Please undo the nerf to Glancing Blows
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With future possible Bone Offering nerf/rework, can Glancing Blows be reverted to its former state?
0. Now it is approximately equal to 19.2% increased damage taken -
38% block without Glancing Blows = 0.62 damage taken 75% block with Glancing Blows = 0.25 + 0.75*0.65 = 0.7375 damage taken
1. Equipping a shield with recover 5% life on block and have 6000 life(=300 life on block), and calculating damage taken -
0.62*x - 0.38*300 > 0.7375*x - 0.75*300 x < 944.7 So any damage over 944.7 will make Glancing Blows inferior to not taking it.
2. Necromancer with 21 level Bone offering(=644 life on block) and 1 -
0.62*x - 0.38*(300+644) > 0.7375*x - 0.75*(300+644) x < 2972.6 So any damage over 2972.6 will make Glancing Blows inferior to not taking it. This has some practical use so currently Glancing Blows becomes a near Necromancer-only node.
3. With old Glancing Blows and 1 -
0.62*x - 0.38*300 > 0.625*x - 0.75*300 x < 22200 Glancing Blows is always good. However in practical, Glancing blows is not far superior than not having it. See below-
4. If undoing it and investing block chance to 50%, and 1-
0.5*x -0.5*300 > 0.625*x - 0.75*300 x < 600 even 50% block without recover 5% life on block - 0.5x > 0.625*x - 0.75*300 x< 1800 This result seems fine, however, without investing this life on block affix, one can have a wide selection of shields which can increase defenses, offenses or utilities. And not allocating Glancing Blows saves a lot of routing points which can be further invested into other passives. So finally the future Glancing blows(without the old Bone Offering and with shield buffs) should be reverted to its original values. Two-handed - Mop Dual Wield - Slippers One-handed & Shield (close combat) - Brush & Basin One-handed & Shield (ranged) - Hair Dryer & Mirror Main-hand & Off-hand (evil witch) - Sponge & Soap Last edited by Heartsease#0763 on Oct 7, 2021, 11:01:36 AM Last bumped on Oct 7, 2021, 10:48:01 PM
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i think the best way to improve that keystone is allow block to reach 100% chance if you have this keystone
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" If it can have 100% block chance, it turns into a different skill that focuses on stable damage mitigation. This is unprecedented so I can't predict whether it is good or not... Two-handed - Mop
Dual Wield - Slippers One-handed & Shield (close combat) - Brush & Basin One-handed & Shield (ranged) - Hair Dryer & Mirror Main-hand & Off-hand (evil witch) - Sponge & Soap |
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" wasnt the concept of this point in first place to make it less powerful but more relayable ? they could either further reduce the damage it reduce on block and make it so block cap at 100% instead of 75% or even add another drawback "can not block spells" this could work well with evasion builds who sacrifice dodge from dex for the new spell surpression so they get 50% reduce on spell on a chance and they could invest abit into block lets say 50% which inst too hard if they use shield.. and get x reduce to attacks if they did not evade it |
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The issue is <resource> on block like life or energy shield on block together with Glancing Blows.
The smartest way would be to prevent <resource> on block and turn it back to 50% damage of block taken. This makes it less abusive, allow staff users to make use of it and puts an actual choice out for the player. Right now the choice for Glancing Blows is "Do i have life/ES on block" then pick it if possible to get away with minimal block investment. Last edited by zzang#1847 on Oct 7, 2021, 1:30:00 PM
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" Or introduce "x damage prevented by block is recouped as <resource>", currently only available to Juggernaut but ggg seems to be implementing them in this patch. Two-handed - Mop
Dual Wield - Slippers One-handed & Shield (close combat) - Brush & Basin One-handed & Shield (ranged) - Hair Dryer & Mirror Main-hand & Off-hand (evil witch) - Sponge & Soap |
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