Nobody talks about stats balance so i do.

Nobody talks about stats balance so i do.

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Posted by: welcome.2710

welcome.2710

I want to focus on “nobody plays hybrid” and that for my prospective is the main issue that holding me back to play hybrid.
There are 2 purely defensive stats in this game vitality and toughness (i’m not considering healing because is kinda half supportive, still is very good defensive sustain-tool but that is another topic) and after playing for a while and studying the game i reach a point of view: toughness is nice but vitality is horrible.

I think most of the people already knows but this is the explanation:


Toughness = increase armor = mitigation to direct damage
Vitality = extra hp pool

So here is an example in the both situation (generic duel):
—-————-
Tonguess
15000 hp pool
35% +- damage reduction
1)my enemy hit me with a lot of stuff for 10’000 unmitigated damage -> 6’500 damage effective
using my heal restores 6000 hp
= 14’500 hp left
2)damage for 15’000 converted in 9750 post mitigation
= 4750 hp left
--—————
Vitality
20’000 hp pool
10% +- damage reduction
1)20’000 – (10’000-10%) + 5000 = 16’000 hp left
2)16’000 – (15’000-10%) = 2500 hp left
—-————-
If i manage to just get the second cast of the healing ability the gap grow incredibly.


What happens in many of the duel I’ve tried is that when i’m hybrid i can’t resist enough time to use for the second time the heal.

This numbers are not precise, just a try to explain that the self heal ability scale itself with the mitigation, and this is a mechanic (and vitality has not mechanic).

That’s it whenever i try to build an hybrid i still feeling glassy but i don’t do enough burst to be compared with other glass cannon so there are no way to chose carrion in the place of rampager or knights in the place of berserker.


So the main question is: how to buff vitality?

This is my answer:

Replace some traits on 25 points for all classes of the form “10% damage more <condition>” with “eludes +-15% of the armor <condition>”


Because right now the traits at 25 points are all obsessed about stacking 10% more damage (<condition>) all are less interesting than those at 5 and 15 and this make no sense.

In this way on toughness based character the damage will be the same but the vitality based character can see a better days.
Also is quite a obvious than thief and warrior with their skills in combat should be able to hit through the armor.

Another way to buff vitality can be the replace the current flat heal with a heal percent based scaling with flat amount of healing i’m not a big fan of this idea but still is a solution.

(edited by welcome.2710)

Nobody talks about stats balance so i do.

in PvP

Posted by: kito.1827

kito.1827

and now do your math again with condtion dmg

Karl Otik
no gutz no glory
“Tranquility has a beard.”

Nobody talks about stats balance so i do.

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Posted by: welcome.2710

welcome.2710

and now do your math again with condtion dmg

There is no point of doing it, in that case the vitality will win the fight.(still hard to count because the toughness-rabid amulet gains precision very helpful for procs, which every condition class have it)
But this is not the point of the discussion, with the state of the game right now i think in teamfights the flat damage is a cut above condition damage because the accessibility of condition removal aoe.

Nobody talks about stats balance so i do.

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Posted by: Daecollo.9578

Daecollo.9578

Its not vitality that needs buffed, its toughness.

There is no reason having 3k toughness should be almost the same as having ONE boon: Protection.

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Nobody talks about stats balance so i do.

in PvP

Posted by: Varonth.5830

Varonth.5830

Its not vitality that needs buffed, its toughness.

There is no reason having 3k toughness should be almost the same as having ONE boon: Protection.

Toughness is indeed a very weak stat. It becomes useful once you add alot of small heals, which not all classes have equal access to.
Without those small heals, it won’t do much more than a high healthpool.

Toughness wouldn’t be so bad, if the damage wouldn’t scale as it does right now:
Power + [Precision + Crit Damage] + Damage modifiers + Vul…

Damage scales exponentionally, which is why we have the current amount of burst any class can do. Basically any class has access to all of those modifiers.

Damage mitigation has:
Toughness + Protection + direct relative damage reduction (which there is very few)