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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.

ltankhsd's Avatar


ltankhsd
01.14.2012 , 03:21 PM | #871
Don't just read the original post. Read the rebuttal posts by me and others in the middle of the thread before drawing your conclusions.

Shield/absorb/defense stats are fine.

pykno's Avatar


pykno
01.14.2012 , 03:35 PM | #872
Quote: Originally Posted by ltankhsd View Post
Shield/absorb/defense stats are fine.
not working = fine ?

i see that tanks would be too strong if shield/absorb/def would work on all skills in pvp .

what bugs me is that i bought the wrong champion gear . half the stats on my _PVP_ gear are not working in _PVP_ .

i enjoy myself in pvp but knowing that another pvp set would boost me even more makes me wanna head -> wall

MaxDeeps's Avatar


MaxDeeps
01.14.2012 , 04:24 PM | #873
Responding to the OP;

As a tank spec Powertech I find this information very disturbing.

I knew that the Internal and External Elemental damage types bypassed my armor reduction and I was fine with that because (in my mind) that meant that for the most part only Sorcs/Sages had an arsenal of abilities of that type large enough to give me problems. I was unaware that Shields and Defense do not work on the vast majority of 'yellow' damage attacks. That is extremely troubling to me. I'm already upset that my PvE and PvP tanking gear is soaked with worthless Accuracy, this makes things that much worse.

I assumed I still had a chance to dodge or shield some damage from any given attack, including elemental damage. Apparently I was mistaken. As a tank in PvP I do find I tend to live longer than DPS even without all my CDs popped. Obviously I deal less damage than DPS classes but I feel I can still dish out a decent amount but generally I just try to control/tank people and play the objective.

That I could survive just as well as I already am in PvP while in DPS gear (which would allow me to dish out more damage) is absurd. That my shield and dodge rating is useless against elemental damage and really any yellow damage is absurd.

What was the point of putting in abilities like Guard and the taunt mechanics for tanks in PvP if our mitigation stats don't really do anything against players? Would love to hear from Bioware on this, because this really seems to indicate that tanks aren't of much advantage (and therefore, use) in PvP.

VoidSpectre's Avatar


VoidSpectre
01.14.2012 , 04:43 PM | #874
bioware is unusually quiet about this. *** BW?

Jurisnoctis's Avatar


Jurisnoctis
01.14.2012 , 04:47 PM | #875
Needs to be looked into to be determined if working correctly or not. (And if it is, change pvp tank gear itemization)

Has been posted so many times over.

Basically search every post chainsawsamurai has.

Abatement's Avatar


Abatement
01.14.2012 , 05:38 PM | #876
New theory, Shield and Block are fine if they don't work against tech/force. So long as, Tech/force can not critical. I think i have solved every complaint about Ops hitting to hard and Smash spec jug and their long set up 1 hard hit.
ಠ_ಠ
Really?

Acelot's Avatar


Acelot
01.14.2012 , 07:14 PM | #877
I just read that over at the sithwarrior.com forum and seems to me like a hugh factor:

Quote:
If the attacker hits, then a second roll is made with the crit chance of the attacker versus the shield chance of the target. If a Crit or a Shield occurs then the damage is adjusted up or down (based on Surge/Absorb), and then it goes through to the armor and damage resistance. A critical can never be shielded, and an attacker with a high enough crit chance can push the target's shield chance off the table. It shouldn't be possible to get your passive crit chance high enough to start pushing off the target's shield chance, but there are short-duration buffs that push these chances high enough to come into conflict.

See full post here:
http://sithwarrior.com/forums/Thread...d=5584#pid5584

Can't proof myself if this the truth, but the guys over there do a pretty good job reverse egineering all the game machanics.
I wouldn't actually be wondering me at all, and also goes with me personal observation that when i get even a white crit (which i get alot!), i always get critted big time (no absorb)


So, considering defensive gear is all about attributes exclusively contributing to shielding/defense, seperated from the other offensive stats AND that at least as defensive Powertech/Vanguard you are heavly built around the shield, the system is flawed and has - even when i look every positive aspect out if it - very very little use !

ace.

Beachcomberb's Avatar


Beachcomberb
01.14.2012 , 07:17 PM | #878
Very interesting read

aranha's Avatar


aranha
01.14.2012 , 08:40 PM | #879
Quote: Originally Posted by ltankhsd View Post
Don't just read the original post. Read the rebuttal posts by me and others in the middle of the thread before drawing your conclusions.

Shield/absorb/defense stats are fine.
Playing a full Darkness Champion fitted Assassin i still get hit after hit from sorcs for 2.5k+ damage meaning the darkness tree gives me NOTHING for survivability in pvp!

Gankstah's Avatar


Gankstah
01.14.2012 , 08:50 PM | #880
Quote: Originally Posted by aranha View Post
Playing a full Darkness Champion fitted Assassin i still get hit after hit from sorcs for 2.5k+ damage meaning the darkness tree gives me NOTHING for survivability in pvp!
^ This

Investing heavily into the Tanking tree and expecting to perform in a warzone is laughable. When 1/2 of your invested points (and a huge chunk of your gear) serve no function in PvP... then something is wrong. Combine that alongside promises from BioWare pre launch that Tanks would be viable in PvP and you get a flood of anger from Tanks.

We were told that our role would be to guard and hold points. Right now, Guard is a death sentence. If I don't have the mitigation to shave off some of that extra damage that I'm taking in then I'm dead within seconds. The only functions we serve, I say this from a Immortal Jugg perspective, are:

1.) If you invest points into it you can spam snare.
2.) Make the ball carrier or ourselves immortal for 10 seconds every 3 minutes.
3.) AoE taunt.

That's pretty much it.