Armour needs a straight up numbers buff!

"
Lord_of_Error wrote:
"
7 charges, 4k hp, 6% regen, 60k+ armor, max block

Well, such a build doesn't leave much room for damage. Nothing wrong with it, but obviously a build which only invests a fraction of the points into defense will be worse doing the tanking. ;)


wrong misconception as always, still get some dps nodes and its not like a lot of melee builds get tons of dps nodes.

Its more then enough solo dps with infernal blow / heavy strike / double strike ... 20k+ dps with a 6 link, 10-15+ with 5 link. Dont need more. Stuff drops like flies.

and no, its not suitable dps for group games (more than 2 players) tho, but i dont care
"
wrong misconception as always

Thank you very much, I'm sure.
Close enough?
Max block is a heavy investment, this tree has 37% block chance +4% from Tempest Shield = max block with e.g. Aegis Aurora. Some nodes less needed with Bringer of Rain (possibly freeing points to get Resolute Technique), but nevertheless I wouldn't count AA as reference, nothing makes you as tanky as this shield so this shouldn't be the standard to expect.

Anyways, I know how strong block is (not necessarily with AA), but that isn't the point of this thread. It's about buffing armour, and you suggested a change in the armour formula yourself. But that would leave pure EV or ES builds out, adjusting damage numbers wouldn't. I have no clue what the appropriate tweaks would be, but how should I without knowing the actual damage numbers of the monsters. That's up to GGG.
What I know from my own playing experience: There is some insane damage possible, I stopped playing my 2h Infernal Blow Marauder after playing a slightly challenging Tunnel map. It only had -15% max res and ~90% extra damage as lightning, yet the boss absolutely raped me (4k life, 13.3k armour before Granite, 6 Endurance Charges). Result was I Leap Slammed back and forth until it was done, but before wasting higher level maps I just switched to a ranged char. From the mods it seems like it wasn't physical, but the elemental part dealing the high damage. My armour/charges didn't help in that case, which again makes me believe it's not the armour formula that needs adjusmtent, but the possible damage. That is if there even needs to be a change. Afaik GGG has no problems with certain maps (or map mods) being more problematic to certain builds, iirc they wanted to encourage map trading.
"
Lord_of_Error wrote:
"
wrong misconception as always

Thank you very much, I'm sure.
Close enough?
Max block is a heavy investment, this tree has 37% block chance +4% from Tempest Shield = max block with e.g. Aegis Aurora. Some nodes less needed with Bringer of Rain (possibly freeing points to get Resolute Technique), but nevertheless I wouldn't count AA as reference, nothing makes you as tanky as this shield so this shouldn't be the standard to expect.

Anyways, I know how strong block is (not necessarily with AA), but that isn't the point of this thread. It's about buffing armour, and you suggested a change in the armour formula yourself. But that would leave pure EV or ES builds out, adjusting damage numbers wouldn't. I have no clue what the appropriate tweaks would be, but how should I without knowing the actual damage numbers of the monsters. That's up to GGG.
What I know from my own playing experience: There is some insane damage possible, I stopped playing my 2h Infernal Blow Marauder after playing a slightly challenging Tunnel map. It only had -15% max res and ~90% extra damage as lightning, yet the boss absolutely raped me (4k life, 13.3k armour before Granite, 6 Endurance Charges). Result was I Leap Slammed back and forth until it was done, but before wasting higher level maps I just switched to a ranged char. From the mods it seems like it wasn't physical, but the elemental part dealing the high damage. My armour/charges didn't help in that case, which again makes me believe it's not the armour formula that needs adjusmtent, but the possible damage. That is if there even needs to be a change. Afaik GGG has no problems with certain maps (or map mods) being more problematic to certain builds, iirc they wanted to encourage map trading.


yeah was her lightning strike, same with lady stormflay

the 90% ltng damage takes all the base dmg of an attack (regardless if single element or if mixed like 50/50 ice arrow on piety, and not works on crem boss or piety balls - ie not on spells) and gives straiht up 90% as that element. (or 80-100%)

I believe tunnel boss lightning strike does around 3k on a crit.

Thats 4200 lightning and 1500 physical.

4200 lightning and -15 max res with EE and purity = 4200 x 0.34 = 1428

1500 physical and 13300 armor, 6 charges = 510

If she hit fast 2-3 times in a row, i could see this happening, esp. if you didnt have all your charges up. Then again, thats the disadvantage of 2handers. I dont think 2handed dmg in this game is good enough to justify loss of shield. Call me crazy, for example marohi erhi raw dmg numbers are nice but when you see its attack speed and you know what that really means, it still sucks compared to a 1 hander with shield.

of course i agree they could tune spike dmg a bit, but not by too much, leave the rest up to out builds to counter, thats where armor and hp buffs come in place. I dont know why you say it leaves out evasion / es builds - they can get armor too and got hp (in case of evasion) too.
Armour/life/monster damage is just unbalanced as hell, period

It's all designed around using Granites and Enduring Cry which should be only helpful not mandatory.

Bad design
Last edited by Startkabels#3733 on Sep 9, 2013, 12:38:39 PM

Report Forum Post

Report Account:

Report Type

Additional Info