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03.06.2013 , 07:34 PM | #16
Quote: Originally Posted by Gramps View Post
Can someone clarify what was said on page one, about shield being useless and absorption being worse?

Do either of these do anything at all in PvP?
Shield and Absorb do the same thing in PvP as they do in PvE: they reduce damage from incoming melee/ranged attacks. The problem is that PvP is a different environment entirely.

First off, player attacks when weighted for damage dealt through actual use are *massively* in favor of Force/Tech attacks. In PvE, Shield and Absorb are great because a vast majority of incoming damage is going to be melee/ranged; the number of F/T attacks thrown at you is low enough that Shield and Absorb still have a substantial impact. Keep in mind, this applies to Defense just as well. This next one doesn't.

Mechanically, what a lot of newish players don't realize, is the two-roll system used by the game, which shows why Defense, even though it's terrible, is still mechanically better than Shield and Absorb in PvP. Any attack made against you first makes a roll to see whether it hits: the chance of the ability to hit (base accuracy + accuracy from rating/talents/etc) - the relevant Defense chance of the target (melee/ranged attacks use "Defense chance" whereas Force/Tech attacks use "Resistance chance"). Defense rating does nothing for Resistance chance, which is why it was said before that even Defense is bad in PvP because of the massive preference for damage through F/T attacks players show. The second roll, assuming the first succeeds, determines what kind of hit the attack ends up being, whether that is a shielded attack, a critical hit, or a normal hit, though it should be mentioned that only M/R attacks can be shielded, which is was already explained before. Since it's possible for the combined critical hit chance and shield chances to exceed 100%, it's entirely possible that the chance for a normal hit is complete removed from the table. Furthermore, if the combined chances *do* exceed 100%, crit chance takes priority and pushes Shield rating off of the table until the total chance is only 100%. As such, if an attack is a guaranteed critical hit, there is no chance to shield that attack. Since players have a lot of increased crit chances and guaranteed critical hits, Shield rating often gets pushed off of the table, making however much Shield rating *did* get pushed off the table redundant.

TL:DR; the reasons are based upon the innate mechanics (the reason why Shield and Absorb are inferior to Defense in PvP) combined with player attributes (high crit chances reducing the functional capabilities of Shield chance in those cases that it *is* applied) and the overall design of player damage capabilities (none of the tank stats do anything useful against Force/Tech attacks, which are the dominant way players deal damage).
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