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Healers, Tanks and the guard mechanic within PvP


JackNader

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Usuall bull.

 

In swtor you can defend force/tech attack, BUT THERE IS NO ITEMS WITH CORRESPONDING FORCE/TECH RESISTANCE RATING.

 

May be developers have their own thoughts why they still do not added such items in-game.

 

But whenever they will decide to change the current state of things it will be over 9000 times easier to just add this items in-game, or add corresponding ratings on existing items, than change the whole universe with guard, taunt and stuff.

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For both PVE and PVP the 5% damage reduction applies.

 

For PVP only, any damage you take while guard is on delivers 50% to the tank as unmitigated damage. Basically its a direct hit point attack on the tank which does not filter through his armor or cooldowns.

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For both PVE and PVP the 5% damage reduction applies.

 

For PVP only, any damage you take while guard is on delivers 50% to the tank as unmitigated damage. Basically its a direct hit point attack on the tank which does not filter through his armor or cooldowns.

 

Wrong.

The damage is splitted before damage mitigation is considered. After that the damage is mitigated by the player as normal and in the end applied. Also hits reflected by guard can be shielded, or at least that's what bw says. Testing says otherwise.

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I've read the developer quote where he claimed it was split and filtered through defenses. I know this to be complete and utter ******** tho. If that were the case then the healer would still be more squishy than the tank. The tank ALWAYS dies first and dies fast.
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Wrong.

The damage is splitted before damage mitigation is considered. After that the damage is mitigated by the player as normal and in the end applied. Also hits reflected by guard can be shielded, or at least that's what bw says. Testing says otherwise.

 

1000 damage done to guarded player

 

500 goes to guarded player > acc vs def roll > shield if equiped vs crit roll > damage dealt / no damage dealt modified by absorb/shield if equiped

 

500 goes to tank player > acc vs def roll > shield vs crit roll > damage dealt / no damage dealt modified by absorb/shield

 

guard takes 1 1000 attack damage and turns it into 2 500 attack damage and each persons individual stats will determine outcome. Shield chance affects damage dealt to you, not damage dealt to a guarded player.

 

hits reflected by guard can be shielded - FALSE statement and cant find proof of Bioware saying so. So your tests proving this theory wrong means its working as intended.

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They've messed with the guard mechanic multiple times since then. Recall guard on guard tanks. I would not be surprised if they didn't alter how the mechanic worked in patch 1.2.

 

Anyway, all this is sidetracking the issue. The link posted outlines ways they could improve the guard mechanic so that tank is more useful and becomes the player to kill at the start of a warzone instead of the healers.

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