A number have suggested that at the Core of balance issues is the presence of Dire and TB armors. They suggest that all will be well once these armors removed as it gives persons using the same an inordinate advantage when comparing damage output to survivability against other sets.
First let me preface this by saying that in many cases the persons voicing these opinions have also made it clear they consider any condition build as kitten or one that is skill less or one they have no respect for. I am going to make the observation that for this group , they all but disqualify themselves from the debate . This akin to someone arguing against the OP nature of class XXX when they have never played the same. It my opinion that if someone wants to critique a given build or class as being OP, they should not have an innate bias against the same and should at least play said build class on a regular basis (Running in with a build, stomping someone new to the game then coming back to claim it as OP is NOT playing the class or build).
1>I play the majority of builds on power and am able to kill peoples wearing Dire. I play a power warrior who has base vitality and armor higher then most Dire builds and he is killed by other power users. Power users are not lacking in damage output when facing persons in Dire , or its armor/viality equivalent.
2>It is being claimed that “every build is a condition build”. If this the case then it follows that the use of Dire offers little in the way of added damage mitigation. The added armor/toughness does little to mitigate condition damage. If “every build a condition build” than in order to gain advantage over one another Toughness would be sacrificed for another stat.
3>Unlike maximizing power maximizing ones condition damage plays less a role in increasing damage output. This is because the number of stacks of a given condition play a greater role in increasing damage per tick. This is reflected in the condition damage formula where adding another tick of poison as example will increase damage by close to 34 while in order to get the same effect out of increasing ones damage through the Condition Stat one would need close to 600 added condition damage.
This means the difference between a 2000 condition build as opposed to a 1800 condition build is not as great. Now it also true that in increasing ones condition damage ALL damaging condition ticks will tick higher but most Condition builds focus one type of damaging condition or two at most. If as example I want more damage from Torment in my thief build, I am better served looking for another source of torment then I am trying to boost overall condition damage.
What this means in game terms is certain Condition builds can in fact increase damage output by sacrificing one of the three stats offerred up by dire for another armor set. The necromancer immediately springs to mind with many of the skills linking Critical hits to condition damage application. For this reason many necromancer condition builds use armor other then Dire. (They also are one of the most "complained about condition builds).
The reasons some of those other classes might stick to dire is not because it OP , it because their traits offer less opportunity to increase condition build application via the use of other stats (such as precision). If a thief had a trait as example that applied poison on evry crit , you would see a pile of thives that might be in dire get some precision into their builds. One of the reasons Sigil of Torment fetches such a high price at the TP is that it does exactly this, adding torment based upon a crit.
Currently I am using a hybrid build of power/condition damage on a s/p thief. He wears Carrion. His damage output is HIGHER then were I wearing Dire and focused only on Condition damage. As such when he comes up against a Dire build he is at advantage because his Condition damage the same, He gets more raw power damage, his vitality the same and the added toughness armor the other has will not do a heck a lot of good against conditions that are applied. Yes that persons Dire will help against my added power damage output but that advantage not as great as the added damage i can apply. If we trait the same number of Cleanses I will always be further yet ahead as I can mitigate a much greater percentage of his total damage.
(edited by babazhook.6805)