About melee versus ranged

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pengant wrote:
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Honch wrote:


That you don't understanding "getting hit more" DOES NOT = taking more damage is one of your problems.




I understand fine quite clearly. You and the other guy however....wow.

Let's break this down into basics for you.

2 characters. 1 is melee 1 is ranged. Both characters have the exact same defensive stats.

Which takes more damage the melee or the ranged?

Obviously the melee takes more damage because he is fighting in melee range, the ranged character can often dispose of the threat before they reach melee range.

According to you two brainiacs this is not the case? Despite it being common knowledge in every game of this type? Ok...

Once again I didn't bother reading anymore of your post, as if you can't grasp the most basic of concepts how can you grasp anything else.



LIKE I SAID MAN...you seem to think there's a 1:1 correlation between melee and ranged....ignoring the difference in weapon damage, totally different passive bonuses, etc.

Your argument based on X passives spent should yield the exact same stats completely IGNORES HOW THE GAME ACTUALLY WORKS.

Since you can't seem to understand that they don't/shouldn't based on the gear in the game....

There's a reason Bows have lower damage than 2H weapons...that 2H weapons have higher damage than 1H weapons....

There's a reason you can 6L 2h weapons and you can't 6L 1h weapons...but keep on forming arguments ignoring the actual mechanics of the game...how builds differ, how they synergize...etc...you're just highlighting how little you understand how builds works and how to optimize them for your gear/needs.

Again since you can't seem to understand how builds differ...how those differences can either make a build stronger or weaker...there's really no point talking to you man.

Sorry but in this case L2Play is extremely accurate.
Last edited by Honch#7583 on Aug 16, 2013, 6:48:24 PM
The only way to compare the two is to assume both have equal defensive stats. I know this is not going to be the case based on what gear each type of player is using, that is obvious.

So again try answering my question.

If a melee and a ranged character both have the same defensive stats, which takes more damage?

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pengant wrote:
The only way to compare the two is to assume both have equal defensive stats. I know this is not going to be the case based on what gear each type of player is using, that is obvious.

So again try answering my question.

If a melee and a ranged character both have the same defensive stats, which takes more damage?



LOL so the ONLY way to compare them...is to compare them based on stats you know won't actually occur?

Completely makes sense.....

Why don't you just ask why melee attacks don't hit targets from range...makes about as much sense as your other statements.
Last edited by Honch#7583 on Aug 16, 2013, 6:51:57 PM
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pengant wrote:

2 characters. 1 is melee 1 is ranged. Both characters have the exact same defensive stats




And that is the issue with melee and range characters having such huge disparity. You can be a range character with melee characteristic and pretty much become a ranged tank. If a mob, somehow breaks through your attack, you can tank it and kite away to repeat the process.


Melee characters actually has to be in the frontline where everything is pretty much thrown at them. If you build your melee character correctly, you can last a long time, but you are not invincible, you are still eventually going to die from being overwhelmed unless you can kill everything really quickly, then you are a juggernaut.


All of this issues comes with the game having diversity. If ranged characters were not allowed to have armor on or at least have the same defensive stats with melee characters, they would be more glass cannon and have to run away even more often.



The solution is to have something that melee characters can benefit being melee and will not hinder range characters and vice versa.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Aug 16, 2013, 6:56:24 PM
Thought so, you have no answer to the actual question.

Of course it's possible, but unlikely they'll end up with the EXACT same stats I know that. The only way to compare the two fairly however is to assume they both have equal stats. As you wan't to focus on them having different stats however, i'll even go as far as to say a ranged character with slightly worse defensive stats will probably take less damage than a melee character.

What is the bonus for being a melee character in that situation.

Also before you throw assumptions around telling me to learn to play, try doing some research on who I am and what my character is.
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JohnNamikaze wrote:
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pengant wrote:

2 characters. 1 is melee 1 is ranged. Both characters have the exact same defensive stats




Ant that is the issue with melee and range characters having such huge disparity. You can be a range character with melee characteristic and pretty much become a ranged tank. If a mob, somehow breaks through your attack, you can tank it and kite away to repeat the process.


Melee characters actually has to be in the frontline where everything is pretty much thrown at them. If you build your melee character, you can last a long time, but you are not invincible, you are still eventually going to die from being overwhelmed unless you can kill everything really quickly, then you are a juggernaut.


All of this issues comes with the game having diversity. If ranged characters were not allowed to have armor on or at least have the same defensive stats with melee characters, they would be more glass cannon and have to run away even more often.



The solution is to have something that melee characters can benefit being melee and will not hinder range characters and vice versa.


Completely true. At least someone has a brain they can use.
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JohnNamikaze wrote:
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pengant wrote:

2 characters. 1 is melee 1 is ranged. Both characters have the exact same defensive stats




Ant that is the issue with melee and range characters having such huge disparity. You can be a range character with melee characteristic and pretty much become a ranged tank. If a mob, somehow breaks through your attack, you can tank it and kite away to repeat the process.


Melee characters actually has to be in the frontline where everything is pretty much thrown at them. If you build your melee character, you can last a long time, but you are not invincible, you are still eventually going to die from being overwhelmed unless you can kill everything really quickly, then you are a juggernaut.


All of this issues comes with the game having diversity. If ranged characters were not allowed to have armor on or at least have the same defensive stats with melee characters, they would be more glass cannon and have to run away even more often.



The solution is to have something that melee characters can benefit being melee and will not hinder range characters and vice versa.


And you're missing the whole point....unless you just take generic passives (which is a terrible idea)...there's no way a ranged and a melee character are going to have the same stats after spending the exact same number of passive points...Heck even if you did...because the way weapons differ for melee, ranged attack, casters...you're still not going to have the same stats.

Melee get huge physical damage bonuses...melee weapons also have the highest DPS potential...thus you don't need to invest the same amount of passives to get the same effective DPS as a caster/ranged...

At which point you either make your character do more damage...or get more survivability (based on your current need).

Trying to reduce melee vs ranged down to 2 characters with the exact same stats is only possible if you IGNORE how the GAME ACTUALLY WORKS....or you can't think beyond copying a build you saw posted somewhere....

Last edited by Honch#7583 on Aug 16, 2013, 8:21:38 PM
Honch, you are totally missing the point. But that's ok I appreciate from your posts why you are finding simple concepts hard to grasp.

Don't believe me, look at what GGG say on the matter. They acknowledge a disparity.

Look at what Blizzard did in diablo 3 - they gave melee characters 25% damage reduction as standard.

Your arguing something that is common knowledge in all games of this type, do you realize that?

That all things being equal melee are less survivable than ranged are. You are trying to argue that they're not?
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pengant wrote:
Thought so, you have no answer to the actual question.

Of course it's possible, but unlikely they'll end up with the EXACT same stats I know that. The only way to compare the two fairly however is to assume they both have equal stats. As you wan't to focus on them having different stats however, i'll even go as far as to say a ranged character with slightly worse defensive stats will probably take less damage than a melee character.

What is the bonus for being a melee character in that situation.

Also before you throw assumptions around telling me to learn to play, try doing some research on who I am and what my character is.


Why do I need to answer questions that make ABSOLUTELY NO SENSE....

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pengant wrote:
The only way to compare the two is to assume both have equal defensive stats. I know this is not going to be the case based on what gear each type of player is using, that is obvious.

So again try answering my question.

If a melee and a ranged character both have the same defensive stats, which takes more damage?



LOL so the ONLY way to compare them...is to compare them based on stats you know won't actually occur?

Completely makes sense.....

Why don't you just ask why melee attacks don't hit targets from range...makes about as much sense as your other statements.
"
pengant wrote:
Honch, you are totally missing the point. But that's ok I appreciate from your posts why you are finding simple concepts hard to grasp.

Don't believe me, look at what GGG say on the matter. They acknowledge a disparity.

Look at what Blizzard did in diablo 3 - they gave melee characters 25% damage reduction as standard.

Your arguing something that is common knowledge in all games of this type, do you realize that?

That all things being equal melee are less survivable than ranged are. You are trying to argue that they're not?


LMAO like I said man you're only highlighting how LITTLE you understand in how to make a melee build....

Learn how block works...look at the passive tree...see how easy it is to stack block, while you're getting armor, and physical damage nodes....

Again man....you're just absolutely clueless on how to make a build that isn't posted for you.

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