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Unread 10-31-2016, 12:34 AM   #1
Cragfire

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Paladin
  • Enhance: Righteousness will now grant an effect that reduces combat mitigation.
Picked this up and the Mitigation effect is 3 (three)? Am I reading that correctly? My Paladin has close to 15000 mitigation, 3 is... well.. nothing? I can't be reading that correctly.

[IMG]
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Unread 10-31-2016, 12:42 AM   #2
Mermut

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I'm actually curious why it's suddenly being called 'combat mitigation' rather then 'mitigation' or 'physical mitigation'.... How is 'combat mitigation' different from 'regular' mitigation. And if it's not different.. why the different verbage?
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Unread 10-31-2016, 01:10 AM   #3
Lucus

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combat mitigation is on the enemy NPC, i'm thinking the naming difference is to avoid confusing it with player mitigation.
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Unread 10-31-2016, 01:24 AM   #4
Mermut

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I guess I'm used to the older arts which just said mitigation or physical mitigation, or arcane mitigation, etc of target... which was the mobs..
I'd be way more confused if an offensive art decreased the player's mitigation then if the arts just said 'decreased target's mitigation'...
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Unread 10-31-2016, 02:28 AM   #5
Malleria

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Combat mitigation is a new stat they introduced with Nizara and are using going forward. It's not the same thing as physical mitigation.

That said... about a week ago I took a beta buffed ranger into some heroics to check the requirements and trash mobs had about 1200 combat mitigation. So debuffing 3 from that does seem a bit... underwhelming.

*That said, combat mitigation values will probably change before it goes live, so we'll have to see what they end up at.
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Unread 10-31-2016, 11:09 AM   #6
Cragfire

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Just re-reading my above post - I didn't mean to come off as snippy; it was meant more as a cheeky post but came off as snippy. I apologize for that. Bad Cragfire.

Good information on Combat Mitigation.
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Unread 11-02-2016, 04:26 PM   #7
Uncle

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that number in heroic currently tripled to roughly 3500ish and to the OP it % based off the mobs combat mit
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Unread 11-02-2016, 04:32 PM   #8
Pitta

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Raid encounters have ~4000
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Unread 11-02-2016, 04:38 PM   #9
Uncle

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8967 as of last night im certian itll get adjusted though
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Unread 11-02-2016, 05:50 PM   #10
Errrorr

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Try 12k as you go higher Smile
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Unread 11-03-2016, 08:50 AM   #11
Uncle

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so those % are gonna add up i was kinda afriad of that :/
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Unread 11-03-2016, 12:40 PM   #12
Pitta

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yea i was going off of values for that first raid zone, and i dont remember the combat mit that the mob had that we tested.
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Unread 11-03-2016, 02:31 PM   #13
Uncle

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yeah so was imy number off the 3 or forth named iirc
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Unread 11-03-2016, 05:19 PM   #14
Raenius

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Hence, your shiny 200million abilities suddendly hit for 700k - NOT cool!

To be fair, since there is resolve - why introduce another stat?
Just give the mobs slighty more resolve than you can gain in total and there is all which seems to be necessary to get balanced.
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Unread 11-04-2016, 10:58 AM   #15
Pitta

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They are doing this because stat inflation was causing lag. Bigger numbers mean more data being sent to log files, server files, etc. The smaller the number, the less data, less lag. Makes sense.
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Unread 11-04-2016, 11:02 AM   #16
Zelox

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i lold
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Unread 11-05-2016, 08:24 AM   #17
Malleria

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Except requiring every action to perform an additional calculation (the effect of combat mitigation) will cause far more strain on the server than saving a couple of numbers on the end ever could (assuming of course that it would do anything at all, which is unlikely).
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Unread 11-05-2016, 07:33 PM   #18
Raenius

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Exactly - initial damage gets applied, then another calculation made to reduce final value - bad idea in the first place.
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