View Full Version : Aliviating the lower tiers of imbalanced warding.

07-28-2010, 06:25 PM
<p><div><p>This Is what I wrote about in another part of the forum, obviously in the wrong post to discuss it. Now as it stands, every 5 seconds in pvp combat 4 classes regenerate 100 points of damage on their wards. We all know what these classes are, as they are the only people running out of power and still not dying 5 minutes later. Below are examples of how to change the way these wards work in a way which would still allow them to ward damage, but reduce the amount of continual damage warded. </p><p><cite>Ralpmet wrote: </cite><a href="http://forums.station.sony.com/eq2/posts/quote.m?postId=5371366&start=0" target="_blank">http://forums.station.sony.com/eq2/...5371366&start=0</a></p><blockquote><p>The failed to inflict damage message comes from the wards, not the damage reduction aa's.</p><p>Only physical damage is reduced by the damage reduction aa's, so everyone complaining about spell damage is complaining about the rate at which the wards regenerate. In t4 alone you can have ~470 ward going at nearly all times on a crusader, and I'm sure sorcerers can get even high with ward of sages too.</p><p>In any case the classes that rely on dot damage don't really ever break the ~350ish of regenerating ward my sk has, I just let them run themselves out of power trying.  Regenerating wards need to be made larger and refresh slower, that way they don't lose a lot of utility in pve, but they are breakable in pvp.</p><p>Let's say I have a 200 regenerating ward that regens 50 at a time by itself every 5 seconds, you cast a dot on me that lasts for 30 seconds and ticks for 35 after resists every 3 seconds.</p><p>200 - 35 +50 -35 -35 +50 -35 (-35 +50) -35 +50 -35 -35 +50 -35 (-35 + 50)</p><p>which means realistically you did no damage, <strong>leaving the ward 135 damage to still soak up,</strong> but you accumulated a total of 350 damage.</p><p>Now, if instead we had a 300 point ward that regenerated 25 damage every 5 seconds. </p><p>300 -35 +25 -35 -35 +25 -35 (-35+25) -35 +25 -35 -35 +25 -35 (-35+25)</p><p>Now, you've still done 350 damage total with no experienced damage, <strong>but this time the ward is only left with 100</strong> remaining to soak up.</p><p><strong>It'd be safe to assume that the more you scale those numbers in different directions (+base ward -regeneration) in a balanced fashion the wards would still useful (absorbing the initial big hit of a confrontation) but they wouldn't be backbreaking for most classes anymore.</strong></p><p><strong>Also extending the fights would prove the theory more correct, another 30 second rotation would break the ward and deal consistent damage from there on out in the second example, but it would take a full minute more to break the ward in the first example (which is the system we have in place). </strong></p><p>That's just my 2cents.</p><div></div></blockquote></div></p>

07-31-2010, 12:58 AM
<p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=481934�">http://forums.station.sony.com/eq2/...481934�</a></p><p>I don't think enough people really care about balance, tbh.</p>

07-31-2010, 02:39 AM
<p>I care about balance, i just dont realistically think they will make any changes to our server before the next expac is launched.</p>

08-01-2010, 01:04 PM
<p>It's not just our server effected by this, the people who play in BG's are also effected by this in t4.</p>