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Old 06-29-2012, 01:05 PM   #61
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kalaria wrote:

[email protected] Bayle wrote:

Yes, therefore not equal and ruining your argument.

Ah so you have capped out physical mit in a raid situation then...Oh wait, you haven't?!

Well that rather sinks your argument there.

Yes I hit the Hard Cap/Diminishing Returns curve, where 1000 Mit = 0.1% Damage Reduction.

Feels like getting Multi Attack past 600%, you might as well not bother.

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Old 06-29-2012, 01:14 PM   #62
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Drupal wrote:

[email protected] wrote:

See? This is why we cant have nice things, or open communication. Every time SoE sticks their head out and says this undesirable change was intentional the haters and rage quitters come out to play.  Its no wonder they hide in their shell and dont tell us things.

Seriously people, Yes this probably is an issue.  Go forth and TEST. Gather hard data.  I have yet to see a post such as

abc hits me on avg for X on live  vs  Y on test.

We need data if we are going to make SoE listen.  Data from clothies, from plates, from chain. Both live and test and both solo,heroic, and raid.

Go forth and TEST!

I am right with you bro, there's just one tiny little hiccup there. I am prepared to go and spen my time on test when SOE is paying me my rate of 40$ / hour. Until then, they can do the testing themselves, since it is in fact part of their job.

No pay required, i see lots of whining about how this will ruin the game...You cant make a blanket statement like that and not back it up with facts. Tell SoE WHY it will ruin the game.

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Old 06-29-2012, 01:21 PM   #63
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[email protected] wrote:

Drupal wrote:

[email protected] wrote:

See? This is why we cant have nice things, or open communication. Every time SoE sticks their head out and says this undesirable change was intentional the haters and rage quitters come out to play.  Its no wonder they hide in their shell and dont tell us things.

Seriously people, Yes this probably is an issue.  Go forth and TEST. Gather hard data.  I have yet to see a post such as

abc hits me on avg for X on live  vs  Y on test.

We need data if we are going to make SoE listen.  Data from clothies, from plates, from chain. Both live and test and both solo,heroic, and raid.

Go forth and TEST!

I am right with you bro, there's just one tiny little hiccup there. I am prepared to go and spen my time on test when SOE is paying me my rate of 40$ / hour. Until then, they can do the testing themselves, since it is in fact part of their job.

No pay required, i see lots of whining about how this will ruin the game...You cant make a blanket statement like that and not back it up with facts. Tell SoE WHY it will ruin the game.

1.) It's not our job to go to do the calculations to that extent. I have a job thank you. Testing stuff they put it as is, yes, no pay required and more then ok. 

2.) Very few people have threatened to rage quit in this post.

3.) 95% of posters here have given several/numerous ideas on how this will ruin the game.

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Old 06-29-2012, 01:21 PM   #64
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Okay, here's the question, what is the purpose of this change? What are we supposed to see? How is this supposed to be balanced. A good tester can't test without an idea of the reason why. At least not beyond the "yes the mitigation was removed"

So, mitigation was removed SOE. That's my testing notes. Tell me what the thought process was behind this. Tell me if it's supposed to impact raid difficulty. Tell me if it's supposed to help plate tanks and hurt cloth tanks. Tell me the thought process. Without the thought process I'm just a basic tester going "Yeap it's there".

I will say this, it encourages me to adorn a ton more health as a meleeing chanter. Happily (?) I seem to have slots freed up for this. It does seem counter to the "Choose your own adorments".

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Old 06-29-2012, 01:25 PM   #65
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[email protected] Bayle wrote:

Yes, therefore not equal and ruining your argument.

Just Reuse And Cast Speed? Berserkers have been capped on DPS/Haste/AOE Autoattack for almost 4 years.

Reuse Speed was just recently capped.

Wow. This is just so unfair to Berserkers.

To be the only class that is hard capped on DPS/Haste. It's just not fair that every other class in game gets to conver DPS Mod to weapon damage past 200 and all of those other mean classes get to convert Haste to flurry after 200.

We couldn't possibly ask Sony to allow those Berserkers to do something else with the one thing they are actually capped on (AE autoattack) now could we. I mean, if Sony would just implement some sort of way to ....reforge....into a more useful stat.

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Old 06-29-2012, 01:37 PM   #66
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[email protected]_old wrote:

[email protected] Bayle wrote:

Yes, therefore not equal and ruining your argument.

Just Reuse And Cast Speed? Berserkers have been capped on DPS/Haste/AOE Autoattack for almost 4 years.

Reuse Speed was just recently capped.

Wow. This is just so unfair to Berserkers.

To be the only class that is hard capped on DPS/Haste. It's just not fair that every other class in game gets to conver DPS Mod to weapon damage past 200 and all of those other mean classes get to convert Haste to flurry after 200.

We couldn't possibly ask Sony to allow those Berserkers to do something else with the one thing they are actually capped on (AE autoattack) now could we. I mean, if Sony would just implement some sort of way to ....reforge....into a more useful stat.

I can reforge my abilties!?

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Old 06-29-2012, 01:51 PM   #67
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[email protected] wrote:

See? This is why we cant have nice things, or open communication. Every time SoE sticks their head out and says this undesirable change was intentional the haters and rage quitters come out to play.  Its no wonder they hide in their shell and dont tell us things.

Open communication has been little to non existant for some time now. Go look at the developer roundtable forum. It might be an effective tool in the military to punish the masses for the actions of a few, because the masses can actually excert 'force' on the few to put them in line. It is unacceptable for SOE to behave in this manner. Pretty much every thread in there is SET and FORGET mode there may be a token red response in there, but more than likely if it is a red response it has 2 digits on the end of it informing the post has been moved, and comes after page after page after page of people trying to get clarification and and understanding of WHY something is being done.

Seriously people, Yes this probably  MOST DEFINATELY is an issue.  Go forth and TEST. Gather hard data.  I have yet to see a post such as

abc hits me on avg for X on live  vs  Y on test.

We need data if we are going to make SoE listen.  Data from clothies, from plates, from chain. Both live and test and both solo,heroic, and raid.

Good luck getting that data for raid on test, I'll check with our raid force and see if everyone want to copy a toon over there to do free alpha testing of this idea.

Drunder gear is STILL not fixed yet, 1 year later. Now they are about to make a change that is going to have a major impact on every facet of the game for cloth/leather, prob a medium impact on chain and a minimal affect on plate, this is being done because (according to the straightforward response by Lyndro which I for one was glad to at least see) of the dimishing returns curve that it provides it will be better to do it in reverse in a way that negatively impacts EVERYONE in the game, and actually because of that dimishing returns curve it has an even more drastic impact to the negative side.

Go forth and TEST!

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Old 06-29-2012, 01:53 PM   #68
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Lyndro-EQ2 wrote:

Howdy all,

Physical mitigation will not be rolled into the new focus effects. Physical mitigation doesn't scale equally for all classes (Clothies get a bigger bonus from it than plate wearers do, for example). We'll address issues in ways that are easier to maintain and balance on a class by class basis instead of something that is a blanket change for everyone.

I really wonder what this is all about.

Ok you claim this got removed because it was unbalanced and unfair for certain classes. But by removing this you are going to make it unbalanced. People told you over and over again what this change will do to cloth and leather wearers but you continue to ignore it. You are the lead designer you SHOULD know what this change will do to the all the classes.

You want to fix this on a class to class basis? Ok then delay that mitigation removal patch until you worked out your class by class fix. Why WHY remove mitigation now when theres no fix yet. Is this your way of screwing with people or just incompetence?

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Old 06-29-2012, 01:54 PM   #69
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Lyndro-EQ2 wrote:

Howdy all,

Physical mitigation will not be rolled into the new focus effects. Physical mitigation doesn't scale equally for all classes (Clothies get a bigger bonus from it than plate wearers do, for example). We'll address issues in ways that are easier to maintain and balance on a class by class basis instead of something that is a blanket change for everyone.

Ok, I "get" that you want to fix and balance everything.  What I don't "get" is why you would just take something away with only a "we'll fix the issues this will cause, eventually" (yeah, my words, not yours), instead of having a definite and implementable plan in place right from the start?  Your post here suggests that you havn't yet developed a plan, and your actions of just tossing the physical mitigation choices out the window without a suitable replacement speaks volumes.  So your plan is to "address issues" on a "class by class basis".  That's great, but it would be a much wiser move to formulate and complete your plan before you toss out the current structure.

edit for spelling

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Old 06-29-2012, 01:57 PM   #70
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[email protected] Bayle wrote:

[email protected]_old wrote:

[email protected] Bayle wrote:

Yes, therefore not equal and ruining your argument.

Just Reuse And Cast Speed? Berserkers have been capped on DPS/Haste/AOE Autoattack for almost 4 years.

Reuse Speed was just recently capped.

Wow. This is just so unfair to Berserkers.

To be the only class that is hard capped on DPS/Haste. It's just not fair that every other class in game gets to conver DPS Mod to weapon damage past 200 and all of those other mean classes get to convert Haste to flurry after 200.

We couldn't possibly ask Sony to allow those Berserkers to do something else with the one thing they are actually capped on (AE autoattack) now could we. I mean, if Sony would just implement some sort of way to ....reforge....into a more useful stat.

I can reforge my abilties!?

So just exactly what all do you want to whine about here? You think yours is the only class who has buffs that are being invalidated by Skyshrine gear? Why don't you ask around and see how many classes are unhappy that they have temp buffs that give +casting speed that noone wants. Temp buffs that give Reuse when all of the people in the group are maxed. Temp buffs for MA when the dps classes are all hitting the soft cap without them. Buffs for accuracy when people are already able to cap hit rates. Etc. Etc. Ad naseum. The list goes on and on.

The point is, everyone has something to whine about with different effects and abilities. The fact that you don't get to benefit as much from the mitigation line and AE auto line isn't a justifciation for you to be able to say the nerf is reasonable for everyone else. Telling 75% of the other classes in game to just tough it out and deal with the fact that they are going to be dying more and getting hit harder because you feel neglected is just insulting.

How about this. I think it's unfair that Berserkers get innate 100% AE auto attack with their mythical when I actually have to reforge and gear for it. I petition that we nerf Berserkers because it isn't fair that the other 23 classes don't get to beneift the same as beserkers.

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Old 06-29-2012, 02:27 PM   #71
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Well, if its not beneficial for me, then it shouldn't be on the character tab which is , it should be in your advanced achievements.

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Old 06-29-2012, 02:35 PM   #72
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[email protected] Bayle wrote:

Well, if its not beneficial for me, then it shouldn't be on the character tab which is , it should be in your advanced achievements.

That's a very illogical reason for removing the choice, as that is exactly what it is... a choice.  Just because it is available on your character tab does not mean that you have to choose it.  If it isn't beneficial to you, then choose something else.  There are far more classes that the choice IS beneficial to, to the point of making the difference between life and death in a fight.  Not everything on a character tab is absolutely beneficial to that race/class.

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Old 06-29-2012, 02:53 PM   #73
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[email protected] wrote:

See? This is why we cant have nice things, or open communication. Every time SoE sticks their head out and says this undesirable change was intentional the haters and rage quitters come out to play.  Its no wonder they hide in their shell and dont tell us things.

Seriously people, Yes this probably is an issue.  Go forth and TEST. Gather hard data.  I have yet to see a post such as

abc hits me on avg for X on live  vs  Y on test.

We need data if we are going to make SoE listen.  Data from clothies, from plates, from chain. Both live and test and both solo,heroic, and raid.

Go forth and TEST!

That's the thing.. we don't HAVE to do new tests, we've got current data that already shows how this will impact raids. Mages who were getting one-shot by trama AEs have respecced to the physical mitigation on the character developement tab and stopped getting one shot by the trama AEs with no other gear changes. This is OLD DATA. We don't need to run new tests to prove that losing over 1k physical mitigation is going to be deadly for cloth wearers. We'v got examples already of the difference in survivability it makes. This change is going to mandate a shaman in the mage group for raids.. because no other healer type can consistently prevent group-wide one-shots.. if the damage in is more then the hps.. only wards prevent a one-shot.

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Old 06-29-2012, 02:58 PM   #74
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[email protected] wrote:

[email protected] Bayle wrote:

Well, if its not beneficial for me, then it shouldn't be on the character tab which is , it should be in your advanced achievements.

That's a very illogical reason for removing the choice, as that is exactly what it is... a choice.  Just because it is available on your character tab does not mean that you have to choose it.  If it isn't beneficial to you, then choose something else.  There are far more classes that the choice IS beneficial to, to the point of making the difference between life and death in a fight.  Not everything on a character tab is absolutely beneficial to that race/class.

There was no "choice" everyone picked mitigation/max health.

Now if it was.

(Per Talent.) 150 Mitigation/2% Critical Bonus/2% Potency/5% in Combat Run speed... then there would be choice...

That means you could either go with more damage, or more survivability, or more movement speed, something equally beneficial.

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Old 06-29-2012, 03:01 PM   #75
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vexrm wrote:

Okay, here's the question, what is the purpose of this change? What are we supposed to see? How is this supposed to be balanced. A good tester can't test without an idea of the reason why. At least not beyond the "yes the mitigation was removed"

So, mitigation was removed SOE. That's my testing notes. Tell me what the thought process was behind this. Tell me if it's supposed to impact raid difficulty. Tell me if it's supposed to help plate tanks and hurt cloth tanks. Tell me the thought process. Without the thought process I'm just a basic tester going "Yeap it's there".

Yes, this is my thought as well.  Okay, so you've confirmed it's intended.  So, explain what this is supposed to fix or how you plan to compensate for the change and when it will happen.  It can't just be "raids are too easy, how can we make them harder."  It's too big a change to just let it go live with a "we'll see how it goes and fix down the road" mentality.

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Old 06-29-2012, 03:04 PM   #76
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[email protected] Bayle wrote:

[email protected] wrote:

[email protected] Bayle wrote:

Well, if its not beneficial for me, then it shouldn't be on the character tab which is , it should be in your advanced achievements.

That's a very illogical reason for removing the choice, as that is exactly what it is... a choice.  Just because it is available on your character tab does not mean that you have to choose it.  If it isn't beneficial to you, then choose something else.  There are far more classes that the choice IS beneficial to, to the point of making the difference between life and death in a fight.  Not everything on a character tab is absolutely beneficial to that race/class.

There was no "choice" everyone picked mitigation/max health.

Now if it was.

(Per Talent.) 150 Mitigation/1.5% Critical Bonus/2% Potency/5% in Combat Run speed... then there would be choice...

That means you could either go with more damage, or more survivability, or more movement speed, something equally beneficial.

Wrong, it was/is a choice.  Just because "everyone" picked it, does not mean anything.  Everyone still had/has the option to CHOOSE something else.  I don't care if they add other things or not, as long as they put the CHOICE of physical mit back in.

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Old 06-29-2012, 03:05 PM   #77
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Hey everyone, just popping in to give you an update on changes coming to the Test Server shortly.

For all you magefolk, your Magi's Shielding will grant a decent amount of physical mitigation to go along with its other bonuses.

All priest physical mitigation buffs - Armor of Seasons, Armor of Nature, Sacred Armor, Runic Armor, Holy Armor and Shroud of Armor now grant over 50% more mitigation than before.

Scout self buffs will also grant some physical mitigation, like Magi's Shielding. The enhanced abilities are Savage Ruin, Bladeweaver, Daelis' Dance of Blades, Death's Door, Villainy and Hunter's Instinct. Street Smarts has had the amount of mitigation granted increased.

All fighter defensive stances - Armored, Unflinching Will, Crouching Tiger, Bodyguard, Knight's Stance and Lucan's Pact all grant 5% Physical Damage Reduction.

We look forward to your feedback while you test these changes!

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Old 06-29-2012, 03:07 PM   #78
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@Xelgad: Thank you very much for droping in here and posting this.  Once that goes to test we actually have something to test out.

@Lyndro: The last several pages and many people being furious about this change could have easily been avoided by simple adjusting what you said in the first place from this:

Lyndro-EQ2 wrote:

Howdy all,

Physical mitigation will not be rolled into the new focus effects. Physical mitigation doesn't scale equally for all classes (Clothies get a bigger bonus from it than plate wearers do, for example). We'll address issues in ways that are easier to maintain and balance on a class by class basis instead of something that is a blanket change for everyone.

To this:

Lyndro-EQ2 should have wrote:

Howdy all,

Physical mitigation will not be rolled into the new focus effects.  In the next few days you will see changes for each class that will address the loss of physical mitigation from the character development tab.  There will be plenty of time to test these changes out before the next GU. 

I do appreciate you posting on the forums and at least trying to let us know what's going on.  But please try not to leave the big huge important pieces out like this. lol.  You told us, X is going away, instead of X is being replaced by Y.  The last part is pretty important.  SMILEY

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Old 06-29-2012, 03:11 PM   #79
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Thank you for that information Xelgad.  I look forward to seeing the result of these changes.

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Old 06-29-2012, 03:43 PM   #80
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[email protected] Bayle wrote:

kalaria wrote:

[email protected] Bayle wrote:

Yes, therefore not equal and ruining your argument.

Ah so you have capped out physical mit in a raid situation then...Oh wait, you haven't?!

Well that rather sinks your argument there.

Yes I hit the Hard Cap/Diminishing Returns curve, where 1000 Mit = 0.1% Damage Reduction.

Feels like getting Multi Attack past 600%, you might as well not bother.

That mouse over is for mitigation against a lvl 92 mob.. the curve changes SIGNIFICANTLY against a lvl 100 mob.... which are what everyone actually fights.

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Old 06-29-2012, 03:43 PM   #81
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Xelgad wrote:

Hey everyone, just popping in to give you an update on changes coming to the Test Server shortly.

For all you magefolk, your Magi's Shielding will grant a decent amount of physical mitigation to go along with its other bonuses.

All priest physical mitigation buffs - Armor of Seasons, Armor of Nature, Sacred Armor, Runic Armor, Holy Armor and Shroud of Armor now grant over 50% more mitigation than before.

Scout self buffs will also grant some physical mitigation, like Magi's Shielding. The enhanced abilities are Savage Ruin, Bladeweaver, Daelis' Dance of Blades, Death's Door, Villainy and Hunter's Instinct. Street Smarts has had the amount of mitigation granted increased.

All fighter defensive stances - Armored, Unflinching Will, Crouching Tiger, Bodyguard, Knight's Stance and Lucan's Pact all grant 5% Physical Damage Reduction.

We look forward to your feedback while you test these changes!

Thanks, Xelgad. Could you tell us if you expect survivability to go down, up, or stay about the same? 

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Old 06-29-2012, 03:47 PM   #82
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Xelgad wrote:

All priest physical mitigation buffs - Armor of Seasons, Armor of Nature, Sacred Armor, Runic Armor, Holy Armor and Shroud of Armor now grant over 50% more mitigation than before.

If I recall, those priest buffs grant ~ 1k physical mit.  a 50% increase is an additional 500 mit.

That is still over 1k less mit than what priests had before you removed the trait option... and especially for druids who have the lowest armor mit of them all, it will be still deadly.

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Old 06-29-2012, 03:52 PM   #83
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Xelgad wrote:

Hey everyone, just popping in to give you an update on changes coming to the Test Server shortly.

For all you magefolk, your Magi's Shielding will grant a decent amount of physical mitigation to go along with its other bonuses.

All priest physical mitigation buffs - Armor of Seasons, Armor of Nature, Sacred Armor, Runic Armor, Holy Armor and Shroud of Armor now grant over 50% more mitigation than before.

Scout self buffs will also grant some physical mitigation, like Magi's Shielding. The enhanced abilities are Savage Ruin, Bladeweaver, Daelis' Dance of Blades, Death's Door, Villainy and Hunter's Instinct. Street Smarts has had the amount of mitigation granted increased.

All fighter defensive stances - Armored, Unflinching Will, Crouching Tiger, Bodyguard, Knight's Stance and Lucan's Pact all grant 5% Physical Damage Reduction.

We look forward to your feedback while you test these changes!

I read this then did some rough estimates sorry not at home atm but based upon this statement an increase of 50% mitigation to holy armor is still a nerf to mitigation just only smaller when I get home I'll run the numbers.

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Old 06-29-2012, 03:53 PM   #84
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kalaria wrote:

Xelgad wrote:

All priest physical mitigation buffs - Armor of Seasons, Armor of Nature, Sacred Armor, Runic Armor, Holy Armor and Shroud of Armor now grant over 50% more mitigation than before.

If I recall, those priest buffs grant ~ 1k physical mit.  a 50% increase is an additional 500 mit.

That is still over 1k less mit than what priests had before you removed the trait option... and especially for druids who have the lowest armor mit of them all, it will be still deadly.

Then you can add in the mage buffs, its more then before for mages.

It also makes the druid Prestige AA that adds Mitigation ALOT better of a choice.

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Old 06-29-2012, 05:06 PM   #85
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Xelgad wrote:

Hey everyone, just popping in to give you an update on changes coming to the Test Server shortly.

For all you magefolk, your Magi's Shielding will grant a decent amount of physical mitigation to go along with its other bonuses.

All priest physical mitigation buffs - Armor of Seasons, Armor of Nature, Sacred Armor, Runic Armor, Holy Armor and Shroud of Armor now grant over 50% more mitigation than before.

Scout self buffs will also grant some physical mitigation, like Magi's Shielding. The enhanced abilities are Savage Ruin, Bladeweaver, Daelis' Dance of Blades, Death's Door, Villainy and Hunter's Instinct. Street Smarts has had the amount of mitigation granted increased.

All fighter defensive stances - Armored, Unflinching Will, Crouching Tiger, Bodyguard, Knight's Stance and Lucan's Pact all grant 5% Physical Damage Reduction.

We look forward to your feedback while you test these changes!

We are already dependent to a ridiculous level on priests and this just makes it worse since we will need one or more around to recover mitigation that was once intrinsic to us.  The inability of the devs to think about more than a couple of configurations makes me want to quit playing your stupid game that you keep on breaking.  How about you just put it back they way it was.  If you programmed yourselves into a corner and can't get out, think of a better way to return it than this.  If you don't make it intrinsic to the individual, you are transferring the power, over to the priests in this case.

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Old 06-29-2012, 05:13 PM   #86
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[email protected] wrote:

Xelgad wrote:

Hey everyone, just popping in to give you an update on changes coming to the Test Server shortly.

For all you magefolk, your Magi's Shielding will grant a decent amount of physical mitigation to go along with its other bonuses.

All priest physical mitigation buffs - Armor of Seasons, Armor of Nature, Sacred Armor, Runic Armor, Holy Armor and Shroud of Armor now grant over 50% more mitigation than before.

Scout self buffs will also grant some physical mitigation, like Magi's Shielding. The enhanced abilities are Savage Ruin, Bladeweaver, Daelis' Dance of Blades, Death's Door, Villainy and Hunter's Instinct. Street Smarts has had the amount of mitigation granted increased.

All fighter defensive stances - Armored, Unflinching Will, Crouching Tiger, Bodyguard, Knight's Stance and Lucan's Pact all grant 5% Physical Damage Reduction.

We look forward to your feedback while you test these changes!

I read this then did some rough estimates sorry not at home atm but based upon this statement an increase of 50% mitigation to holy armor is still a nerf to mitigation just only smaller when I get home I'll run the numbers.

K home now.

Lets start with some basic facts here.

1656 is the total physical mitigation each person gets from the character developement tab.

1240 is the current physical mitigation holy armor 7 gives to my group, adding in a 50% increase that brings up to 1860 physical mitigation for groups.

Using a best case scenario wherein scouts/mages and tanks personal mitigation increases coupled with say a 2 healer group setup will be roughly at the physical mitigation they had prior to the character developement nerf, you are still forgetting about the healers personal mitigation.  Case in point, using the 620 mitigation as an example of myself (a templar) and another healer as tandem both getting same amount of mitigation increase that brings an increase of only 1240 mitigation to the healers (we would still be losing out on 416 mitigation).  As was stated earlier druids will be the hardest hit by this loss followed by shamans then clerics due to the increasing amount of ae damage they are going to have to heal.  In addition, in raid the average mage group is generally solo healed either by a druid or inquisitor to get the most dps possible for the raid...this mitigation change will force all raid guilds to start employing duo healers in all groups to mitigate the lower physical mitigation as applied to all raiders in general and healers in particular.  This change if not adjusted so that healers have just as much survivability will start to impead progression and raid mobs that were easy will become harder overall.  Not sure if healer personal mitigation was an omission by mistake or intentional.

Sidenotes...

Current skyshrine armor has less mitigation than DoV1 (Drunder/Kael/Kraytoks)....so before this nerf the player bases was already slightly lower mitigation wise...this nerf just increases this problem.

Reforger is this change goes in as planned needs to add mitigation(physical) as well as ever other available stat in the game to be a real option...let the players decide if they want to reforge for stats/RU/Mit/etc.

Red and yellow mitigation slot adorns from paineel and faction adorns from DoV1 could allow those mit adorns to be placed on any piece of armor instead of just on the chest.

Just some thoughts.

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Old 06-29-2012, 05:24 PM   #87
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[email protected] wrote:

K home now.

Lets start with some basic facts here.

1656 is the total physical mitigation each person gets from the character developement tab.

1240 is the current physical mitigation holy armor 7 gives to my group, adding in a 50% increase that brings up to 1860 physical mitigation for groups.

Using a best case scenario wherein scouts/mages and tanks personal mitigation increases coupled with say a 2 healer group setup will be roughly at the physical mitigation they had prior to the character developement nerf, you are still forgetting about the healers personal mitigation.  Case in point, using the 620 mitigation as an example of myself (a templar) and another healer as tandem both getting same amount of mitigation increase that brings an increase of only 1240 mitigation to the healers (we would still be losing out on 416 mitigation).

The mit on priest mit buffs don't stack, so you're only going to get the highest of the 2 mit buffs in a 2 priest group.

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Old 06-29-2012, 05:34 PM   #88
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Kreton wrote:

[email protected] wrote:

K home now.

Lets start with some basic facts here.

1656 is the total physical mitigation each person gets from the character developement tab.

1240 is the current physical mitigation holy armor 7 gives to my group, adding in a 50% increase that brings up to 1860 physical mitigation for groups.

Using a best case scenario wherein scouts/mages and tanks personal mitigation increases coupled with say a 2 healer group setup will be roughly at the physical mitigation they had prior to the character developement nerf, you are still forgetting about the healers personal mitigation.  Case in point, using the 620 mitigation as an example of myself (a templar) and another healer as tandem both getting same amount of mitigation increase that brings an increase of only 1240 mitigation to the healers (we would still be losing out on 416 mitigation).

The mit on priest mit buffs don't stack, so you're only going to get the highest of the 2 mit buffs in a 2 priest group.

Wow yeah I guess my best case scenario just went in the dumper....fast....just what I want to be possibly pushed out of hm drunder and skyshrine to em drunder due to shortsightedness.

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Old 06-29-2012, 05:54 PM   #89
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[email protected] wrote:

[email protected] Bazaar wrote:

Time has come to cancel my EQII accounts and start playing SW:TOR again? Thats just great, all the time I've spent recently gearing up my guardian to tank SS zones for my guild specced fully defensive/hate gain and the healers I have are having enough trouble to keep me alive already. On live I have what I consider to be a pretty decent amount of mitigation, with my standard group I am buffing to 75% (I believe I have 72-73% unbuffed) logged onto testcopy, bought all of my focus effects, and im down to 68% mitigation, to me this is totally unacceptable. I havent even had the heart to see how large this nerf is to my non fighter alts but if "clothies get more" then every one of my alts got beat down with this gigantic nerf bat and I don't see them getting back up. /mourn

See? This is why we cant have nice things, or open communication. Every time SoE sticks their head out and says this undesirable change was intentional the haters and rage quitters come out to play.  Its no wonder they hide in their shell and dont tell us things.

Seriously people, Yes this probably is an issue.  Go forth and TEST. Gather hard data.  I have yet to see a post such as

abc hits me on avg for X on live  vs  Y on test.

We need data if we are going to make SoE listen.  Data from clothies, from plates, from chain. Both live and test and both solo,heroic, and raid.

Go forth and TEST!

no probably about it this change will drastically cut down my Warlock(new raid main) benefit to our raid force as she will be unable to do any dps while she is flat on her face dead after bieng 1 shotted all the time. have my physical mit is gone with the change, and there is no real way to get it through armor or jewelry as the others can be. you bet i'm going to be testing her unfortunelty i don;t think any one eveno nTest copy will want a  clothie who can't stay alive to do any damage on a PUR

I do hope that they rund some raids to test this that is hte only chance I"ll have ot give htem the data like how many times I die compared to live.

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Old 06-29-2012, 06:08 PM   #90
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[email protected] Bayle wrote:

Well, if its not beneficial for me, then it shouldn't be on the character tab which is , it should be in your advanced achievements.

well actually the choice was there to take what was benefical before, dont' need any more physical mit well you you could take arcane, noxious or elemental mit, now they took the choice away to put in the focus but wait what is this i see on the focus description. this focus will also add to your arcane, noxious and elemental mit. oh great we aren't loosing those and we don't have to sacrifice any of those to choose one. but wait where is hte physical mit oh well I cna just og get some armour that will help htat oh wait i;m a clothie my armour gives me little to know physical mit where am I going to get the 50% physical mit I lost.

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