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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.

DsevenO's Avatar


DsevenO
01.13.2012 , 12:51 PM | #781
Quote: Originally Posted by Torcer View Post
You do literally not understand why Player skill is irrelevant to a discussion of game mechanics. Gear and Skill are variables, if we don’t assume that all variables are equal for the sake of analyzing mechanics; there will be no way to know if the result is due to the variables, or the mechanics. Great skills can overcome poor mechanics, and poor skills can negate the worst mechanics, but that doesn’t have any relevancy to whether they are good, or bad mechanics, or how they work in practice against competent players.

For the sake of this Mitigation discussion, assume Good players with Good PvP gear. What happens when Good players with Good PvP gear enter a WZ? Proclaiming your l33tness allows you to avoid really addressing the Mitigation question.

Look, most of us here understand the mechanics as much as we can without a Combat Log. We know how to get decent numbers of medals each match, even when we lose, we could use our knowledge to stack DPS gear, and Spec DPS. The problem with that approach is that if we wanted to be a DPS role we would have picked a DPS class; we want to Tank, absorb damage, make it harder for you to damage our teammates, and have the Damage Mitigation necessary to fulfill that role. Tanks should be able to Tank, lower DPS should result in greater HPs and Mitigation, Defensive gear should add defense that works in actual PvP, at the cost of lower DPS, and the game’s mechanics should implement this.
Your argument seems far too logical to be met with anything but condesending responses from people who "know the math" but are reticent to share the numbers because "it would be a waste of time".
Go Forth and Die

rabnnod's Avatar


rabnnod
01.13.2012 , 12:56 PM | #782
I don't play a tank or even an AC that has the option to tank but if this is true I think it should be fixed. Really shocked if something this game breaking made it through all the beta and internal testing.
---Moved to Fatman---

Niquity's Avatar


Niquity
01.13.2012 , 01:04 PM | #783
Quote: Originally Posted by rabnnod View Post
I don't play a tank or even an AC that has the option to tank but if this is true I think it should be fixed. Really shocked if something this game breaking made it through all the beta and internal testing.
It was talked about in beta and Bioware was told about this many times along with a lot of other things that have not been fixed. the fact it did not get fixed be for release is bad.

ltankhsd's Avatar


ltankhsd
01.13.2012 , 01:12 PM | #784
There's nothing to fix.

Boarg's Avatar


Boarg
01.13.2012 , 01:19 PM | #785
Quote: Originally Posted by Khabarach View Post
The abilities that do white damage are mainly used due to their other properties, e.g. building rage or slowing the target. Damage wise they are the weakest of the SW's abilities and don't provide a particularly high percentage of the overall damage.
Well, in the case of a Rage spec Sith Juggernaut… There's still a lot of white damage:

Vicious Slash (One of the regular hard hitters)
Force Charge
Ravage
Obliterate
Saber Throw
Sundering Assault
Assault

There's definitely a lot of Kinetic damage in a Rage spec, but if you took away all the white damage, a Juggernaut would do really gimpy overall damage.

Marauder would have Deadly Throw, Crippling Slash, and Battering Assault mixed in there in place of other stuff and end up in pretty much the same situation as Rage spec.

Quote: Originally Posted by Khabarach View Post
You mean the specs not actually used by pvpers?
Just because they are not as popular (for good reason) doesn't mean they should be ignored entirely. They still matter and are part of the AC's identity, and they do a lot of white damage.

Quote: Originally Posted by Khabarach View Post
What armour advantage does an Immortal Jugg in tank gear have over a Rage one in dps gear in Soresu exactly?
The talent synergy for Immortal spec makes it such that they pretty much stay in Soresu form all the time with little reason to switch. Rage spec on the other hand is generally not going to be running around in Soresu form in the first place. Sure, they can situationally switch for survivability in narrow situations, but they pay a fairly steep price in damage capability. End result is real world Immortal player has a 60% armor advantage over a Rage player in the bulk of pvp situations.

An Immortal Jugg doesn't need to use tank gear, either. They probably shouldn't, unless they have a very specific role in a coordinated pvp group.

Almghty_gir's Avatar


Almghty_gir
01.13.2012 , 01:28 PM | #786
Quote: Originally Posted by Boarg View Post
Well, in the case of a Rage spec Sith Juggernaut… There's still a lot of white damage:

Vicious Slash (One of the regular hard hitters)
Force Charge
Ravage
Obliterate
Saber Throw
Sundering Assault
Assault

There's definitely a lot of Kinetic damage in a Rage spec, but if you took away all the white damage, a Juggernaut would do really gimpy overall damage.

Marauder would have Deadly Throw, Crippling Slash, and Battering Assault mixed in there in place of other stuff and end up in pretty much the same situation as Rage spec.


Just because they are not as popular (for good reason) doesn't mean they should be ignored entirely. They still matter and are part of the AC's identity, and they do a lot of white damage.



The talent synergy for Immortal spec makes it such that they pretty much stay in Soresu form all the time with little reason to switch. Rage spec on the other hand is generally not going to be running around in Soresu form in the first place. Sure, they can situationally switch for survivability in narrow situations, but they pay a fairly steep price in damage capability. End result is real world Immortal player has a 60% armor advantage over a Rage player in the bulk of pvp situations.

An Immortal Jugg doesn't need to use tank gear, either. They probably shouldn't, unless they have a very specific role in a coordinated pvp group.


As a guardian, i used to be specced like this:
http://www.torhead.com/skill-calc#500srGcuMrkzZhGM0M.1

my results were by and large, usually like this:
http://crazyferretstudios.com/public..._25_422562.jpg

with the occasional good result:
http://crazyferretstudios.com/public..._28_409947.jpg

i respecced to this last week:
http://www.torhead.com/skill-calc#500fMhZhRrMrhddRR.1

and this is the result i get on average due to that change:
http://crazyferretstudios.com/public..._48_710128.jpg

i've gone from rotating between 6 or 7 abilities, with two offensive CC's (force stasis/hilt strike), and "lots of white damage", to basically rotating between sundering strike, strike, plasma brand, overhead strike, and blade storm. with force sweep when it's off cooldown. lots and lots of yellow damage, and it's aaaaaall good.
Bruglir Fellblade - Dark Jedi.
Guild leader - Vulgar Display of Power
Tomb of Freedon Nadd

Niquity's Avatar


Niquity
01.13.2012 , 01:54 PM | #787
Quote: Originally Posted by rabnnod View Post
I don't play a tank or even an AC that has the option to tank but if this is true I think it should be fixed. Really shocked if something this game breaking made it through all the beta and internal testing.
It was talked about in beta and Bioware was told about this many times along with a lot of other things that have not been fixed. the fact it did not get fixed be for release is bad.

xTyphoidx's Avatar


xTyphoidx
01.13.2012 , 02:25 PM | #788
Did they happen to comment on anything pertaining to this in beta, because we're getting a lot of nothing so far here. I would love to actually be able to tank a bit in pvp. Until things get straightened out i'm shelving my vanguard for a while. Luckily the 50s get seperated out soon and we can do the altoholic things and try the rest of the classes in pvp while we wait on a fix or at least a word.

RG_jhanlec's Avatar


RG_jhanlec
01.13.2012 , 02:50 PM | #789
Quote: Originally Posted by DarthOvertone View Post
Eternity Vault may be the difference. Haven't been there or Tanked that yet. Not sure if a Tank set makes a considerable difference there.
Tank sets tend to raise Def/absorb/shield a little bit over equiv tier PvP set in place of expertise (mathematically usually add up to same number). They are also slightly more leaning to shield chance and defense overall than having absorb. They usually have higher End or Str on any individual correlating piece, but not both.

This is what is funny about PvP tank set. Why even have shield/absorb it if BW didnt intend on having Def/block/absorb work equally save maybe 1-5 different abilities specifying that it bypasses these stats. I have almost an entire Champ PvP set and a few pieces have absorb and shield chance as a stat. What would be the point of making PvP gear with a stat that doesn't even work in PvP?

At this point in time I feel that block and absorb not working correctly is just an oversight, and not found in beta because of the many other larger issues etc. Now that more people are playing, more max level PvP'rs and other major issues have been smoothed out some, this is coming to light.

It will never change the fact that with 10% expertise I can be 2 shot from 19k health (unbuffed) from Gunslingers and consulars with double procs critting for 10k+. Apparently my ~50% reduction doesnt help there and with no chance to block, absorb, defend... I am a free kill. My damage already sucks in tank spec, dont take away what makes me, me by gimping defensive stats in PvP as well.

Gvaz's Avatar


Gvaz
01.13.2012 , 03:05 PM | #790
Guess I'm never going to tank!