Guild Leader of Alpha Sgc [ASGC]
[Suggestion] Toughness fix.
Guild Leader of Alpha Sgc [ASGC]
Toughness affect critical damage, it just doesn’t scale like against normal direct damage.
About condition damage, Vitality is the stat that “counter” conditions and Healing Power support both defensive stats.
(and the other 8 elite specs maxed too)
Don’t fix what isn’t broken.
Rather fix PvE condition caps which are broken.
Toughness affect critical damage, it just doesn’t scale like against normal direct damage.
About condition damage, Vitality is the stat that “counter” conditions and Healing Power support both defensive stats.
Though Vitality and healing counters power attacks too …
So people would rather go Vitality, Power +something else but not toughness.
Personaly I could make a Nomad build now and live with it but I guess alot of other players would hate me.
Guild Leader of Alpha Sgc [ASGC]
Don’t fix what isn’t broken.
Rather fix PvE condition caps which are broken.
Well it is a kind of a fix to that imbedded in that “fix”.
Guild Leader of Alpha Sgc [ASGC]
The stats in themselves are fine as they are. toughness is certainly not useless, it just has advantages and disadavantages like any stat, so it’s fine.
You need a mix of vitality, toughness and healing power to reach the best resistance. Toughness work better with healing, but can’t protect you against condition.
Vitality will protect you against condition, but decrease the effectiveness of healing compare to toughness.
Tougness is only useless in PvE where you can predict what the npc will do and use active defense to keep you alive. Its good for PvE for new player or less skilled player and its really good in PvP.
There is nothing to fix here.
Don’t fix what isn’t broken.
Rather fix PvE condition caps which are broken.
Well it is a kind of a fix to that imbedded in that “fix”.
How exactly is it helping with power necros overwriting condi necro’s stacks in groups? Or with a zerg of randoms mindlessly capping 25 bleeds with their weak condi spam on some tough bark Husk instead of leaving it to the condi team?
What i really want is just a % number in the hero panel that shows how much
mitigation we currently have. Those numbers really don’t say much especially
since the change when you are mentored down.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
What i really want is just a % number in the hero panel that shows how much
mitigation we currently have. Those numbers really don’t say much especially
since the change when you are mentored down.
Because such a number would be ludicrously misleading.
For example, 2,000 armor really isn’t all that much, but it’s a 99.95% damage reduction. 3,000 armor is a sizable amount, and that is a 99.96667% damage reduction
Incredibly misleading.
What i really want is just a % number in the hero panel that shows how much
mitigation we currently have. Those numbers really don’t say much especially
since the change when you are mentored down.Because such a number would be ludicrously misleading.
For example, 2,000 armor really isn’t all that much, but it’s a 99.95% damage reduction. 3,000 armor is a sizable amount, and that is a 99.96667% damage reduction
Incredibly misleading.
Misleading are only your numbers. 2000 is maybe 30% reduction and 3000 40-50% or whatever.
At least that would show you what your amor does, not like .. oh i have 2500 .. and
now i got to a level 50 zone .. and oh .. i have 1200 .. what does that mean now ?
Its the same as if we had just our dexterity number in the hero panel but not
the actual critical chance.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
What i really want is just a % number in the hero panel that shows how much
mitigation we currently have. Those numbers really don’t say much especially
since the change when you are mentored down.Because such a number would be ludicrously misleading.
For example, 2,000 armor really isn’t all that much, but it’s a 99.95% damage reduction. 3,000 armor is a sizable amount, and that is a 99.96667% damage reduction
Incredibly misleading.
Misleading are only your numbers. 2000 is maybe 30% reduction and 3000 40-50% or whatever.
At least that would show you what your amor does, not like .. oh i have 2500 .. and
now i got to a level 50 zone .. and oh .. i have 1200 .. what does that mean now ?Its the same as if we had just our dexterity number in the hero panel but not
the actual critical chance.
My numbers are correct. Incoming damage is divided by your armor. Thus, 2k armor is indeed a 99.95% damage reduction. Because of this, showing a “damage reduction” is hugely misleading. Showing the armor stat itself is actually far less so.
For refrence, tooltips show average non-crit damage against a 2600 armor target. If an attack’s tooltip says it deals 200 damage, that actually means that the damage dealt, divided by 2600, is 200. The damage the skill deals is actually 520,000.
(edited by Drarnor Kunoram.5180)
Though Vitality and healing counters power attacks too …
Barely…
With Vit you’ll rise your HP a bit so it will make you survive maybe 1 more hit with enough Vit, while Tou will lower the damage from 100% of the hits and the cumulative damage mitigated will be superior than the HP you would get from Vit.
Also Healing Power + Toughness against direct damage is great combination, you’ll get less damage from each hit and you’ll heal for more.
(and the other 8 elite specs maxed too)
(edited by Belzebu.3912)
Toughness is for physical damage.
Vitality is for conditions.
Toughness is for physical damage.
Vitality is for conditions.
I was about to post this, so maybe I’ll just elaborate.
Toughness is your armor. Think of it as a metal shell that deflects hard blows (physical damage and crits). More armor means you can resist damage better, but only of a certain type.
Vitality is your health pool. It’s a measure of how “meaty” you are. The healthier you are, the longer you can endure damage over time. Hey guess what? Conditions are damage over time!
Toughness is for physical damage.
Vitality is for conditions.I was about to post this, so maybe I’ll just elaborate.
Toughness is your armor. Think of it as a metal shell that deflects hard blows (physical damage and crits). More armor means you can resist damage better, but only of a certain type.
Vitality is your health pool. It’s a measure of how “meaty” you are. The healthier you are, the longer you can endure damage over time. Hey guess what? Conditions are damage over time!
conditions are nasties that goes under your armor.
burning? clothes on fire! leather armor on fire! plate armor on fire!
poison? cough … cough .. splurts blood out
torment? i feel the pain … why … is it … so pain? even more painful when i move ..
bleeding? blood! blood is coming out! my cloth is drenched in blood! leather armor so red! plate armor feels funny with red!
there you go.
What they should fix is the condition cap, and the aggro mechanics. More armor should not mean that you attract more damage from monsters.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)