View Full Version : Sta buff solutions...
<div></div><div></div><div>Well Banditman you can place these under either wish list or balance issues</div><div> </div><div>Ok, its a well known fact among Shaman that the reason Defilers are not only the better debuffers but the better buffers as well (cough cough better heals cough cough) The reason is because Mystics buff stats which have caps and deminishing returns, and defilers buff raw HP.</div><div> </div><div>Solutions</div><div> </div><div>*the one I like the best*</div><div> </div><div>Avatar</div><div>Increase STR AGIL and STA by X (lets use 60)</div><div> </div><div>to balance it through on to the spell this</div><div> </div><div>Or increase max hp by X (lets use 800) which ever is greater.</div><div> </div><div>So that the STA buff if it did not max the target out would buff say 900hp but if the buff would buff less than its max that it would not drop below the base value of 800. That way no mater where the tank is the buff will have a min. effect to it.</div><div> </div><div>This could also be applied to the Mamoth line. This would insure that the buffs that should be giving HP will do so regardless if the tank is decked out or naked.</div><div> </div><div>This simple min. value would be a perfect solution to the standing inbalance</div><div> </div><div>Also the more popular one is to simple allow all Stat buffs (not just STA) to raise the cap on that stat. This is the solution I think should be done as it would give all classes the ability to have there buffs be as effective as they can be regardless of how well equipment</div><p>Message Edited by Kyin on <span class="date_text">03-03-2006</span><span class="time_text">08:54 AM</span></p><p>Message Edited by Kyin on <span class="date_text">03-03-2006</span><span class="time_text">09:23 AM</span></p>
Banditman
03-03-2006, 10:08 PM
<div></div>Defilers don't buff any STA at all. None.Defilers buffs:Malevolent Efflux - 321 Health + Noxious resists (Their version of Umbral Mettle)Ghastly Shroud - 564 Mitigation + 174 point ward against all magic damage (Their version of Runic Talisman)Rapacity - 666 HP + 75 STR (Their version of Spirit of the Mammoth)Portent - 964 HP + 492 Power (Their version of Foretelling)<div></div><p>Message Edited by Banditman on <span class="date_text">03-03-2006</span><span class="time_text">12:12 PM</span></p>
SweetSyc
03-03-2006, 11:11 PM
<div></div><p>This is kinda off-topic, but instead of changing our sta buffs over to hp buffs, I'd rather there be a change to what sta does. Right now sta buffs hps only; the other stats, str, wis, int, they have double purposes. Str buffs power for some classes and melee damage output, wis buffs resistances and power for other classes, etc. It would be nice if high sta helped a MT resist stuns or something like that. Adding another purpose to sta would help balance the shaman out while keeping the two subclasses unique.</p><p>Just a random thought.</p>
Banditman
03-04-2006, 02:21 AM
I'd prefer if we avoid anything exotic like that for now. In fact, for all we know, STA may indeed help with stuns. (it theoretically adds HP and therefore with more HP it takes a bigger hit to cause a damage based stun).Since we really have no way to log those kinds of stuns, we can't test to be sure.<div></div>
<div></div><div>I like the suggestions of allowing the STA cap to be raised by certain buffs, within reason of course for balance purposes.</div><div> </div><div>Our Avatar line, for example, would be a good choice....allow it to raise the caps for not just STA, but AGI & STR as well.</div><div>Kanali</div><p>Message Edited by Kanali on <span class="date_text">03-03-2006</span><span class="time_text">01:46 PM</span></p>
paisan
03-04-2006, 08:32 AM
<div></div><p>Well in the HP vs. Sta debate there are a few major points.</p><p>1- HP has no cap</p><p>2- STA only visable purpose is to add HP</p><p>3- STA has a cap</p><p>Why then would a "Balanced" archetype buffing STA and HP respectively for flavor be biased so bad that the BETTER of the two to be buffing be higher than the other?? I would think it would be the other way around especially since by definition we are supposed to be the better of the buffers.</p><p>Yea i said it =P</p>
icetower
03-04-2006, 01:32 PM
<div></div><div>How bout this.</div><div> </div><div>Change our stam buff to (Increase STA by 5%, plus Increase HPS by 5%) scale up to 7% or so with Master version.</div><div> </div><div> </div><div> </div><div> </div>
SweetSyc
03-04-2006, 08:57 PM
<div></div><blockquote><hr>paisan wrote:<div></div><p>Well in the HP vs. Sta debate there are a few major points.</p><p>1- HP has no cap</p><p>2- STA only visable purpose is to add HP</p><p>3- STA has a cap</p><hr></blockquote><p>Paisan sums up my thoughts nicely <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</p><p> </p>
Munter78
03-06-2006, 04:00 AM
<div></div>What everyone needs to realize, a good tank, not your average tank, should have different gear for every situation. most just try to max their stats, lets face it, almost everyone tries too. If a tank wears gear to max resists, agility, avoidance, mitigation, and not worry about their stats...overall will be much more powerful with a mystic in the group verus a defiler. On the flip side, if a tank walks in just maxed on stats, a defiler would be a much better choice in terms of HP, but again, that tank is going to suffer in avoidance, resists, etc, unless you bring in more classes, which most newer MT groups do, they just place 4 healers in there, which again, gives horrible dimenishing returns.
Banditman
03-06-2006, 09:20 PM
Resists are NOT a problem at the stage of the game we are talking about.<div></div>
Sokolov
03-06-2006, 09:39 PM
<div><span><blockquote><hr>SweetSycho wrote:<div></div><blockquote><hr>paisan wrote:<div></div><p>Well in the HP vs. Sta debate there are a few major points.</p><p>1- HP has no cap</p><p>2- STA only visable purpose is to add HP</p><p>3- STA has a cap</p><hr></blockquote><p>Paisan sums up my thoughts nicely <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</p><p> </p><hr></blockquote>I quite agree too. I also do not see why there should be a hard cap on stats at all. Proper itemization and planning would ensure that stats remain at controllable levels without hard caps. Hard caps just seems like the lazy way to do it.</span></div>
tebion
03-06-2006, 09:49 PM
<div></div><div></div>well, that or like i posted in the wishilist thread, that the stat buffs include some raise of the stat cap as they did in EQ1, that would make them valuable again even on maxed out players.edit: no caps at all are a too large leak imo, you could buff immense values of hps or power that way if you want and that would be a hard problem in encounter-balancing as it is out of control.<div></div><p><span class="time_text"></span></p><p>Message Edited by tebion on <span class="date_text">03-06-2006</span><span class="time_text">09:02 AM</span></p>
Banditman
03-06-2006, 10:42 PM
I think the point is that BUFFS should push the cap, not equipment.Perhaps something even more exotic.For Mana regen, there are in effect two caps. There is a cap on Mana regen from items and a cap on total regen.Why not do something similar for stats? Cap item based stats at some point, forcing buffs to make up the difference between item based and total cap.Dunno, just an idea.<div></div>
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