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Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.

STAR WARS: The Old Republic > English > PvP
Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.

Invic's Avatar


Invic
01.11.2012 , 02:44 PM | #421
Quote: Originally Posted by LordSemaj View Post
Yes, you are understanding completely wrong.

Armor - Gets a nerf. Less mitigation.
Shield/Defense/Absorption - Gets modified. Now boosts mitigation.
End Result - Same Damage Reduction.
Lateral Result - Tanky DPS Juggernauts rage about Rage since Armor got nerfed.

...is basically what you're asking for since in no way can overall survival time for tanks go up if the game is to remain balanced and playable. Think of the Voidstars and healing.

Endless facepalms. And by all means, continue to call me a troll just because you can't convince me that your way makes sense while misinterpreting my posts and intentions.



Well with the effects into the other areas of the game cannot work.

Also the Nerf would have to effect all classes, otherwise our armor mitigation would be to close in relation to non tank classes. We would be purely shield generators with no armor bonus. Also still have a healthy amount of skills bypassing shields unless they were allow to block all types of damage, then it would be very random spikes of damage given the percentage. Spikey damage would create more cases of omg 6k hits your dead sprees.

As for miss interpreting that is how it reads hence why why I asked for a repost instead of labeling you as just a troll. As it reads it is redundant without more information, its lacking key pieces that do not exist or mention to be added

It was a Underpants Gnome post.....Step 1 Collect Underpants Step 2 ?????? Step 3 Profit

Invic's Avatar


Invic
01.11.2012 , 02:47 PM | #422
Quote: Originally Posted by Boarg View Post
Also the comments about Accuracy impacting the usefulness of Defense in PvP...

Defense is only applicable against the weapon damage attacks (of which there are many for several classes.) Typically, these weapon damage attacks only have 80% base hit chance in the first place. PvPers typically don't run around with a bunch of accuracy...almost assuredly not enough bring that 80% up over 100% to start impacting defense chance. And even in the strange case that someone did gear that much accuracy, they essentially gimped other stats to get there.

...it's pretty much a non-issue.
Special attacks are a much much higher base rate to hit. Between all my toons I have little and most no +Accuracy and all are 97%-110% hit rates. Will take a look tonight.

Raving_Ravec's Avatar


Raving_Ravec
01.11.2012 , 02:51 PM | #423
Quote: Originally Posted by alczz View Post
Tanks are working as intended in my experience, you are not supposed to mitigate damage from the skills/classes you mention, simple as that. Difference between tanking and dps gear? Only 5k life, not important? You choose, tank+guard combo in this game is great and it works better than many other mmo's, personally with a healing sage have kept a door in voidstar for the whole 7 mins of defence, seldomly vs 5-6 people. If mitigation worked vs force/tech attacks I would never died. Sorry but your point is invalid in my opinion, being able to mitigate melee attacks is enough. Maybe and I say maybe, defense should give an extra percentage to resist attacks but shield working vs tech/force attacks would be game breaking, with 50% proc chance and 35% absorb tanks would be immortal.
Because when a good pvp player sees a fully tank geared/specced played and a healer standing together, they will pop their cd's and focus the tank like no tomorrow, instead of 3-4 shotting/interupting/stunning the healer, right?

Your whole post is invalid because either you are too stupid to realise this, or the people you were playing against where a bunch of people that don't get how pvp works AT ALL.

^ or both.

LordSemaj's Avatar


LordSemaj
01.11.2012 , 02:53 PM | #424
Quote: Originally Posted by beliglath View Post
sir, your solution affects PVE, so its a no go. It also its not viable since an armor nerf should not only affect tanks but all classes making the squishy ones even more squishy. and same mitigation? against who exactly? against a marauder? against an operative?
No, sir, it does not affect PVE, Bioware has the ability to balance them separately. And yes, same mitigation against marauders and operatives and the whole mess of classes if possible. The only thing you're gaining out of it is that your shield stats are no longer pointless to have.

If you demand any more than this, then what you're asking for is a poorly disguised damage reduction buff to tanks. Which would be quite unacceptable in this environment.

Boarg's Avatar


Boarg
01.11.2012 , 02:55 PM | #425
Quote: Originally Posted by beliglath View Post
OH how silly of me!! thank you for brining me this to my atention now i know i can counter "some" attacks of the only 3 clases ( of 8 ) that we already been saying that we can counter by investing a LOT of points in our defenses wich in turn turn us into soft hitters.

Im really sorry for not noticing that, i was too busy beeing ***** by pyrotechs and operatives while they were lughthing at my face.
Well, lets count…classes that rely heavily on weapon damage:

Shadow/Assassin
Gunslinger/Sniper
Sentinel/Marauder
Guardian/Juggernaut

That's 4/8. Seriously, take all the weapon damage abilities off the bars of any of these classes and see how horribly gimped their damage is.

Of the remaining, Sage/Sorc tends to do a very normalized sort of damage that's easily disrupted. Probably, if Scoundrel/Operative and Commando/Mercenary just get their damage types tweaked a bit on a couple well targeted abilities, then things would probably be in a really good place and there would be no need to tweak tank mechanics themselves in PvP.

RJMazz's Avatar


RJMazz
01.11.2012 , 02:55 PM | #426
BioWare would make my tanky a lot happier if they made Shields and Armor matter anything against other classes.

It would make a match against Operatives and it would make most... No, some people stop complaining about them.

And I'd be able to get the tank gear of course.

If this is not fixed and Dual Specs comes out I'll have only 2 specs. PvE tank and PvP DPS.

Boarg's Avatar


Boarg
01.11.2012 , 03:00 PM | #427
Quote: Originally Posted by Invic View Post
Special attacks are a much much higher base rate to hit. Between all my toons I have little and most no +Accuracy and all are 97%-110% hit rates. Will take a look tonight.
"Special" is currently a very confusing and deceptive term in this game... People think if it's a button, it's a special. For about half the classes in this game, most of their main buttons actually do white damage instead of yellow.

All these weapon damage attacks do white damage and have the lower base hit chance.

pherball's Avatar


pherball
01.11.2012 , 03:06 PM | #428
I stopped reading after you thought Scoundrels/Ops get an 8s stun.

-3s Knockdown (stun) from stealth; grants full resolve
-4s stun on 60s RUT (45s talented)
-8s Mez (breaks on damage); Scoundrel 90s / Operative 60s RUT
Nekura [Scoundrel]

YaaazBooGum's Avatar


YaaazBooGum
01.11.2012 , 03:11 PM | #429
If this is true, it HAS TO BE fixed. No wonder I feel so squishy when cds are not up

Raving_Ravec's Avatar


Raving_Ravec
01.11.2012 , 03:14 PM | #430
Quote: Originally Posted by Tektos View Post
As a champion geared sith juggernaut with plenty of warzone experience I can say that from my in-game experience I dispute your 'facts' and disagree with your opinion.



17k health fully geared? Don't make me laugh. If you're the best tank on Anchorhead then your server is a disgrace.
2/3 of your health gone in a single stun from a single person? Yeah I have a feeling you're mistaken about being fully geared or you're just full of ****.
Don't know what game you're playing mate. But pvp tank gear has less endurance then pve tank gear (iirc) asides from that, he's saying tank stats don't work against the vast majority of abilities in this game which means that he's just another dps with more health.

Most classes have abilities that dont get mitigated by anything that crit for 3-4k, and in a 4 second stun one could easily land 2-3 abilities hitting for that amount which means 9-12k dmg.

Maybe you should read better before posting junk like this.