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Very Hot Topic (More than 75 Replies) Armor & Mitigation & Pally changes -- Discuss! (Read 22173 times)
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #50 - Jun 9th, 2014 at 8:28pm
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GooFY wrote on Jun 9th, 2014 at 7:15pm:
Palladin splash: Nerf
Non-splash Palladin: Meh
Net: Increased lesser heart sales from Bladeforged trying to get rid of 1 Palladin level instead of adding 1 for the splash

i.e. make the class so bad that we'll pay to get rid of any trace of it.  Genius!!!


Cynical bastard....
Grin
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #51 - Jun 9th, 2014 at 9:37pm
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Shadehater wrote on Jun 9th, 2014 at 7:44pm:
This is so fucking wrong it makes the retards on the live boards who cant figure out how the fuck Max Dex Bonus and Dodge Cap work seem like fucking Michael Faradays.

How fucking hard is it to read the equation?
Your bonus is LIMITED TO 2+(3xPal levels).  Not whatever bamboo madness you posted.

That means if you are a Level 2 paladin with a 40 charisma(+15 bonus)  You would get at max 8  (2+3x2)...if you were a level 5 paladin your maximum bonus would be 2+3x5 = 17...Which means you'd get the full bonus.

As someone else pointed out to have problems with max Cap you'd need a fucking 134 Charisma before it stopped mattering....If paladins could get 134 charisma by being level 20 you'd fucking see more of them as that is a hell of a Divine Might bonus.


You just confirmed what I wrote.
Show me where I wrote anything wrong?
Until then work on your reading comprehension.
« Last Edit: Jun 9th, 2014 at 9:39pm by Viktor Vaughn »  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #52 - Jun 9th, 2014 at 9:46pm
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I'm excited for the changes. It doesn't matter if they suck because heavy armor users and pally > /2 are already fucking terrible. So they literally can only go up. If they nerf /2 pally in the process, GOOD. Everyone should not have 60+ saves but also require 2 paladin levels. It's boring. I don't do it now pretty much out of protest with my builds.

In the process if they actually improve some things, well then fuckin' eh. Works for me. There really isn't much at stake here besides the Divine Grace changes and frankly, if you care about saves, splashing 2 Pally for up to +8 to saves from CHA mod, that's still a pretty good splash for many. But not good enough to make it the only obvious splash or even vs. pure class. When you think about it, it's really the OP /2 splash classes that ruin pure class builds. No one skips being pure at end game for 2 levels of just any class. It's the the same ones over and over: Monk, Rogue, Pally. Rogue pretty much only when people can't go Monk ie Bard or Barbarian. Improving Bards, and spreading out Monk's insane progression from level 1-2 would go a long way to changing these things. SO too will reducing the effect of splashing 2 Pally.

So far, I am in favor of the changes being proposed. It is another shitty system, but actually, is it? I don't think it is. It's basically a duplication of PRR, with 2 changes: P goes to M, and damage type on the backend that is typed as "Magic" will get blocked based on the MRR value. PRR, despite whether you like it's design or not, works EXACTLY as intended with no real bugs that I am aware of.

If they are simply duplicating this existing system, and change a couple damage type flags, I don't see how this is a big deal. And the tech to increase a buff based on enchantment level is also extant in the loot system, and without bugs (Spell Power on caster items).

So I really don't see any reason to get all up in arms about it. Quite the contrary: they've actually listened to you, and instead of designing and implementing a whole new system, they're improving the scaling of PRR, improving a good, working system, and making it apply to a new form of defensive capabilities to expand functionality of the extant system.

But I guess some of you are too busy railing about Turbine to actually think about what they're doing, with MRR at least, to keep new development shallow but broad instead of narrow and deep, which is what truly new systems tend to be.

« Last Edit: Jun 9th, 2014 at 9:48pm by harharharhar »  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #53 - Jun 9th, 2014 at 9:51pm
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Bigjunk wrote on Jun 9th, 2014 at 3:47pm:
My guess is people complaining about their armor and shield tanks getting vaporized in every raid since FoT was finally understood.

Such toons are played only by retarded people anyway.
It won't make em suddenly useful in any way.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #54 - Jun 9th, 2014 at 9:52pm
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Don't go stealing my non pally builds dude.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #55 - Jun 9th, 2014 at 9:53pm
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harharharhar wrote on Jun 9th, 2014 at 9:46pm:
I'm excited for the changes. It doesn't matter if they suck because heavy armor users and pally > /2 are already fucking terrible. So they literally can only go up. If they nerf /2 pally in the process, GOOD. Everyone should not have 60+ saves but also require 2 paladin levels. It's boring. I don't do it now pretty much out of protest with my builds.

In the process if they actually improve some things, well then fuckin' eh. Works for me. There really isn't much at stake here besides the Divine Grace changes and frankly, if you care about saves, splashing 2 Pally for up to +8 to saves from CHA mod, that's still a pretty good splash for many. But not good enough to make it the only obvious splash or even vs. pure class. When you think about it, it's really the OP /2 splash classes that ruin pure class builds. No one skips being pure at end game for 2 levels of just any class. It's the the same ones over and over: Monk, Rogue, Pally. Rogue pretty much only when people can't go Monk ie Bard or Barbarian. Improving Bards, and spreading out Monk's insane progression from level 1-2 would go a long way to changing these things. SO too will reducing the effect of splashing 2 Pally.

So far, I am in favor of the changes being proposed. It is another shitty system, but actually, is it? I don't think it is. It's basically a duplication of PRR, with 2 changes: P goes to M, and damage type on the backend that is typed as "Magic" will get blocked based on the MRR value. PRR, despite whether you like it's design or not, works EXACTLY as intended with no real bugs that I am aware of.

If they are simply duplicating this existing system, and change a couple damage type flags, I don't see how this is a big deal. And the tech to increase a buff based on enchantment level is also extant in the loot system, and without bugs (Spell Power on caster items).

So I really don't see any reason to get all up in arms about it. Quite the contrary: they've actually listened to you, and instead of designing and implementing a whole new system, they're improving the scaling of PRR, improving a good, working system, and making it apply to a new form of defensive capabilities to expand functionality of the extant system.

But I guess some of you are too busy railing about Turbine to actually think about what they're doing, with MRR at least, to keep new development shallow but broad instead of narrow and deep, which is what truly new systems tend to be.



If you really believe they won't fuck this up somehow because it's a "copy" of an already existing system, I guess Firewall was right about you after all.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #56 - Jun 9th, 2014 at 9:56pm
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oh, you mean brilliant and worthy of imitation? thanks dude, that's nice of you to say.
« Last Edit: Jun 9th, 2014 at 9:56pm by harharharhar »  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #57 - Jun 9th, 2014 at 9:56pm
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harharharhar wrote on Jun 9th, 2014 at 9:46pm:
Everyone should not have 60+ saves but also require 2 paladin levels. It's boring. I don't do it now pretty much out of protest with my builds.


So you're finally seeing that 2fvs is superior?
  

So you want to know about an exploit?
PM Epoch For Details. Or, in case you don't already know, OnePercenter controls the Exploits Board. Lastly, if you're truly desperate, Vendui Tells Everyone
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #58 - Jun 9th, 2014 at 10:01pm
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Munkenmo wrote on Jun 9th, 2014 at 9:56pm:
So you're finally seeing that 2fvs is superior?


*Edit I'm assuming you mean for Monkcher builds.

No, I think I am saying that /2 of any class should have roughly equal benefits. And for a lot of builds and playstyles (read: lazier players) /2 Pally is far and away the better choice at uncapped CHA mod to saves. Right now you have to be literally retarded to go Pure Sorc vs. 18 Sorc/2 Paladin, unless you are the very bestiest of players. And if you're that, then you're probably something like Teth's 12FvS/6Wiz/2Barb Shiradibot.

Anyway, if you are at the level of play where you're rarely having to make any important saves because you know how to move and cover your immunities, then yeah I'm with you, FvS is better today. I like that if they change paladin, more people will be compelled to learn how to play the better way, since they can't be so lazy and all have a billion saves.
« Last Edit: Jun 9th, 2014 at 10:04pm by harharharhar »  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #59 - Jun 9th, 2014 at 10:12pm
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Viktor Vaughn wrote on Jun 9th, 2014 at 9:37pm:
You just confirmed what I wrote.
Show me where I wrote anything wrong?
Until then work on your reading comprehension.


That is nothing like what you said.  You spewed words in sea of bedlam and gotham, the likes of which scholars will debate for centuries.
Quote:
I think what they mean is you will need +20 cha mod to get 2+(3x20) to saves as lvl 20 paladin

You imply...that your level is the maximum modifier based on all the examples you posted.   In the one I quote.  You do not need to be a level 20 fucking paladin to get +20 saves from your Cha mod.  You need to be a level 6 paladin. 2+3x6 =20.

« Last Edit: Jun 9th, 2014 at 10:17pm by Shadehater »  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #60 - Jun 9th, 2014 at 10:21pm
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dude he misread it. let it go.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #61 - Jun 9th, 2014 at 10:28pm
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People should read shit.  He defended idiocy.  I pointed it out again.  Honestly I am done, unless he wants to continue.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #62 - Jun 9th, 2014 at 10:29pm
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DropBear wrote on Jun 9th, 2014 at 8:28pm:
Cynical bastard....
Grin


It seems like they listened more to the moaning about paladin splashes and evasion than to the calls to buff paladins.

3d6 light damage and 70 temp hp when you use something that is kind of limited whooopeeedoooo in epic levels.

They just want to try and make everyone like jerry when he plays.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #63 - Jun 9th, 2014 at 10:31pm
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As for the ppr and magic defense changes I think it might be a step in the right direction its just really? Another system? Redo, sigh, just hope they finally get it right.

As for the evasion change to shields lol, but I guess with tower shields and large shields I get it.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #64 - Jun 9th, 2014 at 10:45pm
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TractorsareEpic wrote on Jun 9th, 2014 at 2:41pm:
"...and perhaps even a new class that supported heavy armor and martial abilities."





No one else noticed they just dropped a hint about a new class coming soon?
« Last Edit: Jun 9th, 2014 at 10:45pm by harharharhar »  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #65 - Jun 9th, 2014 at 11:00pm
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Warlock or gtfo.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #66 - Jun 9th, 2014 at 11:40pm
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Probably  Marshal.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #67 - Jun 10th, 2014 at 1:05am
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Shadehater wrote on Jun 9th, 2014 at 11:40pm:
Probably  Marshal.


Probably another Iconic.   Undecided
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #68 - Jun 10th, 2014 at 1:27am
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iconic is a race, not class. not that another iconic would be bad. more double PL farming!
« Last Edit: Jun 10th, 2014 at 1:28am by Ohfaq »  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #69 - Jun 10th, 2014 at 3:36am
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After rereading it and seeing the further dev posts on it, I like it.  Would have liked other means but its workable.  Already got my current sorc multi reworked into a heavy/shield build on paper.  149 prr, 71 no fail fort, 71 no fail ref, 77 will.  Closing in on 600 fire power before metas in crusader.  I will swap the 24 points in Warpriest into EK and grab Drow armor enhancement to remove ASF.  I do lose cha so no more 70+ dc soundburst.  Soundburst has been great getting etr's but wouldn't have been that great at 28 anyway.
  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #70 - Jun 10th, 2014 at 5:22am
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Why do they introduce a new value instead of saying PRR works for magic/spell damage now too?

As far as I can see in the examples PRR and MRR cap at the same value and each armor gives the same amount for both.

I would have prefered a change to PRR because it should be much easier than a new system.

Or do they just want to us to squeeze in another stat/enchantment on our items?

I read the +1 enhancement rule as feature to please the PnP veterans. Don't see a sense of this restriction for balancing MRR.


And with the devine grace change... When I read the boobies I thought 'oh, are they moving devine grace from 2 to 6 pal levels?'. Cheesy
But atm I only see sorc/pal splashes really getting hit by that. Clerics and FvS only get hit by around -5 saves I guess and most other classes who splashed two pally won't notice the change at all.
So I don't see how this is affecting the 2 pally splash in general unless they mainly focused on nerfing the sorc/pal splash(AND bladeforged AND PDK cha melee builds). -> nerf to iconics? :S

And what are they doing with pure casters? They don't have evasion and usually don't wear heavy armor... And with MRR introduced I am sure new content is going to be balanced around having MRR...
Shouldn't the understanding of magic give casters the possibility to mitigate magic damage without the need of any armor? (You are used to conjure fire and stuff without harming yourself)
« Last Edit: Jun 10th, 2014 at 5:26am by SwashbucklerHater »  
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #71 - Jun 10th, 2014 at 6:57am
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rest wrote on Jun 9th, 2014 at 11:00pm:
Warlock or gtfo.


Warlocks dont use heavy armor so I doubt it. That out of the way, I fully agree. I have been wanting this class for a long time. I actually have a completionist toon with triple lives in the needed areas waiting for this. I might start working on epic ones, but eh, to much work.
  

OnePercenter wrote on May 15th, 2014 at 9:41am:
I just read that the cat followed up by visiting the dog house later that night, dropping some Willie Pete in on the sleeping dog.  #epochsfamiliarFTW

Sim-Sala-Bim wrote on Jan 27th, 2014 at 2:09am:
It seems like Epoch never loses his popularity.
Even against donuts.
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #72 - Jun 10th, 2014 at 6:57am
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Ohfaq wrote on Jun 10th, 2014 at 1:27am:
iconic is a race, not class. not that another iconic would be bad. more double PL farming!


I will only accept an Iconic if it starts off in the warlock class.
  

OnePercenter wrote on May 15th, 2014 at 9:41am:
I just read that the cat followed up by visiting the dog house later that night, dropping some Willie Pete in on the sleeping dog.  #epochsfamiliarFTW

Sim-Sala-Bim wrote on Jan 27th, 2014 at 2:09am:
It seems like Epoch never loses his popularity.
Even against donuts.
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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #73 - Jun 10th, 2014 at 8:59am
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They need dps abilities. A new dps prestige like avenger in 4th edition.

Start with over the top abilities.

At level 18 Oath of Enmity:  mark a target. each time you are attacked by marked enemy your next attack gains 100 doublestrike. duration 30 seconds, cool down 5min

At level 20 Divine Blade your mainhand weapon gains +4 enchantment, disruption, holy burst, flaming. once per shrine lasts until death

Give Smites 1d6 aoe bane damage per pally level on criticals, affected by devotion

  

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Re: Armor & Mitigation & Pally changes -- Discuss!
Reply #74 - Jun 10th, 2014 at 11:19am
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KilgoreTrout wrote on Jun 9th, 2014 at 3:20pm:
They're adding another kind of resistance to fuck balance up just like they did with PRR. When are Turbine going to realize that they don't need to add more layers of complexity that they are going to just fuck up and get wrong.


Given Turdbine's history this will probably be the end result after all is said and done. Making things more complex and complicated does nothing but make it easier for them to fuck things up. Not to mention taking more processor cycles to accomplish, possibly adding to lag. We already have AC and MR, why not focus on making those more relevant instead of adding more and more crap.
  
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