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  1. #1
    Player
    Rhinos's Avatar
    Join Date
    Aug 2011
    Posts
    55
    Character
    Rhinos Sandrock
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    If the intent for cutting str really was purely to nerf tank damage, SE did it in the entirely wrong way. If they want to lower tank damage, fine, but that should be done by altering the potencies of their moves, which would at least avoid this wonky atk scaling issue we have now.

    Quote Originally Posted by ADVSS View Post
    If this already wasnt the majority of fights we run in to, but this is pretty much how it works already.
    They have more on their hands to worry about than tank damage, if theyre trying to change balance this much. This requires scaling down healers healing potency, reducing or flat out removing cooldowns on tanks and or tank stance altogether.

    As it stands being a tank means you can survive TWO hits, while dps just melt. (oj a bit of an overexxageration,but still)
    This only reinforces my point - tank HP has already inflated since 2.0 and will continue to with tank gear as it is. Even if it's not severe enough to be considered a problem right now, it eventually will be if tank gear is not adjusted. Removing Vit from the damage formula makes it easier to adjust HP values from future gear if needed.
    (5)
    Last edited by Rhinos; 07-13-2017 at 08:59 AM.

  2. #2
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Rhinos View Post
    This only reinforces my point - tank HP has already inflated since 2.0 and will continue to with tank gear as it is. Even if it's not severe enough to be considered a problem right now, it eventually will be if tank gear is not adjusted. Removing Vit from the damage formula makes it easier to adjust HP values from future gear if needed.
    Considering that any smart coder would put it so that they can adjust the stat weight of the affects of a given stat there is no way that removing vit from the damage formula makes it easier to adjust HP values. As they could adjust future tank armor VIT values for HP and then nudge the AP gain from vit for damage without affecting the HP gain at all. That is the point of adding extra child modifier slots.

    Hell, in the Company of Heroes series a given weapon actually had a long list of child modifiers that altered how the weapon performed at a given range in terms of damage and accuracy based the target type, armor type, and facing, as well as influencing the critical event rate, what critical event was to occur, etc. Allowing weapons to be easily tuned to be buffed against particular targets.

    Here they could have reduced the stat growth on armor pieces and bumped up the AP modifier for damage without HP gain being affected by anything other then average ilvl and how much raw stat.
    (1)