill changes would include

    Inner Beast - 150 Potency 600% Damage into Heals +Increased Enmity
    Steel Cyclone - 50% Damage Dealt into Heals - +Increased Enmity

    Issues with balancing would be damage over 1/2 of Warrior HP in a single hit, as you wouldn't benefit from damage not converted into Wrath Stacks. Also, a single attack that puts you at Wrath IV, then a large attack. Infuriate would partially assist with this but only every 60 seconds.

    Foresight - Should be a 90s CD. Marauder should get a Trait for Foresight - Increase Parry Rate by 40%
    Because MRD/WAR only has Parry and Paladin has Block/Parry, Marauder should also get a trait that when they parry, 50% of Parry Damage is recovered as HP.
    Sorry in advance if this copies a mechanic from another MMO. I don't play too many different ones.
    (0)
    Last edited by Judge_Xero; 11-24-2013 at 02:51 AM.
    "I don't always drink beer, but when I do, it's often."
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  2. #2
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    I honestly believe they should remove self heal from Warrior and apply it to Dark Knight. Warrior should be a class that focuses on building and spending Wrath stacks.
    (1)

  3. #3
    Player
    symba's Avatar
    Join Date
    Oct 2013
    Posts
    94
    Character
    Qt Symba
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    No, this is stupid. It punishes warriors for having more vitality and with the new IB mechanic you'd permanently have 20% damage mitigation in near enough every piece of content that matters.

    Edit: Even with the old IB mechanic it'd be stupid, in turn 5 for example you'd have 5 wrath every 1-2gcds.

    Edit2: no, it's not even worth going into it further. this is just stupid.
    (0)
    Last edited by symba; 11-24-2013 at 02:58 AM.

  4. #4
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Exstal View Post
    I honestly believe they should remove self heal from Warrior and apply it to Dark Knight. Warrior should be a class that focuses on building and spending Wrath stacks.
    Agree 100% with this. If they have Warrior as a Wrath - Mitigation Tank then they should just completely remove any aspect of HP Absorb.

    Quote Originally Posted by symba View Post
    No, this is stupid. It punishes warriors for having more vitality and with the new IB mechanic you'd permanently have 20% damage mitigation in near enough every piece of content that matters.

    Edit: Even with the old IB mechanic it'd be stupid, in turn 5 for example you'd have 5 wrath every 1-2gcds.

    Edit2: no, it's not even worth going into it further. this is just stupid.
    He he, that's the point. That's why I added, to reduce the IB potency and increase it's healing potential.

    With 9000 HP, having Wrath based off damage in a 1/10 - 1 Wrath Ratio, it would amount to ~28% Mitigation. (@ 1300 per IB heal)
    With 6500 HP it would amount to ~45% mitigation (@ 1500 per IB heal) but you would probably be dead from burst damage.

    STR>VIT = more mitigation
    VIT>STR = not dead from burst damage
    (0)
    Last edited by Judge_Xero; 11-24-2013 at 12:22 PM.
    "I don't always drink beer, but when I do, it's often."
    Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

  5. #5
    Player
    TaneshimaPopura's Avatar
    Join Date
    Nov 2013
    Posts
    463
    Character
    Taneshima Popura
    World
    Carbuncle
    Main Class
    Marauder Lv 50
    Well I'll say this a major overhaul of skill mechanics is not likely to happen but as far as reactive tank goes I do think it should be modeled as such.

    Upon turning on Defiance (+25% Healing Received +25% Max HP) and being in combat the user gains 1 Wrath every 5 seconds. Successful Critical Hit caused will cause enable the Warrior to activate Inner Beast.

    Activating Inner Beast will cause generate a shield which blocks 10% MaxHP + 300% Dmg Done which last 5 seconds. If Inner Beast is a critical, Base MaxHP of shield increases to 15%. Inner Beast also generate 2 Wrath.

    Upon achieving 5 Wrath stacks, the Warrior is able to use Unchained, Thrill of Battle, or Steel Cyclone.

    Unchained last 15 seconds Increases the Warrior's Critical Chance (Not Rate) by 15%, Inner Beast usage during this period increases the Critical Chance by 2% and Unchained duration by 1 second. Unchained has a 120s CD consumes all Wrath. Warrior cannot gain Wrath during Unchained.

    Thrill of Battle causes the Warrior to Increase Max HP and Heal for 100% of the damage dealt for 20 seconds. Inner Beast usage during this period further increases the Warrior's Max HP (Auto-Healed) and Healing Received by 4%. Warrior cannot gain Wrath during Thrill of Battle. Thrill of Battle has a 120s CD consumes all wrath.

    Steel Cyclone consumes 3 Wrath to deal 300 Potency attack on targets with Storm's Eye debuff and 200 Potency on those without. Steel Cyclone causes 5% Max HP + 300% damage dealt as a shield. Steel Cyclone only consumes 2 Wrath if it hits 3 targets.

    Infuriate causes the Warrior to gain 5 stacks of Wrath and boost it's Critical Chance by 10%, +2% Critical Chance for every current pooled Wrath (20% Crit Chance if used with 5 Wrath), for 10 seconds. 90s CD.

    Vengeance with Defiance causes the Warrior to retaliate the attacker for a 50 Potency + 20% damage received and heal for 300% of the damage returned.

    Foresight with Defiance causes the warrior to gain a Shield equal to 300% of the sum of the Warriors Defense, Magic Defense and Parry Rate for 10 seconds. 90s CD.
    (0)
    Last edited by TaneshimaPopura; 11-24-2013 at 03:40 AM.

  6. #6
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by TaneshimaPopura View Post
    Well I'll say this a major overhaul of skill mechanics is not likely to happen but as far as reactive tank goes I do think it should be modeled as such.
    None of those changes cause WAR mitigation mechanics to scale with incoming damage which has *always* been the problem. Try again.
    (0)

  7. #7
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Guys, simply put, the ONLY reliable way to scale your survivability with incoming damage is to reduce the damage by some given %.
    Sadly that is the only "consistent and reliable" mathematical method to dynamically increase survivability.

    That said, here is an alternate idea, which is less consistent, less reliable, and... may be harder to code... but lets give it a "rough draft" try anyway.

    Have Defiance grant the buff "Endorphins".
    When the Warrior takes damage, they get a buff that heals back 20% of the damage they took over 6 seconds.

    So say you get hit for 1k, your Endorphins (Endo) hot pops up and has a total value of 1k*.2=200. And will heal you for that 200 over 6 seconds, essentially gives you 100 3 sec after the hit lands, and the other 100 6 sec after the hit lands. If we adhere to the general dot timer.

    Here is where the coding issue comes in.

    If we keep updating the Endo value for each hit, and say we heal half of it in 3 sec, and the other half in 6, we will never end up fully healing the initial damage value, until 6 seconds after the very last point of damage is dealt... It'll look more like a "slower" exponential curve (50% instead of 66%).

    Another coding option is to internally have a unique Endo hot for each hit. This is okay for 1 boss fights, since you really shouldnt be taking damage often enough to prompt the system to make too many internal hots... probably will max out at 4, meaning you take 4 unique instances of damage with 6 seconds, so we need 4 hots at one time to account for all of it...
    But if we try this code in a WPSR, where you can have 7-12 mobs beating on you at once, each mob could require up to 4 Endo hots, so this one process could be running nearly 50 iterations at once to keep up... LLLLAAAAAGGGG...

    And of course the final, simplistic approach.
    War gets hit, War heals for 20% of damage taken instantly, in the next line of code after damage was dealt.
    This is effectively the exact same thing as mitigating 20% of the incoming damage, but you are easier to oneshot.
    (0)
    Last edited by Kenji1134; 11-24-2013 at 08:01 AM.

  8. 11-24-2013 08:08 AM
    Reason
    2.1 Warrior changes better

  9. #8
    Player
    TaneshimaPopura's Avatar
    Join Date
    Nov 2013
    Posts
    463
    Character
    Taneshima Popura
    World
    Carbuncle
    Main Class
    Marauder Lv 50
    Only other way to scale with incoming damage instead of mitigation is to based skill on caster's Max HP. Hence why I believe that unless it works to some extend, it's just a work around the World of Warcraft Death Knight system.

    Scaling with incoming damage doesn't matter if your HP pool itself isn't able to withstand that attack, the only tweaks needed would be the MaxHP % values. Absorption shield is used as to not conflict with healers.

    The mechanic was based around having Critical Strikes, making Warrior the stronger DPS tank, reactive, balancing Wrath at 5, and using them properly with CDs. The Inner Beast will function as your answer towards Block.

    Unchained will be your Rampartl in a way where at that point of time you will be spamming Inner Beast to give yourself shield (I was wondering if the value should be at 20-25% on crit for MaxHP but that would make off Unchained period too strong as well).

    Thrill of Battle will be your new Sentinel. For every Inner Beast you perform during this period your self shield gets stronger due to the constant increase of MaxHP, You Auto Attacks and other skills too causes you to increase in MaxHP, Do not take light this skill as it is a 8,000 HP Warrior could go up to 20,000 HP by the end of the duration. I was also wondering if the extra HP gained during the period after the buff is gone should be given as a shield.

    Steel Cyclone was a filler for Wrath and your reactive Bulwark. Because of Steel Cyclone and Inner Beast interaction off CD usage I was hesitant to put Inner Beast at such a MaxHP% value, cause for ever Inner Beast used the user is most likely able to use Steel Cyclone, hence the shield ending up at 15-20% MaxHP% + 300% done, on a 8000 HP Warrior it would be like 4000 absorption shield around 8000 if both of them crit. Forgot to mention Steel Cyclone is off GCD.

    Infuriate will act as other half of Bulwark, you can either save it to activate another stronger CD or activate it to provide more Inner Beast.

    Vengeance causes a 60-70% sort of "mitigation" but the attack has to not kill you in the first place.

    Foresight is just a 2000*3 shield as of current state so I do think it is fine, well at least better than the current model. Non Warriors using Foresight will only gain a multiplier of 2.
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