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Class changes and balance in Game Update 1.3

STAR WARS: The Old Republic > English > General Discussion
Class changes and balance in Game Update 1.3
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Karl-Just-Karl's Avatar


Karl-Just-Karl
06.08.2012 , 01:42 PM | #321
Quote: Originally Posted by MillionsKNives View Post
No, because that's not correct. 5.24% damage from each mob attacking you means that you take 5.24% more damage. That's how percents work...

With your numbers, say a mob normally hits you for 1000 damage, with three of them hitting for 3000 total. Post-patch they now each hit you for 1052.4 damage, for 3157.2 total. That's...you guessed it (or not) 5.24% more damage. 15.72% more damage would mean you're taking 3471.6 damage, which you didn't.
It's still MORE damage. I've never thought of the Asstanks as OP in raiding and I'm not sure of anyone else that did either. They've already forced operatives to go healing to be viable in raiding groups and I'm not sure what asstanks have to fall back on...certainly not dps.

TheRedNalroni's Avatar


TheRedNalroni
06.08.2012 , 02:37 PM | #322
Ive ranted quite a bit.
And havent really touched on the healing mechanic.
Normally due to threat hindrance Ive not been maximising on the 3 Harnessed Darkness Force lightening. Now with the increased threat, I will have to maximise on the healing to Compensate the 'now' total 15% damage differential to the other two tanks and expect my nerfed self healing to be able to compensate and heal me that 15% extra damage taken everytime I take it.

ie If I get hit for 11500 in 20 seconds, my Self healing should generate 1500 healing to mitigate that every 20 seconds of Dark Charge and 1x harnessed Darkness[3] Force lightening In that period.

Multi Mob tanking wherre this 15% more damage from each mob, isnt going to be covered anywhere near the self healing however.

lokivoid's Avatar


lokivoid
06.08.2012 , 02:42 PM | #323
Quote:
We are also striving to make all tanks hit the same survivability targets for Game Update 1.3. Testing shows that the self-healing generated by Shadow/Assassin tanks is too powerful after the armor adjustment they receive via Combat Technique/Dark Charge. This armor adjustment should have brought Shadow/Assassin tanks to lower passive survivability levels than the heavy armor tanks, with the self-healing they provide making up for the difference. However, this armor adjustment was making them passively just as good as the heavy armor tanks, with the self-healing taking them a bit beyond our survivability targets. Rather than hit armor or self-healing too hard, we’ve opted to adjust both by a much smaller amount.

The healing generated by Combat Technique/Dark Charge has been reduced by approximately 50%.
The healing generated by Harnessed Shadows/Harnessed Darkness has been reduced to 8% in total (down from 12% in total).
The armor provided by Combat Technique/Dark Charge has been reduced to +115% (down from 150%).
Sounds like someone failed at statistics and math.

Assassin/shadow armor in with dark charge was half that of heavy armor in tank stance. Also take into account that dark charge healing proc is only around 464 every 4.5 seconds (103 HPS)

Harness darkness can only be utilized about every 10 second's minimum (average for a extended fight is around 20 seconds). So with 25k health it would heal for 3000 for a full lightning channel, this amounts to 150 HPS. For a total of 203 HPS.

Now take tanking into account (sense mechanics behind absorb/shield chance is terrible) The armor difference is around 40% damage reduction between heavy and light armor tanks. Say you get hit for 10k every 3 seconds. The difference between 40% and 80% DR is 4000 / 3 = 1333 health per second.

Summery: 203 HPS (pre-change) does not make up for the drastic armor difference as it stands now. Making the logic behind nerfing the healing questionable.

Gamstun's Avatar


Gamstun
06.08.2012 , 04:06 PM | #324
Quote: Originally Posted by Fhrosty View Post
Thank you! Can't wait to see how the changes to my Commando stack up.

As for the complaints about shadows, I'm PVE, and my guild's main healer says he loves shadow tanks. Call me crazy, but I trust Bioware to do the math to make sure a shadow can tank just as well as a guardian... and if they do go too far with the nerf bat, I trust them to acknowledge it (like they just did with Commandos).

My next character's either going to be a shadow or assassin tank. I'm eager to see for myself if it works.
I'll call you VERY crazy.

They couldn't balance it in over three years of development but they can now???

riiiiiggggghhhhhhtttttt

JeramieCrowe's Avatar


JeramieCrowe
06.08.2012 , 04:28 PM | #325
Quote: Originally Posted by Gamstun View Post
I'll call you VERY crazy.

They couldn't balance it in over three years of development but they can now???

riiiiiggggghhhhhhtttttt
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Missandei's Avatar


Missandei
06.08.2012 , 11:45 PM | #326
Quote: Originally Posted by TheRedNalroni View Post
Was only meaning that although its a 5% nerf to Damagae mitigation it has an exponential affect the more targets involved in a multi mob tanking situation.
5% more damag against one mob may not be a massive nerf, but when appllied multiple times as a multi-mob tanking situation means that the increased damage also makes the Assasssin the worst OFFtank and no more fit for that role than a main tanking role.
Moreover, kinetic Ward is not working as Shield Boost in a muli-mob situation.. These 8 charges are completely depleting in 3-4 seconds when being attacked by more than 3 mobs.. So basically you have a lowered Shield resistance for 2/3 of each multimob fight.. Great example - Kaon HM FP..
Missandei Shadow ...yet shadows can kill. And oft-times a very small man can cast a very large shadow.

TenshiAngel's Avatar


TenshiAngel
06.09.2012 , 04:57 AM | #327
First time i saw 1.3 patch notes i saw only WHAT THE HELL IS THIS,

Kill Light Tanks okay no problem, boost up sniper/gs hm ok why not.....

but MARAUDER/SENTINEL untouchet (carnage tree boosted LOL)? are you kidding ? they are unkilleable in pvp just spam TOTAL DEFFENSE stealth with absolutly incredible damage

aswell sage/sorceror why when they are the most fast dieing class (not healing tree) they dont have some brutal dmg spell ? like takedown at sniper, assasination at assasin etc ??

another DO NOT TOUCH OPERATIVE/SCOUNDRELL if you dont wanna kill them absolutly now they are total weak after what you done to them ..

are you trying to make balance or just kill game bcs i see only ppls leaving ... bcs of this PVPkill patches ..

TheRedNalroni's Avatar


TheRedNalroni
06.09.2012 , 05:13 AM | #328
Quote:
Assassin/shadow armor in with dark charge was half that of heavy armor in tank stance. Also take into account that dark charge healing proc is only around 464 every 4.5 seconds (103 HPS)
Nope, It can only proc once every 4.5 seconds. Dont mean to be so picky.


Our Current Rotations likely only see only a 50% chance of activation about every 5 seconds so getting a proc only once every 7.5 is more realistic

nartiuslightlord's Avatar


nartiuslightlord
06.09.2012 , 09:24 AM | #329
Nerf my boring slow swinging guardian and i will just delete him and avoid the class. he sucks anyways even with really good gear. guardian is the least fun of all classes. he swings slow, he has to swing a billion times with his standard generic attack to generate force just to use a lackluster ability. even if i change his stance to generate more he still so boring i almost never use him.

Please delete this class if you don't have the will to want to buff this class and make him more exciting.
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dougiefreshhhhh's Avatar


dougiefreshhhhh
06.09.2012 , 10:19 AM | #330
Wow this does not help my shadow assassin at all i just got geared enough to do ops and this is gonna nerf it this makes me want to debate to quit the game. All i can say is BWAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH HHHHHH