View Full Version : Xelgad spills the beans on upcoming Focus Effect improvements!
Piestro
06-22-2012, 08:27 PM
<p align="center"> </p> <p>Hey all, Xelgad here! I wanted to explain some of the improvements to our Character Development window that you will be seeing on Test Server soon.</p> <p>The biggest change is that class foci from armor will instead be granted through the Character Development window. Carried over from tier to tier for years, these foci have become part of the standard class more than a reward for acquiring high end gear. You can choose one bonus every nine levels, starting at level nine.</p> <p style="text-align: center; "><img src="http://www.everquest2.com/images/en/features/2012/06/foci/foci1.jpg" width="411" height="217" /> <em>(Do you really want this? Of course you do!)</em></p> <p>To select a specific focus effect, you must first have access to the ability being modified. For example, an assassin will not be able to select Focus: Assassinate until they are level 50. They would be able to use the level 54 selection to choose Focus: Assassinate or they can save their level 45 selection until level 50 and access it immediately. In the case of foci that modify Alternate Advancement abilities, such as Focus: Noxious Enfeeblement, you will have access to the focus effect as soon as your character's adventure level is high enough to access the ability in the Alternate Advancement tree - regardless of if you have purchased it or have enough points to buy it. You can also change your selections by visiting the Advancement Counsel NPCs located in the main cities.</p> <p>Additionally, almost everyone was choosing the same health and power, attribute, and mitigation traits. These traits were functioning like simple stat bonuses as you leveled, so we decided to consolidate these traits into the bonuses based on class foci. Now, every time you select a new focus effect, you will gain increases to both health and power, health and power regeneration, your primary attribute and stamina, along with noxious, elemental and arcane mitigation. An adornment refund system is in place to return the currency spent on foci adornments you may have already purchased, to make sure you don’t lose out on the currency you have already spent on them.</p> <p style="text-align: center; "><img src="http://www.everquest2.com/images/en/features/2012/06/foci/foci2.jpg" width="371" height="345" /></p> <p>There are also five generic choices that can be selected instead of class abilities. All of these generic options have no level restrictions. They include Potency, Crit Bonus, Stun Resistance, Snare Resistance and In-Combat Movement Speed.</p> <p style="text-align: center; "><img src="http://www.everquest2.com/images/en/features/2012/06/foci/foci3.jpg" width="448" height="64" /></p> <p>We look forward to reading about your impressions of these changes on the Test Server!</p> <p>Michael “Xelgad” Ganz</p>
kalaria
06-22-2012, 08:38 PM
<p><cite>Piestro wrote:</cite></p><blockquote><p align="center"> along with noxious, elemental and arcane mitigation.</p></blockquote><p>So... players have been nerfed in that they can no longer choose physical mitigation as part of their character traits?Those selections have a HUGE impact on survivability of more squishy classes, and unless this was a mistype in the announcement, it will be a deadly nerf to them.</p>
Mogrim
06-22-2012, 08:55 PM
<p>Instant feedback: Please don't leave out physical mit.</p><p>Additional feedback: Caster classes have so many useless focuses still... Foci that reduce reuse and cast speed are completely worthless for mages. These need to be tweaked so they can be chosen as meaningfull foci. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Thanks for your attention! This idea has some potential, please leave it open to player feedback and some improvement along the way!!</p>
Atsushi
06-22-2012, 09:00 PM
<p>Please read the above post. All raiders with even a small amount of common sense spec for physical mit. I always explained to my members that you can always buff against arcane, poison, elemental, plenty of jewelery comes with those saves too. But you only have a finite amount of gear that adds physical mit, and that amount of mit has a pretty low limit for most classes. Not to mention that once you have the best armor set in the expansion you can't really do anything to add more physical mit, where you can swap gear around if needed to raise any other resist pretty easily.</p><p>This wouldn't be much of an issue if a good majority of raid area effect spells were something other than trauma. In a perfect world you could do something to mitigate trauma spells better. But with the decrease in resist types and an overall focus on physical aoe's you're just going to frustrate the players more by taking even a small amount of their raid aoe mitigation away.</p>
Jadekah
06-22-2012, 09:02 PM
<p>I'm with Mogrim. Many classes have useless Foci. Re-evaluate each classes foci and give us useful stuff !</p>
resiler
06-22-2012, 09:13 PM
<p>+1 to physical mit remaining available; the regular resists are trivial right now and physical is the only sensible choice for any class.</p><p>Agree that foci are nice bonuses and tying them to the class makes sense now that they're on basic armor in WL, but a neater method would be tying foci to the master-level of a spell. THAT would be an impressive change to 90+ level spells... each master has some slight boost beyond "does X more than the expert".</p><p>The generic choices are an interesting alternative but the Snare, Stun, and In-Combat Speed options are going to have to be remarkable, or the Crit Bonus/Potency choices trivial, else there's no actual choice.</p><p>And, while the Character Development panel gets some love, can the rest of the tabs be adjusted to allow right-clicking to reduce points in a re-spec, rather than a complete dump and replacement of 100 points to move three points (or however many)?</p>
Aneova
06-22-2012, 09:35 PM
<p>Request for this change: If there are to be focus's based on AA abilities the Character development page needs to be saved within the AA mirror's along with our spec's.</p>
jjlo69
06-23-2012, 12:59 AM
<p>Looking over the pic of the foci you put up.. players are also losing Max health by 1.5 precent per foci for sta.. which means some players will lose 6% of there hp( example: if a player has 50000 hp there due to lose 3k hp) that wont be made up with a puny 10 sta(10 hp per pointof sta) after 5 foci are chosen . Some players also use there main stat over a sta/max hp combo which mean players will also lose 10 of those as well. </p><p>Uncle</p>
Sigmaz01
06-23-2012, 02:09 AM
<p><cite>Uncle@Mistmoore wrote:</cite></p><blockquote><p>Looking over the pic of the foci you put up.. players are also losing Max health by 1.5 precent per foci for sta.. which means some players will lose 6% of there hp( example: if a player has 50000 hp there due to lose 3k hp) that wont be made up with a puny 10 sta(10 hp per pointof sta) after 5 foci are chosen . Some players also use there main stat over a sta/max hp combo which mean players will also lose 10 of those as well. </p><p>Uncle</p></blockquote><p>It's every 9 levels you get to choose a focus that means 1% hp x 10 since thats how often your gonna be able to choose a focus effect which means the same exact amount of hp/power you would be getting as if you choose all 4 of the 2.5% hp in it's current form. We will actually gain more hp and power since now we also get the power and stam attached to our focus <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />. I could be wrong though! the only thing missing it seems is the physical mitigation is not in there which im sure they can add.</p>
Novusod
06-23-2012, 02:56 AM
<p>I would also like to add my voice to saying it needs to have physical mitigation. Currently my character is getting over 1000 mit from atribute choices. That would be a rather significant nerf that would effect my game play a lot.</p>
denmom
06-23-2012, 03:14 AM
<p>Yes, please keep the physical mitigation, please!</p><p>It's too handy for raiding toons, any class. I raid with a Coercer, have with a Warden and Dirge and Swash, and all of them have gained good footing with this mitigation. Even my non raiding toons have a good deal with this.</p><p>Frankly, I think quite a few out there use this. I give it out as what a new player should take up first, many others do as well. </p><p>Please, please keep this.</p>
Daalilama
06-23-2012, 03:48 AM
<p>Agree with what has been said before removal of the physical mitigation atribute is a nerf...regardless if intended or not....as was said squishy classes will seriously get rocked more than they are now with the omission of this stat...unless you intend to reduce the ae damage from trauma hits which I highly doubt.</p>
Luhai
06-23-2012, 03:51 AM
<p>Add me to the list of people that want physical mitigation to stay. There was a reason why almost everyone is choosing it, especially the squishies.</p>
saneng23
06-23-2012, 08:03 AM
<p>+1 on the physical mit.</p>
Sands
06-23-2012, 08:43 AM
<p>So, what becomes of completing the Fallen Swords signature quest series. The only real perk for doing this quest, through the Kael Drakkel portion, is gaining access to a red adornment merchant in Thurgadin that has shoulder adornments with class foci/stat combinations you can't buy anywhere else... (And frankly all the gear you get from doing the rest of the series is now irrelevant, so the shoulder adornment is the only reason to bother with this quest.)</p>
akin99
06-23-2012, 01:09 PM
<p>Agreed please dont remove Physical Mit. It is badly needed</p>
Sinaya
06-23-2012, 01:14 PM
<p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p>So, what becomes of completing the Fallen Swords signature quest series. The only real perk for doing this quest, through the Kael Drakkel portion, is gaining access to a red adornment merchant in Thurgadin that has shoulder adornments with class foci/stat combinations you can't buy anywhere else... (And frankly all the gear you get from doing the rest of the series is now irrelevant, so the shoulder adornment is the only reason to bother with this quest.)</p></blockquote><p>The charm from this quest is still pretty good, especially if you need more Critical Chance for some of the end-game content. Also, in order to pick up the <a href="http://eq2.zam.com/db/quest.html?eq2quest=9a8c1a6133754180e7c545e8b7d2d1 a6" target="_blank">final raid quest</a> (The Fallen Swords: Endgame) from Plane of War, you need to have completed the rest of the Fallen Swords Questline.</p>
GrunEQ
06-23-2012, 01:39 PM
<p><span style="font-family: comic sans ms,sans-serif; font-size: small;">Will only Adventure level count? or will Crafting level count also?</span></p>
Suzie
06-23-2012, 02:38 PM
<p>Maybe I'm just looking in the wrong place but in listening to the pod cast it was said that individual item adornments were going away to be replaced by character adornments. It also mentioned that you would be reimbursed for any adornments you had purchased with that currency, tokens, shards, and I'm assuming plat. BUT what about the ADORNER that has amassed an inventory of items to make adornments at nothing short of MASSIVE expense that are now going to be useless?</p>
jjlo69
06-23-2012, 03:17 PM
<p><cite>Sigmaz01 wrote:</cite></p><blockquote><p><cite>Uncle@Mistmoore wrote:</cite></p><blockquote><p>Looking over the pic of the foci you put up.. players are also losing Max health by 1.5 precent per foci for sta.. which means some players will lose 6% of there hp( example: if a player has 50000 hp there due to lose 3k hp) that wont be made up with a puny 10 sta(10 hp per pointof sta) after 5 foci are chosen . Some players also use there main stat over a sta/max hp combo which mean players will also lose 10 of those as well. </p><p>Uncle</p></blockquote><p>It's every 9 levels you get to choose a focus that means 1% hp x 10 since thats how often your gonna be able to choose a focus effect which means the same exact amount of hp/power you would be getting as if you choose all 4 of the 2.5% hp in it's current form. We will actually gain more hp and power since now we also get the power and stam attached to our focus <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />. I could be wrong though! the only thing missing it seems is the physical mitigation is not in there which im sure they can add.</p></blockquote><p>oh didnt see that then yeha just need the physcal mit put back in</p>
Talathion
06-23-2012, 03:31 PM
<p>We should also balance out character traits, my wood elf needs extra sta/health!</p>
Nubek
06-23-2012, 04:12 PM
<p>Adding my name to the list of people who want to keep Physical Mitigation as well, please put it in there!</p>
Kunaak
06-23-2012, 04:46 PM
<p>so we're basically getting nerfed and losing 1656 mitigation, for a minor change in our focus.....</p><p>why am I suppose to be happy about this?</p>
Talathion
06-23-2012, 04:54 PM
<p>As a plate tank i'm happy for the mitigation nerf, brawlers and some classes were hitting the soft cap of mitigation way too early.</p>
Kunaak
06-23-2012, 05:04 PM
<p>thats probably the dumbest arguement possible, cause as a plate tank you should want the survivability of your group to be UP, not down...</p><p>when your playing in your group, what a brawler can do doesnt matter, unless you have one in your group.</p><p>your healers/mages/scouts all taking alot more damage is not the way to "balance" anything out.</p>
Talathion
06-23-2012, 05:19 PM
<p><cite>Kunaak wrote:</cite></p><blockquote><p>thats probably the dumbest arguement possible, cause as a plate tank you should want the survivability of your group to be UP, not down...</p><p>when your playing in your group, what a brawler can do doesnt matter, unless you have one in your group.</p><p>your healers/mages/scouts all taking alot more damage is not the way to "balance" anything out.</p></blockquote><p>Bleh, loss of 1400 mitigation is like 1.2%.</p><p>Loss of 1400 for a brawler is like 7%.</p><p>Worth the sacrifice I say.</p>
Kullervo
06-23-2012, 05:20 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>As a plate tank i'm happy for the mitigation nerf, brawlers and some classes were hitting the soft cap of mitigation way too early.</p></blockquote><p>I don't think you quite understand how big of a nerf this is. I did the math on my raiding toon, a coercer, and I'll be losing OVER HALF of my physical mitigation with this. Given that I have my AA in the chanter melee spec and I have to be able to go in melee auto attack range to hit my full dps potential, I'm understandably worried about what my survivability will be after this.</p>
Kunaak
06-23-2012, 05:21 PM
<p>so because of the weakness of the berserker class - everyone should be nerfed?</p>
Hirofortis
06-23-2012, 05:29 PM
<p><cite>kalaria wrote:</cite></p><blockquote><p><cite>Piestro wrote:</cite></p><blockquote><p align="center"> along with noxious, elemental and arcane mitigation.</p></blockquote><p>So... players have been nerfed in that they can no longer choose physical mitigation as part of their character traits?Those selections have a HUGE impact on survivability of more squishy classes, and unless this was a mistype in the announcement, it will be a deadly nerf to them.</p></blockquote><p>+30 for all my raid members who not having the extra phy mit is going to hose over.</p><p>@ Talathion - Go play some other class and when you are tired of dieing due to lack of mit let us know if you still think this is a good idea. :/</p><p style="text-align: -webkit-left;"><span style="font-family: verdana, arial, helvetica, sans-serif; color: #3333ff;"><span style="font-size: 11px; white-space: nowrap;"><strong></strong></span></span></p><p><span style="font-size: xx-large;">Don't forget physical mit.</span></p>
denmom
06-23-2012, 07:09 PM
<p><cite>Kullervo wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>As a plate tank i'm happy for the mitigation nerf, brawlers and some classes were hitting the soft cap of mitigation way too early.</p></blockquote><p>I don't think you quite understand how big of a nerf this is. I did the math on my raiding toon, a coercer, and I'll be losing OVER HALF of my physical mitigation with this. Given that I have my AA in the chanter melee spec and I have to be able to go in melee auto attack range to hit my full dps potential, I'm understandably worried about what my survivability will be after this.</p></blockquote><p>Dear gods...what you just described is what I have with my own raiding Coercer. I'm in the MT group so am always within melee range.</p><p>Yes, I'm really worried on this now. >_<</p>
Chronus1
06-23-2012, 08:47 PM
Physical mitigation needs to stay, losing 1656 on any toon is going to be a considerable nerf. I'd even accept it being included in the generic focuses to be honest, it's that important and everybody has pathetic useless focuses somewhere anyway.
SisterTheresa
06-23-2012, 09:57 PM
<p>I do have to look more into this, but keep physical mit. It just is common sense ....</p>
General_Info
06-23-2012, 10:28 PM
<p><cite>Ridolain@Antonia Bayle wrote:</cite></p><blockquote><p>I do have to look more into this, but keep physical mit. It just is common sense ....</p></blockquote><p>this. if they want peopel to be mroe varied in their chocies they should add more and keep the old ones at the same time. arcane, elemental and noxious are very easy to stack to a high degree.</p>
Talathion
06-23-2012, 11:14 PM
<p>They could add 1% "Damage Reduction" instead.</p>
Ragnaphore
06-24-2012, 12:17 AM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>As a plate tank i'm happy for the mitigation nerf, brawlers and some classes were hitting the soft cap of mitigation way too early.</p></blockquote><p>Enjoy your permadead mage group then...</p>
Talathion
06-24-2012, 01:15 AM
<p>+1% damage reduction would effect everyone the same, and give everyone the same benefit.</p><p>Its not really a fair "character development" when a plate wearer gets 0.1% Damage Reduction and a Mage gets 2% Damage Reduction from the same box, there needs to be compromise.</p>
denmom
06-24-2012, 08:20 AM
<p>There's always putting physical mitigation into armour, jewelery, charms, cloaks, weapons, etc.</p><p>But that may or may not be a good solution, it'd just be the crit mit fiasco all over again.</p><p>Simplest is to just leave the physical miti, maybe even add a little to it. It's obviously used by nearly everyone (I'm sure there's a few out there who haven't taken it). And if I remember right, there's no other way to get this particular stat except for the Character tree. I don't mean given as a buff, I mean part of the character.</p>
T'Pol
06-24-2012, 09:02 AM
<p>Dear Talathion.</p><p>You really dont know when to shut up.</p><p>Platetanks have plenty of mit already so be glad that you get even more.</p><p>But no because YOU having a problem with brawlers hitting the mit cap every other class has to suffer.</p><p>The mit trait is vital to almost everyone in the game. This change would reduce mages mit by more than half. Do you understand what i am saying? I dont think so because all you can think about is "I want a bigger candy than the others".</p>
Talathion
06-24-2012, 01:33 PM
<p><cite>Lemon@Innovation wrote:</cite></p><blockquote><p>Dear Talathion.</p><p>You really dont know when to shut up.</p><p>Platetanks have plenty of mit already so be glad that you get even more.</p><p>But no because YOU having a problem with brawlers hitting the mit cap every other class has to suffer.</p><p>The mit trait is vital to almost everyone in the game. This change would reduce mages mit by more than half. Do you understand what i am saying? I dont think so because all you can think about is "I want a bigger candy than the others".</p></blockquote><p>Yes, therefore its not fair that a "character trait" that is shared by everyone would give someone 15% Damage Reduction, then go to another class and give them 1.5%.</p><p>For proper balance, it should increase everyones mitigation or "damage reduction" by the same amount.</p><p>The resistances effects all classes the same, however the mitigation does not, which is probably why it was removed.</p><p>"1% of all damage recieved is prevented" per choice would make this equal to all classes, not just the bulk of them.</p><p>But you don't understand, <span style="color: #ff0000;">a Tree ALL classes shares should be equally beneficial to ALL classes... </span></p><p>I can understand your pain, being a cloth class with light armor and losing a heavy benefit, but I lose very little with this update. So your posts are understandable, but if your not logical, nothing will change.</p>
Gaarysal
06-24-2012, 02:41 PM
<p>Thank you for finally addressing this! Couple of questions/concerns:</p><p>1) As many people have stated before, the lack of physical mit is going to impact mage survivability big time.</p><p>2) Also as others have stated, a lot of foci are obsolete especially mage ones (capped reuse, cast speed, ect). Is there plans to revamp the foci as a whole, making them at least useful?</p><p>3) Is high end heroic and raid gear going to be receiving new effects on their armor to differentiate them from lower tier gear?</p>
ratbast
06-24-2012, 04:24 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Lemon@Innovation wrote:</cite></p><blockquote><p>Dear Talathion.</p><p>You really dont know when to shut up.</p><p>Platetanks have plenty of mit already so be glad that you get even more.</p><p>But no because YOU having a problem with brawlers hitting the mit cap every other class has to suffer.</p><p>The mit trait is vital to almost everyone in the game. This change would reduce mages mit by more than half. Do you understand what i am saying? I dont think so because all you can think about is "I want a bigger candy than the others".</p></blockquote><p>Yes, therefore its not fair that a "character trait" that is shared by everyone would give someone 15% Damage Reduction, then go to another class and give them 1.5%.</p><p>For proper balance, it should increase everyones mitigation or "damage reduction" by the same amount.</p><p>The resistances effects all classes the same, however the mitigation does not, which is probably why it was removed.</p><p>"1% of all damage recieved is prevented" per choice would make this equal to all classes, not just the bulk of them.</p><p>But you don't understand, <span style="color: #ff0000;">a Tree ALL classes shares should be equally beneficial to ALL classes... </span></p><p>I can understand your pain, being a cloth class with light armor and losing a heavy benefit, but I lose very little with this update. So your posts are understandable, but if your not logical, nothing will change.</p></blockquote><p>insanechaosmarine,</p><p>the current disparity between tanks and others is out of control. tanks are doing approx 50% of the dps of pure dps classes, but the incoming damage per hp is way less than 50% of even scouts. mages its gotta be atleast 10 times worse.</p><p>in other words, tanks survivability outstrips dps classes other benefits. their ability to take a hit is greater than dps ability to outparse them.</p><p>a 1 or 2% damage redux would not help everyone evenly. it overwhelmingly helps those who have thousands of hp being pumped thru them over time. its effect on surviving sporadic aoe 1 shots is tiny.</p><p>the net effect of what you want...will be crappy tanks making grouping impossible. and snatching adds quick even more cutthroat.</p><p>if you look at inc damage parses in raid, its common for mt to only take 10 times as much damage as the dps. and they have the name on them >99% of the time. disparity in survivability dwarfs disparity in dps. what you are asking for will widen that gap.</p><p>the dozekar fight is already incredibly hard with crappy tanks who cant pull adds quick. reducing non-tanks survivability will just make this even more essential for grouping.</p><p>you will have less time before everyone else goes splat to regain aggro. tanks need a net nerf; not something that makes them more powerful by comparison, more needed, more crucial.</p>
Talathion
06-24-2012, 05:18 PM
<p><cite>ratbast wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Lemon@Innovation wrote:</cite></p><blockquote><p>Dear Talathion.</p><p>You really dont know when to shut up.</p><p>Platetanks have plenty of mit already so be glad that you get even more.</p><p>But no because YOU having a problem with brawlers hitting the mit cap every other class has to suffer.</p><p>The mit trait is vital to almost everyone in the game. This change would reduce mages mit by more than half. Do you understand what i am saying? I dont think so because all you can think about is "I want a bigger candy than the others".</p></blockquote><p>Yes, therefore its not fair that a "character trait" that is shared by everyone would give someone 15% Damage Reduction, then go to another class and give them 1.5%.</p><p>For proper balance, it should increase everyones mitigation or "damage reduction" by the same amount.</p><p>The resistances effects all classes the same, however the mitigation does not, which is probably why it was removed.</p><p>"1% of all damage recieved is prevented" per choice would make this equal to all classes, not just the bulk of them.</p><p>But you don't understand, <span style="color: #ff0000;">a Tree ALL classes shares should be equally beneficial to ALL classes... </span></p><p>I can understand your pain, being a cloth class with light armor and losing a heavy benefit, but I lose very little with this update. So your posts are understandable, but if your not logical, nothing will change.</p></blockquote><p>insanechaosmarine,</p><p>the current disparity between tanks and others is out of control. tanks are doing approx 50% of the dps of pure dps classes, but the incoming damage per hp is way less than 50% of even scouts. mages its gotta be atleast 10 times worse.</p><p>in other words, tanks survivability outstrips dps classes other benefits. their ability to take a hit is greater than dps ability to outparse them.</p><p>a 1 or 2% damage redux would not help everyone evenly. it overwhelmingly helps those who have thousands of hp being pumped thru them over time. its effect on surviving sporadic aoe 1 shots is tiny.</p><p>the net effect of what you want...will be crappy tanks making grouping impossible. and snatching adds quick even more cutthroat.</p><p>if you look at inc damage parses in raid, its common for mt to only take 10 times as much damage as the dps. and they have the name on them >99% of the time. disparity in survivability dwarfs disparity in dps. what you are asking for will widen that gap.</p><p>the dozekar fight is already incredibly hard with crappy tanks who cant pull adds quick. reducing non-tanks survivability will just make this even more essential for grouping.</p><p>you will have less time before everyone else goes splat to regain aggro. tanks need a net nerf; not something that makes them more powerful by comparison, more needed, more crucial.</p></blockquote><p> Not really, it prevents just as much damage as the mitigation, without giving one class more benefit then the other, If you remember pvp was stupid because of Mages out tanking tanks.</p>
Boethius_Permafrost
06-24-2012, 06:51 PM
<p>If physical mitigation is removed from the character development tree, then a LOT of raid encounters may need to be redesigned before the focus changes can go live.</p>
Hirofortis
06-24-2012, 08:41 PM
<p>Talathion, </p><p>You don't really understand the issue here. It is the curve that causes the difference. A mage is much lower on the curve therefore they gain more benefit from the 1600 mit that is being taken away. Your whole argument about it not being fair does not hold any water. The mitigation eneds to be there to bring all the other classes to a balance so they are not being 1 shotted. This has nothign to do with tanks and everythign to do with all the other classes. So unless they are going to give mages and other classes a 5 - 10% damage reduction, then it just won't work. It is smarter by far to just leave the mitigation in the calculation so they don't have to redesign every encoutner in the game.</p>
Piropiro
06-24-2012, 08:48 PM
<p>Obviously the +1 to physical mit.</p><p>Sorry ahead if i missed it but i didn't see it anywhere, Is there any chance of a revamp of the actual Foci themselves? I know over half of mine haven't done anything since about ROK now and i'd really like to see foci that well, improve my class not do a reduction of cast/reuse that i've been overcap on for 2 years.</p>
Laenai
06-24-2012, 09:01 PM
<p>Physical mit shouldn't be removed at all. Take out one of the more ridiculously useless general focuses and put it in or something, but it needs to stay there.</p><p>Agree with the find something useful for mages whole-heartedly. Cast speed/reuse on -anything- is useless these days for just about every class outfitted in Dozekar head armor plus.</p><p>PS- Posting as someone else is silly. Piestro starting a post with "Xelgad here!" is just plain disappointing. We'd get banned for someone else posting as our account openly. If its going to have your name in it, at least be respectful enough to post as yourself. This only perpetuates the perception that EQ2 game developers are either too lazy to post or don't care enough about the players to do it. This also gives the perception that no matter what feedback is given, the actual developer working on it will never click on this thread to read it.</p>
Talathion
06-24-2012, 10:08 PM
<p><cite>Hirofortis wrote:</cite></p><blockquote><p>Talathion, </p><p>You don't really understand the issue here. It is the curve that causes the difference. A mage is much lower on the curve therefore they gain more benefit from the 1600 mit that is being taken away. Your whole argument about it not being fair does not hold any water. The mitigation eneds to be there to bring all the other classes to a balance so they are not being 1 shotted. This has nothign to do with tanks and everythign to do with all the other classes. So unless they are going to give mages and other classes a 5 - 10% damage reduction, then it just won't work. It is smarter by far to just leave the mitigation in the calculation so they don't have to redesign every encoutner in the game.</p></blockquote><p>Well, Mages/Druids/Brawlers/Pretty much anyone gets alot from it, while Plate Tanks... Lol... oh look another 1000 mitigation! .2% more damage reduction! Thats because of how poorly mitigation is curved!</p><p>Oh wait... every class shares the character tab.. this includes "Everyone"... which means... shouldn't we ALL get equal benefit? I say yes.</p><p>Paladin/Berserker/Shadowknight are all on the weak end of tanking, and Guardian is a little under brawlers, and more Damage Reduction would help us in keeping up with them...</p>
Irgun
06-25-2012, 04:25 AM
<p>Mitigation here, resists there..........as long as reduced damage isnt on a RECOGNIZABLE curve, it even doesnt matter.</p><p>No matter how high your resists are, today it`s either</p><p>- you dont take damage at all or</p><p>- you get oneshotted</p><p>I know its abit strange to compare, but Diablo 3 did it quite well with resists, there you notice every percent you gain, while EQ2 kinda missed that part the last 7,5years..........</p>
TheGeneral
06-25-2012, 10:21 AM
<p>The physical mitigation option is a MUST. Any raider who knows what they are doing specs this.</p><p>Additionally, if and even if not, the physical mit option goes away, the other resist options need to be tuned up to something worth looking at. The return you get for them makes them worthless anyway.</p>
Gealaen_Gaiamancer
06-25-2012, 10:40 AM
<p><cite>Laenai@Oasis wrote:</cite></p><blockquote><p>PS- Posting as someone else is silly. Piestro starting a post with "Xelgad here!" is just plain disappointing. We'd get banned for someone else posting as our account openly. If its going to have your name in it, at least be respectful enough to post as yourself. This only perpetuates the perception that EQ2 game developers are either too lazy to post or don't care enough about the players to do it. This also gives the perception that no matter what feedback is given, the actual developer working on it will never click on this thread to read it.</p></blockquote><p style="text-align: justify;">I saw the post more like a news article ... Piestro is the host of the show, and Xelgad is the reporter/expert trotted out to provide salient details. Perhaps its not quite well done that way in this format, but it doesn't strike me as lazy or disingenuous in the least. It's Piestro's job to communicate with us; it's Xelgad's job to design the game. That said, an introduction like Feldon did in the GU63 Prestige AA news post would have been a bit more polished communication--not just dropping in Xelgad's post under Piestro's account.</p><p style="text-align: justify;"><span style="text-decoration: underline;">Something like this posted by Piestro:</span></p><p style="text-align: justify; padding-left: 30px;">Focus Effects have been on gear for yonks, you all love them; we're going to take them off of gear and make them Character Development choices. With more on that, here's word from Xelgad!</p><p style="text-align: justify; padding-left: 30px;">"Hey all, Xelgad here! I wanted to explain some of the improvements to our Character Development window that you will be seeing on Test Server soon." Et Cetera.</p><p style="text-align: justify;">Oh ... yeah ... and <span style="color: #ff0000;">don't nerf Physical Mitigation!</span><span style="color: #000000;"> Please. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span></p>
<p><cite>Piestro wrote:</cite></p><blockquote><p align="center"> </p> <p>Hey all, Xelgad here!....</p><p><strong>Additionally, almost everyone was choosing the same health and power, attribute, and mitigation traits. These traits were functioning like simple stat bonuses as you leveled, so we decided to consolidate these traits into the bonuses based on class foci. Now, every time you select a new focus effect, you will gain increases to both health and power, health and power regeneration, your primary attribute and stamina, along with noxious, elemental and arcane mitigation. </strong>An adornment refund system is in place to return the currency spent on foci adornments you may have already purchased, to make sure you don’t lose out on the currency you have already spent on them...</p> </blockquote><p>Don't leave out the physical mitigation please!</p>
Observe
06-25-2012, 02:54 PM
<p>Adding +X% of this, +Y of that and +Z of that to every focus is clumsy and pointless. Everyone is going to choose 10 foci, so why not just integrate these common bonuses into the game rules and leave them off the foci?</p><p>Examples</p><ul><li>%health, power: change the curves for hp per stamina and power per primary attribute</li><li>Resists: give everyone a base resistance based on level, similar to how everyone has a base hp/power based on level alone</li><li>primary attributes and stamina: give everyone a base attribute and stamina based on their level as above</li></ul><p>While you are doing this, you could move and consolidate all the little minor changes on buffs. E.g. a self buff used to give wisdom. Now it gives wisdom and a small resistance bonus. Remove the resist bonus from the buff and increase the class' base resistances.</p>
Talathion
06-25-2012, 03:09 PM
<p><cite>Observe wrote:</cite></p><blockquote><p>Adding +X% of this, +Y of that and +Z of that to every focus is clumsy and pointless. Everyone is going to choose 10 foci, so why not just integrate these common bonuses into the game rules and leave them off the foci?</p><p>Examples</p><ul><li>%health, power: change the curves for hp per stamina and power per primary attribute</li><li>Resists: give everyone a base resistance based on level, similar to how everyone has a base hp/power based on level alone</li><li>primary attributes and stamina: give everyone a base attribute and stamina based on their level as above</li></ul><p>While you are doing this, you could move and consolidate all the little minor changes on buffs. E.g. a self buff used to give wisdom. Now it gives wisdom and a small resistance bonus. Remove the resist bonus from the buff and increase the class' base resistances.</p></blockquote><p>Well, percent based bonuses to DR would ensure that Mages still have there protection they had before from when they got this, but everyone else gets the same benefits they did, and if they ever get an aa that improves more mitigation it would help them even moreso.</p>
ratbast
06-25-2012, 03:34 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite> Not really, it prevents just as much damage as the mitigation, without giving one class more benefit then the other, If you remember pvp was stupid because of Mages out tanking tanks.</p><p>---------------------</p><p>yes really, it doesnt prevent the same amount.</p><p>1676 physical mit is more than 1/4 of a mages physical mit. 1 or 2% damage redux is tiny for avoiding 1 shots, which is really the main survivability obstacle of dps. this change would overwhelmingly favor tanks.</p><p>if this change goes thru, mage groups will need a shaman to survive trauma aoes that used to be survivable for their setup.</p><p>if anything, the difference in survivability of the archtypes needs to be toned down.</p>
Anastasie
06-25-2012, 04:12 PM
<p>They really need to keep the physical mit not only for my squishie mages, but for me as well. Druids are by far the most squishie of the healers and as a Fury solo healing the mage group - the loss of this much physical mitigation will make it that much harder for mage survivability. I will be extremely disappointed if we have to go back to the days of having a shaman in every group because physical ae's one shot if you don't.</p>
KNINE
06-25-2012, 05:28 PM
<p>hmm don't like the fact they are taking away the ability to choose if if want str/sta/agi/int/wis either... playing a mystic my 4k plus wisdom doesn't do a thing for my dog which is "STILL" considered a fighter and looks for str to help his damage... don't force feed us.. these are choices for a reason.. not because you think its what everyone is doing.. if you want to add the foci.. great.. but don't take away the rest.. bad choice..</p>
Tigerr
06-25-2012, 05:46 PM
So, I cant believe that you guys are completely messing up this tree. Stop making these sort of decisions please, there are ALOT of broken things in the game, and honestly.... Class foci is NOT one of them... How is it possible that we are getting NERFED in the process of having some semi-useless stuff added in?... Those +Wis + Sta + Int etc stats were being USED... Do you really need to grief the players every ....single.....time..... you put some new fluff stuff in?... Everyone is TERRIFIED something is going to be broken or left out. Don"t touch ANY of the trees, this is supposed to be an addition, not a nerf..Also, when are these changes that give EVERYTHING to you without going out and getting it yourself going to stop?...I'm not even trying to troll, these "Cookie Cutter" changes REALLY need to stop. Pretty soon i'm sure raid gear will be given to the new players because well, it'd be too hard for them to raid cause they dont have the time etc.
Serik
06-25-2012, 06:02 PM
<p>Physical mitigation <strong>needs</strong> to be an option for the new foci choices. Everyone takes physical mitigation in the character development tree currently. If you're adding stat bonuses to all of the foci that apparently everyone chooses now, why are elemental, noxious, and arcane resists added when no one chooses those over physical mitigation?</p>
Boethius_Permafrost
06-25-2012, 06:10 PM
<p>Actually, it should not be a choice. That would make it like it is now - another easy way for new players to screw up their character with all these fake choices that are not really choices. Fights are designed around people making the correct choices, so just give everyone the mitigation they *should* have with all their current character development choices on mitigation.</p>
Mohee
06-25-2012, 07:46 PM
<p>I don't understand why make this change in the first place?</p><p>Useless........</p>
kalaria
06-25-2012, 08:45 PM
<p>Still no response on the massive nerf to nearly every class in the game?!</p><p>Wow.... just wow.</p>
Hirofortis
06-25-2012, 09:19 PM
<p><cite>Piestro wrote:</cite></p><blockquote><p align="center">Additionally, almost everyone was choosing the same health and power, attribute, and <strong><span style="font-size: large;">mitigation traits</span></strong>. These traits were functioning like simple stat bonuses as you leveled, so we decided to consolidate these traits into the bonuses based on class foci. </p><p style="text-align: center; "><img src="http://www.everquest2.com/images/en/features/2012/06/foci/foci2.jpg" width="371" height="345" /></p> </blockquote><p>I hope this points out the fact that mitigation is important. And resists are not where the bulk of the game needs. After 5 pages of peeps saying hey, don't mess up our physical mitigation, I hope that the point is made. I have onlly seen 1 person in the comunity who actually thinks this is a good idea. THat is what we call a statistical outlier and we drop those becasue they don't offer value to the whole. Now this goes live tommorow on test and I am just waiting to see how badly the phisical mitigation NERF hurts. My guard really won't care, but my finger wagglers care a heck of a lot. Of course you could go and up the mitigation on all armor in the game, but that would be a bit silly. The physical mit trait has been around for years and has become as much a stable of Good players as the focus effects, having the correct amount of AA, having the right focus effects, etc. Think though this and please at least post that you hear our concerns.</p>
denmom
06-25-2012, 10:09 PM
<p>Frankly, it comes across as if we're to take the extra Sta given with the new foci and use that for the physical miti. More stamina equals more hit points equals being able to take hits harder.</p><p>I just want physical miti back. I and everyone else, save one, on this thread give good reasons for it. Hopefully we'll be heard.</p>
Neonblue
06-25-2012, 10:25 PM
<p>I agree , the physical mitigation better not be taken away. If they remove the physical mitigation bonus a lot of people will be dying to traumas that didnt kill them before.</p>
Talathion
06-26-2012, 01:53 AM
<p>Thats probably for level ones.</p><p>Level 92s will probably get 70 Stamina/Main Stat per box.</p>
Yimway
06-26-2012, 11:40 AM
<p>SoE/ Xelgad,</p><p>Shame on you for talking around the physical mitigation nerf in your post without actually giving a reasoning for why you think it should be removed.</p>
Hateeternal
06-26-2012, 05:03 PM
<p>Sorry, I did not have the time to read through the entire thread, but:</p><p>I like the changes, but <span style="font-size: large; color: #ff6600;">PLEASE</span> do not forget about physical mitigation.</p><p>Everyone (I know) is speccing this, especially for raids...</p><p>Thanks. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p>P.S.: You're already giving us more than enough ele/nox/arcane resists on SS items, so don't worry about that. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Serik
06-26-2012, 05:22 PM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>Frankly, it comes across as if we're to take the extra Sta given with the new foci and use that for the physical miti. More stamina equals more hit points equals being able to take hits harder.</p><p>I just want physical miti back. I and everyone else, save one, on this thread give good reasons for it. Hopefully we'll be heard.</p></blockquote><p>The extra STA gained from 10 foci is a paltry 200hp. 200hp is nowhere equal to the 2000+ mitigation I lost on test.</p><p>Effectively this change is a gamewide nerf to all character's survivability.</p>
Yimway
06-26-2012, 05:25 PM
<p><cite>Serik@Butcherblock wrote:</cite></p><blockquote><p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>Frankly, it comes across as if we're to take the extra Sta given with the new foci and use that for the physical miti. More stamina equals more hit points equals being able to take hits harder.</p><p>I just want physical miti back. I and everyone else, save one, on this thread give good reasons for it. Hopefully we'll be heard.</p></blockquote><p>The extra STA gained from 10 foci is a paltry 200hp. 200hp is nowhere equal to the 2000+ mitigation I lost on test.</p><p>Effectively this change is a gamewide nerf to all character's survivability.</p></blockquote><p>I agree its a gamewide hit, plate classes don't feel it quite as hard, as we were able to get so far into the curve when raid buffed we just didn't care about mit much anymore. </p><p>This adjustment hits non-tank players pretty hard though.</p>
<p>Physical mitigation definitely needs to be added to to each focus effect, or a special physical mit focus added. I logged on test copy this morning and my mages really got slammed on physical mit as a result of the current change. Sony, don't go live with GU64 until this is fixed. Most people care about the physical mit we used to get, the resists are worthless.</p>
denmom
06-27-2012, 02:30 AM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>SoE/ Xelgad,</p><p>Shame on you for talking around the physical mitigation nerf in your post without actually giving a reasoning for why you think it should be removed.</p></blockquote><p>In the podcast, Xelgad first says that physical mitigation will be in there but then corrects himself in the same breath that it's not.</p><p>They should add it in with the other mitigations. It just makes no sense.</p>
denmom
06-27-2012, 02:35 AM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Serik@Butcherblock wrote:</cite></p><blockquote><p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>Frankly, it comes across as if we're to take the extra Sta given with the new foci and use that for the physical miti. More stamina equals more hit points equals being able to take hits harder.</p><p>I just want physical miti back. I and everyone else, save one, on this thread give good reasons for it. Hopefully we'll be heard.</p></blockquote><p>The extra STA gained from 10 foci is a paltry 200hp. 200hp is nowhere equal to the 2000+ mitigation I lost on test.</p><p>Effectively this change is a gamewide nerf to all character's survivability.</p></blockquote><p>I agree its a gamewide hit, plate classes don't feel it quite as hard, as we were able to get so far into the curve when raid buffed we just didn't care about mit much anymore. </p><p>This adjustment hits non-tank players pretty hard though.</p></blockquote><p>Raid mages and healers really depend on this miti. Cloth and leather just don't protect well. The chain and plate healers are a little better off, but not by much, same for chain wearers.</p><p>I don't know how many times we all have to say it, explain it, logic it...but it's a truth we're trying to get heard: <span style="color: #ff0000; font-size: medium;">this mitigation is needed by all classes, especially in raiding. Please bring it back to game. PLEASE.</span></p>
kalaria
06-27-2012, 12:44 PM
<p>So is Xelgad even AWARE of this nerf and its down stream consequences?!After all the posts here and in the Test forum... and not even the slightest acknowledgement from any SoE red name, is rather disugsting overall.</p>
Onorem
06-27-2012, 02:09 PM
<p>Was this something that the community was asking for? I don't doubt a few requests were made, but I can't recall a thread that got much attention on the subject at the moment.</p>
Yimway
06-27-2012, 02:18 PM
<p><cite>kalaria wrote:</cite></p><blockquote><p>and not even the slightest acknowledgement from any SoE red name, is rather disugsting overall.</p></blockquote><p>More often than not, thats 'par for the course'.</p>
thepriz
06-27-2012, 04:17 PM
<p>I have not had time to check out the changes yet, but I find it interesting that everyone is complaining about the numbers and not how all the changes work together. I would hope that people try the changes out and give specific feedback on how your experience was with the changes. It doens't help the devs by complaining that my numbers have been nerfed, we are not going to be able to tank, dps, servive... This is not useful advice and probably will be ignored by developers, speaking as a software developer myself.</p>
kalaria
06-27-2012, 04:23 PM
<p><cite>Deran@Everfrost wrote:</cite></p><blockquote><p>I have not had time to check out the changes yet, but I find it interesting that everyone is complaining about the numbers and not how all the changes work together.</p></blockquote><p>You obviously have no clue as to what the issue is.</p>
thepriz
06-27-2012, 04:56 PM
<p><cite>kalaria wrote:</cite></p><blockquote><p><cite>Deran@Everfrost wrote:</cite></p><blockquote><p>I have not had time to check out the changes yet, but I find it interesting that everyone is complaining about the numbers and not how all the changes work together.</p></blockquote><p>You obviously have no clue as to what the issue is.</p></blockquote><p>You are correct, but from the feedback the only issue that I see right now is that people are complaining that they are being nerfed and won't be able to do what they were able to do before. Isn't that the truth with any change. If you want things fixed, log into test or test copy and experience the changes. Then give constructive feedback like parse info, couldn't hold agro, couldn't stay alive longer than 1 hit, etc... You don't have to do this, but that is why test is there. I am not saying there is or isn't a problem, just saying that feedback so far is comming off as whining and is not very constructive.</p>
Tylia
06-27-2012, 05:47 PM
<p>I will be losing 1656 physical mitigation if this is pushed live as it is now. That's a huge chunk to be losing suddenly, all at once. Please, Xelgad, devs, somebody.. don't make me any squishier than I already am! Please put physical mit back in to the character traits, or provide some other way to obtain what you are taking away!</p><p>/walking away muttering something about hunting for some fury plate armor...</p>
Lempo
06-27-2012, 06:11 PM
<p><cite>Deran@Everfrost wrote:</cite></p><blockquote><p><cite>kalaria wrote:</cite></p><blockquote><p><cite>Deran@Everfrost wrote:</cite></p><blockquote><p>I have not had time to check out the changes yet, but I find it interesting that everyone is complaining about the numbers and not how all the changes work together.</p></blockquote><p>You obviously have no clue as to what the issue is.</p></blockquote><p>You are correct, but from the feedback the only issue that I see right now is that people are complaining that they are being nerfed and won't be able to do what they were able to do before. Isn't that the truth with any change. If you want things fixed, log into test or test copy and experience the changes. Then give constructive feedback like parse info, couldn't hold agro, couldn't stay alive longer than 1 hit, etc... You don't have to do this, but that is why test is there. I am not saying there is or isn't a problem, just saying that feedback so far is comming off as whining and is not very constructive.</p></blockquote><p>Well at least you admitted you have no clue to the issue, though even if you hadn't led out this post with that the remainder of your post makes it crystal clear.</p><p>This is going to have a major impact on raiding and grouping. I see nothing new being gained here, I do see something being taken away, then something that we already have is being moved somewhere else. What is going to replace the focus effects on my gear, nothing was wrong with it where it was, what was wrong was the utter uselessness of it (nothing much changed here) no we are being told that we have a choice.</p><p>There is no reason to remove the physical mit, for all we know it was just yet another silly oversight, but we can't seem to catch the attention of anyone that will clear it up. If there is a reason then say it, otherwise don't reach into our bags and pull something out hoping we wont notice.</p>
gourdon
06-27-2012, 08:01 PM
<p><cite>Deran@Everfrost wrote:</cite></p><blockquote><p><cite>kalaria wrote:</cite></p><blockquote><p><cite>Deran@Everfrost wrote:</cite></p><blockquote><p>I have not had time to check out the changes yet, but I find it interesting that everyone is complaining about the numbers and not how all the changes work together.</p></blockquote><p>You obviously have no clue as to what the issue is.</p></blockquote><p>You are correct, but from the feedback the only issue that I see right now is that people are complaining that they are being nerfed and won't be able to do what they were able to do before. Isn't that the truth with any change. If you want things fixed, log into test or test copy and experience the changes. Then give constructive feedback like parse info, couldn't hold agro, couldn't stay alive longer than 1 hit, etc... You don't have to do this, but that is why test is there. I am not saying there is or isn't a problem, just saying that feedback so far is comming off as whining and is not very constructive.</p></blockquote><p>I have an idea to cut people's hands off and re-attach them to improve functionality. I'm sure you'd like to sign up for a study, yes?</p><p>Some changes are obviously harmful and don't need to be tested to find out. Further, the test server is non-functional for so many other reasons that this change can't be evaluated there in a timely manner. SOE will only respond to overwhelmingly negative feedback, so we are giving it without doing testing that is unnecessary to begin with.</p>
Chronus1
06-28-2012, 03:03 PM
<p>I would trade 4 of my 10 choices on my warlock for 1656 physical mit without even thinking about it and would go to 6 after about 2 seconds, 9 after 5 seconds. It means that much.</p>
DeathMagus
07-01-2012, 08:16 PM
<p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p>So, what becomes of completing the Fallen Swords signature quest series. The only real perk for doing this quest, through the Kael Drakkel portion, is gaining access to a red adornment merchant in Thurgadin that has shoulder adornments with class foci/stat combinations you can't buy anywhere else... (And frankly all the gear you get from doing the rest of the series is now irrelevant, so the shoulder adornment is the only reason to bother with this quest.)</p></blockquote><p>The healer charm clicky is still useful for some classes.</p><p>The fighter and scout charm clickies can still be used pre-pull to give essentially free stats for the first part of an encounter. </p><p>The mage charm is kinda crap... but if you really want to have a personal AOE blocker that is going to be up when you want it the item does the trick. </p>
Malchore
07-05-2012, 02:12 PM
<p>Check out the Test Update Notes for Tuesday, July 3rd 2012. Here is a section from that note:</p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;"><strong>ABILITIES / ALTERNATE ADVANCEMENT</strong></span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Magi's Shielding now grants 1035 physical mitigation at level 92.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Armor of Seasons, Armor of Nature, Sacred Armor, Holy Armor, Runic Armor and Shroud of Armor now grant over 50% more mitigation, going from 1079 at Master on the level 84 versions to 1654.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Savage Ruin, Bladeweaver, Villainy and Hunter's Instinct now grant 997 physical mitigation on the level 89 version at Master.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Street Smarts grants an additional 997 physical mitigation on the level 89 version at Master.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Unflinching Will, Crouching Tiger, Bodyguard, Armored, Knight's Stance and Lucan's Pact all grant 5% physical damage reduction to the caster. This does not scale with ability quality or level.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Daelis' Dance of Blades and Death's Door grant 997 mitigation from the 89 version at Master quality.</span></span></p><p><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;"><hr /><p style="margin: 0in 0in 0pt;"> </p></span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The devs have obviously seen this post and attempted to address this. I'm not an expert in this area of mechanics but isn't it true we're still loosing out on physical mitigation?</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">For example, let's take Armor of Nature. That's a spell that already exists, and it already grants X amount of physical mitigation on top of what we already (currently) have which was 1656 I belive. I'm guessing the way it currently works is to add 1079 (at Master of the level 84 version) to 1656 giving a total of 2735 physical mit. After this change goes live, Armor of Nature will give 1654 physical mit. Where will the rest come from? I must have missed something.</span></span></p>
Laenai
07-05-2012, 02:40 PM
<p><cite>Malchore wrote:</cite></p><blockquote><p>Check out the Test Update Notes for Tuesday, July 3rd 2012. Here is a section from that note:</p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;"><strong>ABILITIES / ALTERNATE ADVANCEMENT</strong></span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Magi's Shielding now grants 1035 physical mitigation at level 92.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Armor of Seasons, Armor of Nature, Sacred Armor, Holy Armor, Runic Armor and Shroud of Armor now grant over 50% more mitigation, going from 1079 at Master on the level 84 versions to 1654.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Savage Ruin, Bladeweaver, Villainy and Hunter's Instinct now grant 997 physical mitigation on the level 89 version at Master.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Street Smarts grants an additional 997 physical mitigation on the level 89 version at Master.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Unflinching Will, Crouching Tiger, Bodyguard, Armored, Knight's Stance and Lucan's Pact all grant 5% physical damage reduction to the caster. This does not scale with ability quality or level.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Daelis' Dance of Blades and Death's Door grant 997 mitigation from the 89 version at Master quality.</span></span></p><hr /><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The devs have obviously seen this post and attempted to address this. I'm not an expert in this area of mechanics but isn't it true we're still loosing out on physical mitigation?</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">For example, let's take Armor of Nature. That's a spell that already exists, and it already grants X amount of physical mitigation on top of what we already (currently) have which was 1656 I belive. I'm guessing the way it currently works is to add 1079 (at Master of the level 84 version) to 1656 giving a total of 2735 physical mit. After this change goes live, Armor of Nature will give 1654 physical mit. Where will the rest come from? I must have missed something.</span></span></p></blockquote><p>I guess they're trying to form a group in their head and add all the numbers together.</p><p>Lame. Tastic.</p>
kalaria
07-05-2012, 04:04 PM
<p><cite>Malchore wrote:</cite></p><blockquote><p>Check out the Test Update Notes for Tuesday, July 3rd 2012. Here is a section from that note:</p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;"><strong>ABILITIES / ALTERNATE ADVANCEMENT</strong></span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Magi's Shielding now grants 1035 physical mitigation at level 92.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Armor of Seasons, Armor of Nature, Sacred Armor, Holy Armor, Runic Armor and Shroud of Armor now grant over 50% more mitigation, going from 1079 at Master on the level 84 versions to 1654.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Savage Ruin, Bladeweaver, Villainy and Hunter's Instinct now grant 997 physical mitigation on the level 89 version at Master.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Street Smarts grants an additional 997 physical mitigation on the level 89 version at Master.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Unflinching Will, Crouching Tiger, Bodyguard, Armored, Knight's Stance and Lucan's Pact all grant 5% physical damage reduction to the caster. This does not scale with ability quality or level.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Daelis' Dance of Blades and Death's Door grant 997 mitigation from the 89 version at Master quality.</span></span></p><p><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;"><hr /><p style="margin: 0in 0in 0pt;"> </p></span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The devs have obviously seen this post and attempted to address this. I'm not an expert in this area of mechanics but isn't it true we're still loosing out on physical mitigation?</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">For example, let's take Armor of Nature. That's a spell that already exists, and it already grants X amount of physical mitigation on top of what we already (currently) have which was 1656 I belive. I'm guessing the way it currently works is to add 1079 (at Master of the level 84 version) to 1656 giving a total of 2735 physical mit. After this change goes live, Armor of Nature will give 1654 physical mit. Where will the rest come from? I must have missed something.</span></span></p></blockquote><p>With those changes on Test, Scouts and Mages will essentially regain all of the physical mit loss from the removal of the character trait when grouped with any priest class.</p><p>Priests, on the other hand, are still nerfed by over 1k physical mitigation. The Devs still need to add 1k physical mitigation to ONE of EACH Priest's self buffs. But... they have been stone-wall silent on that problem.</p>
Gealaen_Gaiamancer
07-06-2012, 09:56 AM
<p><cite>kalaria wrote:</cite></p><blockquote><p><cite>Malchore wrote:</cite></p><blockquote><p>Check out the Test Update Notes for Tuesday, July 3rd 2012. Here is a section from that note:</p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;"><strong>ABILITIES / ALTERNATE ADVANCEMENT</strong></span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Magi's Shielding now grants 1035 physical mitigation at level 92.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Armor of Seasons, Armor of Nature, Sacred Armor, Holy Armor, Runic Armor and Shroud of Armor now grant over 50% more mitigation, going from 1079 at Master on the level 84 versions to 1654.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Savage Ruin, Bladeweaver, Villainy and Hunter's Instinct now grant 997 physical mitigation on the level 89 version at Master.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Street Smarts grants an additional 997 physical mitigation on the level 89 version at Master.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Unflinching Will, Crouching Tiger, Bodyguard, Armored, Knight's Stance and Lucan's Pact all grant 5% physical damage reduction to the caster. This does not scale with ability quality or level.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Daelis' Dance of Blades and Death's Door grant 997 mitigation from the 89 version at Master quality.</span></span></p><p><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;"><hr /><p style="margin: 0in 0in 0pt;"> </p></span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The devs have obviously seen this post and attempted to address this. I'm not an expert in this area of mechanics but isn't it true we're still loosing out on physical mitigation?</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">For example, let's take Armor of Nature. That's a spell that already exists, and it already grants X amount of physical mitigation on top of what we already (currently) have which was 1656 I belive. I'm guessing the way it currently works is to add 1079 (at Master of the level 84 version) to 1656 giving a total of 2735 physical mit. After this change goes live, Armor of Nature will give 1654 physical mit. Where will the rest come from? I must have missed something.</span></span></p></blockquote><p>With those changes on Test, Scouts and Mages will essentially regain all of the physical mit loss from the removal of the character trait when grouped with any priest class.</p><p>Priests, on the other hand, are still nerfed by over 1k physical mitigation. The Devs still need to add 1k physical mitigation to ONE of EACH Priest's self buffs. But... they have been stone-wall silent on that problem.</p></blockquote><p style="text-align: justify;">I'm very much <strong>not</strong> looking forward to being 'over 1k physical mit' squishier. Especially for an "in-the-mob's-face" class like Warden. Any word on whether the "update" will stand as-is, or if any tweaks are inc for Priests, please?</p>
Maroger
07-07-2012, 02:57 PM
<p>Why don't the dev just STOP monkying around with the stat, armor, weapons - everytime they do the player gets royall nerfed is never compensated for the lost time or the lost quality. Remember the adornment change when they removed CM - they refused to reimburse us for the adornment but forced us to ACCEPT THEIR CHANGED - instead of refunding the shards so we could get what we want.</p><p>Frankly I think we are treated like DIRT by development with these changed. Find something else to do with your time instead of installing NERFS.</p>
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