Which does not mean that the designers balanced the other tanks around having it. (Which makes the fact that they designed fights around requiring provoke more mind boggling)
Resistible status effects durations follow a set pattern: 1st application 100%, 2nd application 50%, 3rd application 25%, 4th+ 0%/Fully Resisted and reset 60s after the last effective application was applied.Can you explain those numbers, plz ?
Flash applies a 12s Blind which means that you can get a total of 21s (12s + 6s + 3s) duration before being fully resisted. 60s after the 3rd application hits (which was ~18s to 20s in from the first application) the Blind resistance ends meaning that Blind can be reapplied to full effect roughly every 80s. So that gives a 21s per 80s uptime.
Dark Passenger applies a 15s Blind which means it can get a 25s to 26.75s (15s + 7.5 + 3.75 (its hard to tell if a fractional duration is there or if it has been rounded down)) duration before being full resisted. Since Dark Passenger has a 30s cooldown it take 120s before Dark Passenger can reapply Blind for full effect. That gives a 25s per 120s uptime.
Which combined generates roughly the same amount of enmity as Flash + CoS. This is an example ofYes, but Circle Of Scorn is the ONLY damaging AoE for PLD. Dark Passenger is only one of DRK's tools, with Salted Earth, Unleash, and Abyssal Drain...
If a Dark Knight wants to stack DA + DP and DA + DD they need to expend a lot of MP and it may not have the same average mitigation benefit as a Paladin stacking Blind and Bulwark.Blind decreases accuracy. If you want Bulwark to proc, you have to be hit. As for DRK, Dark Arts + Dark Dance increases Evasion. So, those two work better, since hit% is calculated with Accuracy AND Evasion.
But the NA/EU playerbase did decide what strats they would use.It's not the NA/EU playerbase that decided to include a whole bunch of adds with Faust, or make A2 a gauntlet style.
Faust is a single target DpS check and the adds do not need to be killed just tanked away from the group. Flash's non-damage is not really a deficiency there.
The Hardminds/Hardhelms of A2S seem to have been intended to be mechanisms to reduce the viability of stack and burn strategies, but groups figured out ways of getting around their debuffs.
That is because it is far to easy to over gear the pre-3.1 non-raid content by a good 20 to 30 ilevels around patch release.We're not looking at dungeons, when comparing all tanks, they're far too easy to be meaningful. And you clearly don't chain-stun every target in dungeons...by the time you stun the 4th one, they'd be dead anyway.
The designers try to balance classes around all tiers of content not just raids and they tune the numbers for around the ilevel of the rewards and difficulty around the expected skill level of those doing the content.



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