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Reload this Page Game Mechanics (based on Jayde[DEV]'s posting)
 
Old 24th June 2008, 14:39     Rutger is offline   #111
Rutger
Guardian Aquilonian


English server Fury PvP
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Yeah and some minus health too so we wont have to wait so long before we die in pvp.
Old 27th June 2008, 09:24     chugun is offline   #112
chugun
 


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OK so I should in practice ignore defense and heroic defense rating on armor items and only look at the % invulnerabilities they give. Higher knockback resist might seem helpful, but the real problem is stuns and fears, and I can't find gear with resistance to that.

That means armorsmithing is essentially useless. A crafted level60 blue heavy armor chestpiece made of rare mats has more defense rating than a green level50 quest reward, but it has 0% immunities while the green has 0,8% to piercing, slashing, crushing, etc.

The blue has 3 gem slots, but there are (to my knowledge) no gems that give % resists to all types of physical damage at once. You would have to put in 3 gems for 1% resist each, and then you won't have any other bonuses on the crafted item, not even +con, +stam, +health, or whatever.

Essentially, by over-focusing on %invulnerabilities and by giving everyone the same +defense rating cap, the armor type becomes pointless, crafted armor becomes pointless, and it's all about your class' innate abilities to mitigate damage. Conquerors don't have many since our class focuses on buffing, so now I understand why we're worse tanks than clothies or light armor wearers, even though we have more HP. A HoX in cloth has higher knockback resistance than I have in heavy armor, since they have a talent for that.

The promise of making us tough by having us wear heavy armor was a false one indeed.
Old 27th June 2008, 11:13     BigBadB is offline   #113
BigBadB
Bear Shaman Cimmerian


English server Twilight PvP-CU
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Quote:
Originally Posted by chugun View Post
OK so I should in practice ignore defense and heroic defense rating on armor items and only look at the % invulnerabilities they give.
For PvP, perhaps. For PvE, the +Def and +Heroic Def are important.

Quote:
That means armorsmithing is essentially useless. A crafted level60 blue heavy armor chestpiece made of rare mats has more defense rating than a green level50 quest reward, but it has 0% immunities while the green has 0,8% to piercing, slashing, crushing, etc.

The blue has 3 gem slots, but there are (to my knowledge) no gems that give % resists to all types of physical damage at once. You would have to put in 3 gems for 1% resist each, and then you won't have any other bonuses on the crafted item, not even +con, +stam, +health, or whatever.
I don't know for sure, but I would assume that the blue piece has more +HP? In addition, the blue piece can have three times as many stat bonuses as the green piece. Depending on your class and build, those may well be more useful than 0.8% Inv ratings.

Although I do find it strange that the blue doesn't have at least the same ratings as the green. Perhaps a bug, or mistake in the itemisation?

Quote:
Essentially, by over-focusing on %invulnerabilities and by giving everyone the same +defense rating cap, the armor type becomes pointless, crafted armor becomes pointless, and it's all about your class' innate abilities to mitigate damage. Conquerors don't have many since our class focuses on buffing, so now I understand why we're worse tanks than clothies or light armor wearers, even though we have more HP. A HoX in cloth has higher knockback resistance than I have in heavy armor, since they have a talent for that.
In PvE, the +Def and +Heroic Def count, and your heavy armour should have far more +HP than cloth.

Quote:
The promise of making us tough by having us wear heavy armor was a false one indeed.
I'm not sure where that was promised, but all the Soldiers are innately tough - they have around triple the HP of most other classes, and heavy armour has far more +HP than lighter types.
Old 28th June 2008, 04:27     Herra47 is offline   #114
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I'd also want to know if the previously gained +attack ratings are now changed to +damage. Or does it only come with new destiny quest choices. Does anyone have any info?
Old 28th June 2008, 09:56     Niorrd is offline   #115
Niorrd
Conqueror Cimmerian


English server Fury PvP
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Quote:
Originally Posted by trucane View Post
That explained alot even though it still doesn't make heavy armor worth using.
I haven't seen much higher invulnerabilites on heavy/full plate than on other armors. 1-2% more damage reduction doesn't cut it when heavy users usually do half or one third as much damage.

The fact that the main thing with heavier armor is the HP bonus doesn't make much sense either. Should the armor absorb hits or should it make us physicly stronger? I know what makes most sense... being a warrior in heavy armor has for one always been about taking less damage, thats the main reason I pick them not because i wanna have tons of HP and take just as much damage as everyone.
I agree. I don't understand this system. There's no point in having a heavy armor toon atm. Man, this is indeed bad news.
 

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