WR is not a counter to those dmg buffs. It is a counter to dmg in general. Is overall dmg too high? That's debateable, but even if would be the case, one single set shouldn't outperform other defensive sets like WR does.
And please stop those comparisons with dmg buffs. As already mentioned, every source of those buffs allow easy 100% uptime. You are supposed to be able to keep those buffs up permanently. It is different with Minor Maim. Nothing else grants as high Minor Maim uptime as WR. It is not even close. Again, one thing shouldn't outperform all other options.
GrumpyDuckling wrote: »WR is not a counter to those dmg buffs. It is a counter to dmg in general. Is overall dmg too high? That's debateable, but even if would be the case, one single set shouldn't outperform other defensive sets like WR does.
And please stop those comparisons with dmg buffs. As already mentioned, every source of those buffs allow easy 100% uptime. You are supposed to be able to keep those buffs up permanently. It is different with Minor Maim. Nothing else grants as high Minor Maim uptime as WR. It is not even close. Again, one thing shouldn't outperform all other options.
Who says the game is "supposed" to be played with permanent damage buffs? Do you not understand how counters work? Why should damage buffs be vastly better and more accessible than maim/debuffs?
GrumpyDuckling wrote: »WR is not a counter to those dmg buffs. It is a counter to dmg in general. Is overall dmg too high? That's debateable, but even if would be the case, one single set shouldn't outperform other defensive sets like WR does.
And please stop those comparisons with dmg buffs. As already mentioned, every source of those buffs allow easy 100% uptime. You are supposed to be able to keep those buffs up permanently. It is different with Minor Maim. Nothing else grants as high Minor Maim uptime as WR. It is not even close. Again, one thing shouldn't outperform all other options.
Who says the game is "supposed" to be played with permanent damage buffs? Do you not understand how counters work? Why should damage buffs be vastly better and more accessible than maim/debuffs?
Look mate there are small groups of 6 with 35-40k health each with *** heals running this set its broken just admit your op set is broken stop defending it ot needs a fine tune
leepalmer95 wrote: »GrumpyDuckling wrote: »WR is not a counter to those dmg buffs. It is a counter to dmg in general. Is overall dmg too high? That's debateable, but even if would be the case, one single set shouldn't outperform other defensive sets like WR does.
And please stop those comparisons with dmg buffs. As already mentioned, every source of those buffs allow easy 100% uptime. You are supposed to be able to keep those buffs up permanently. It is different with Minor Maim. Nothing else grants as high Minor Maim uptime as WR. It is not even close. Again, one thing shouldn't outperform all other options.
Who says the game is "supposed" to be played with permanent damage buffs? Do you not understand how counters work? Why should damage buffs be vastly better and more accessible than maim/debuffs?
Look mate there are small groups of 6 with 35-40k health each with *** heals running this set its broken just admit your op set is broken stop defending it ot needs a fine tune
They're not tanky because of this set, they're tanky becaus they're tanks.
The set is fine.
GrumpyDuckling wrote: »WR is not a counter to those dmg buffs. It is a counter to dmg in general. Is overall dmg too high? That's debateable, but even if would be the case, one single set shouldn't outperform other defensive sets like WR does.
And please stop those comparisons with dmg buffs. As already mentioned, every source of those buffs allow easy 100% uptime. You are supposed to be able to keep those buffs up permanently. It is different with Minor Maim. Nothing else grants as high Minor Maim uptime as WR. It is not even close. Again, one thing shouldn't outperform all other options.
Who says the game is "supposed" to be played with permanent damage buffs? Do you not understand how counters work? Why should damage buffs be vastly better and more accessible than maim/debuffs?
Look mate there are small groups of 6 with 35-40k health each with *** heals running this set its broken just admit your op set is broken stop defending it ot needs a fine tune
GrumpyDuckling wrote: »WR is not a counter to those dmg buffs. It is a counter to dmg in general. Is overall dmg too high? That's debateable, but even if would be the case, one single set shouldn't outperform other defensive sets like WR does.
And please stop those comparisons with dmg buffs. As already mentioned, every source of those buffs allow easy 100% uptime. You are supposed to be able to keep those buffs up permanently. It is different with Minor Maim. Nothing else grants as high Minor Maim uptime as WR. It is not even close. Again, one thing shouldn't outperform all other options.
Who says the game is "supposed" to be played with permanent damage buffs? Do you not understand how counters work? Why should damage buffs be vastly better and more accessible than maim/debuffs?
GrumpyDuckling wrote: »WR is not a counter to those dmg buffs. It is a counter to dmg in general. Is overall dmg too high? That's debateable, but even if would be the case, one single set shouldn't outperform other defensive sets like WR does.
And please stop those comparisons with dmg buffs. As already mentioned, every source of those buffs allow easy 100% uptime. You are supposed to be able to keep those buffs up permanently. It is different with Minor Maim. Nothing else grants as high Minor Maim uptime as WR. It is not even close. Again, one thing shouldn't outperform all other options.
Who says the game is "supposed" to be played with permanent damage buffs? Do you not understand how counters work? Why should damage buffs be vastly better and more accessible than maim/debuffs?
If you weren't supposed to play with permanent dmg buffs, access to those buffs would be much more limited (eg potions not granting longer duration than cd). And no, Minor Maim is not a counter to dmg buffs. It is a counter to all dmg, regardless of buffs. If i don't use any dmg buffs my dmg will still get reduced. And it is not the only counter to dmg. There are buffs that reduce incoming dmg and there are plenty of other means of dmg mitigation. Buffs and debuffs vary a lot across the board when it comes to strengh and accessibility. And that's fine. They don't have to be all the same. By your logic access to Major Berserk has to be increased and it has to be buffed to grant +30% dmg in order to "counter" Major Protection. Would be balanced, right?
The thing with WR is: It outperforms all other Minor Maim sources by a lot. It outperforms other defensive sets, especially in group play, and it is strong for any magicka build. It could be nerfed in duration and would still be super strong. All those points are facts and all those points are clear signs that the set is op. Compared to many other sets and compared to other Minor Maim applications.
Waffennacht wrote: »I don't think turning a 7k hit into a 6k hit is OP
Chilly-McFreeze wrote: »Waffennacht wrote: »I don't think turning a 7k hit into a 6k hit is OP
I don't think someone will stop after one hit. It sums up. You know that but acknowledging this would ruin your sassy comment.
Chilly-McFreeze wrote: »Sure. But remember people spend dozends of hours and thousands of gold to get the right trait item to squeeze out even 0.x% more dmg. So 15% is huge
Waffennacht wrote: »Chilly-McFreeze wrote: »Sure. But remember people spend dozends of hours and thousands of gold to get the right trait item to squeeze out even 0.x% more dmg. So 15% is huge
You're comparing % of improvement, yeah if people spend 200k on gold jewelry they spent 200k for like a 3% improvement, making Riposte valued at 1 mil... And what 75 hours?
....
See how monetary value and time is not an accurate way to assess combat value right?
15% damage reduction can be accurately assessed by TTK increase, which is assessed by: total health + HoTs + burst heal divided by damage taken divided by time
So if you have 20k health, 1k hot and 0 burst heal and your opponent is trying to kill you and it takes 5 seconds he is trying to deal 25k / 5 or an average of 5k dps, meaning Riposte will add a value of 15% of 25k or 3.75k health over 5k
So mathematically, Riposte in the above example is worth less than 1k hps.... (2k hps tooltip)
Viper deals on average more than 1k dps
(I know burst is king however as Riposte is a constant in our thought experiment so burst damage changes nothing)
As a defensive set, it's on par with offensive sets - therefore not OP
WreckfulAbandon wrote: »Waffennacht wrote: »Chilly-McFreeze wrote: »Sure. But remember people spend dozends of hours and thousands of gold to get the right trait item to squeeze out even 0.x% more dmg. So 15% is huge
You're comparing % of improvement, yeah if people spend 200k on gold jewelry they spent 200k for like a 3% improvement, making Riposte valued at 1 mil... And what 75 hours?
....
See how monetary value and time is not an accurate way to assess combat value right?
15% damage reduction can be accurately assessed by TTK increase, which is assessed by: total health + HoTs + burst heal divided by damage taken divided by time
So if you have 20k health, 1k hot and 0 burst heal and your opponent is trying to kill you and it takes 5 seconds he is trying to deal 25k / 5 or an average of 5k dps, meaning Riposte will add a value of 15% of 25k or 3.75k health over 5k
So mathematically, Riposte in the above example is worth less than 1k hps.... (2k hps tooltip)
Viper deals on average more than 1k dps
(I know burst is king however as Riposte is a constant in our thought experiment so burst damage changes nothing)
As a defensive set, it's on par with offensive sets - therefore not OP
Not really the same since one person in a group can run this and get 100% uptime on maim on multiple ppl.. By just getting hit
Waffennacht wrote: »WreckfulAbandon wrote: »Waffennacht wrote: »Chilly-McFreeze wrote: »Sure. But remember people spend dozends of hours and thousands of gold to get the right trait item to squeeze out even 0.x% more dmg. So 15% is huge
You're comparing % of improvement, yeah if people spend 200k on gold jewelry they spent 200k for like a 3% improvement, making Riposte valued at 1 mil... And what 75 hours?
....
See how monetary value and time is not an accurate way to assess combat value right?
15% damage reduction can be accurately assessed by TTK increase, which is assessed by: total health + HoTs + burst heal divided by damage taken divided by time
So if you have 20k health, 1k hot and 0 burst heal and your opponent is trying to kill you and it takes 5 seconds he is trying to deal 25k / 5 or an average of 5k dps, meaning Riposte will add a value of 15% of 25k or 3.75k health over 5k
So mathematically, Riposte in the above example is worth less than 1k hps.... (2k hps tooltip)
Viper deals on average more than 1k dps
(I know burst is king however as Riposte is a constant in our thought experiment so burst damage changes nothing)
As a defensive set, it's on par with offensive sets - therefore not OP
Not really the same since one person in a group can run this and get 100% uptime on maim on multiple ppl.. By just getting hit
How the heck does that apply to the actual effect it has on said players? That has absolutely no change on TTk where the source is coming from.
It could hit Every player in game and you'll still take 7k frags
Chilly-McFreeze wrote: »So you basically say 15% difference in damage is no issue?
15% damage reduction is ALOT for pvp. Especially when it's permanent or ina zerg. It can get everyone who touches it. It needs a con to running it its waaay to op in open world
Chilly-McFreeze wrote: »Why are you ignoring that 20% weapon/spell damage =/= +20% more damage done?
People go batsh*t for minor berserk, which is +8% dmg done. 15% dmg loss is huge, especially with possible 100% uptime on multiple targets.
Chilly-McFreeze wrote: »Sure. But remember people spend dozends of hours and thousands of gold to get the right trait item to squeeze out even 0.x% more dmg. So 15% is huge
Riposte procs when "critting" shields. Also, the 15% dmg reduction applies to the crit which procs it.
Bottom line... its an extremely strong set. Is it OP? Probably not because of the number of other available options which cause that status effect. The opportunity cost of a 5-pc bonus is quite high as well.
OK so I see this thread is full of people on both sides of the debate, none of whom have actually tested the numbers beyond looking at the erroneous tooltip. Allow me to quote myself from the other riposte thread:Waffennacht wrote: »It's the same ratio no matter what the damage amount is.... 15% is always 15%, aka not very much
Your math is incorrect: Major and Minor Protection are multiplicative with all other sources of mitigation and as I stated, Minor Maim only gives 10% mitigation, not 15%.Dunno, I just tanked 4 people in light armor with this set on backbar with a light armored warden, the set can be really strong also on templar and sorc. You can slot it in one bar and use a monster set, like pirate skeleton (planning to try it) and be unkillable (with minor protection you can reach 53% damage reduction). Not sure if it need a nerf but I'm definitely having a lot of fun with it
HoloYoitsu wrote: »15% damage reduction is ALOT for pvp. Especially when it's permanent or ina zerg. It can get everyone who touches it. It needs a con to running it its waaay to op in open worldChilly-McFreeze wrote: »Why are you ignoring that 20% weapon/spell damage =/= +20% more damage done?
People go batsh*t for minor berserk, which is +8% dmg done. 15% dmg loss is huge, especially with possible 100% uptime on multiple targets.Chilly-McFreeze wrote: »Sure. But remember people spend dozends of hours and thousands of gold to get the right trait item to squeeze out even 0.x% more dmg. So 15% is hugeRiposte procs when "critting" shields. Also, the 15% dmg reduction applies to the crit which procs it.
Bottom line... its an extremely strong set. Is it OP? Probably not because of the number of other available options which cause that status effect. The opportunity cost of a 5-pc bonus is quite high as well.OK so I see this thread is full of people on both sides of the debate, none of whom have actually tested the numbers beyond looking at the erroneous tooltip. Allow me to quote myself from the other riposte thread:Waffennacht wrote: »It's the same ratio no matter what the damage amount is.... 15% is always 15%, aka not very much
All sources of Minor Maim only reduce player damage by 10% not 15% as the tooltip says.
Likewise:
- Major Maim only reduces player damage by 20%, not 30%.
- Bastion of the Heartland (5% player dmg + 20% AoE mitigation) only gives 20% mitigation total, not 25%.
- Blade Cloak (25% tooltip mitigation) only gives 20% mitigation.
These sources of mitigation all do give the actual tooltip mitigation against NPC mobs, just not against players - which is what I discovered after testing each one.Your math is incorrect: Major and Minor Protection are multiplicative with all other sources of mitigation and as I stated, Minor Maim only gives 10% mitigation, not 15%.Dunno, I just tanked 4 people in light armor with this set on backbar with a light armored warden, the set can be really strong also on templar and sorc. You can slot it in one bar and use a monster set, like pirate skeleton (planning to try it) and be unkillable (with minor protection you can reach 53% damage reduction). Not sure if it need a nerf but I'm definitely having a lot of fun with it
Thence, stacking all three effects results in 42.04% mitigation. Yes that's still a lot of mitigation, but what I would like to say to everyone is please be forward thinking and do some in game testing to see what the numbers really are.