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Consistant Numbers to Certtain Buffs

universal_wrath
universal_wrath
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I think what was done on race changes was great removing percantage modiefer was a good idea. Instead of 5% flame/weapon/poison boost, it was changed to 256 spell/weapon dmg, easier to calculate. Nord armor passive from percantage to number of resistance. Also respurce pools of all race were changed as well.

Now why don't we apply that different modifiers in the game, for example, light armor cost reduction at 7 piece is 14%, why not make 200 magicka per pieces for instant. Recovery from percentage to numbers like wood elf passive. Crit chance from 2160 to 10%, templar 6%weapon dmg, sorc 5%physical/lightneing, ...etc. I find it to be easier to make builds and calculate your output that way.

Please not that this change might not be a good idea to different buff in the game like brutality/sorcery buff which is 20% unless if it changed to a set number like 500 for example whuch I think will not be a good idea.

What do you think?
  • universal_wrath
    universal_wrath
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    Most sets in the game gives you a specific number like automaton or sun 400 physical/fire dmg rather than 5% of each or what not. Mother sorrow gives 1930 spell crit, how much is that? Why not just give percantage maybe 9%on purple, 10% on yellow.
  • Derra
    Derra
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    It would be a horrible mess to balance that out for example with cost reduction.

    Cheap spells would massively benefit from flat cost reduction numbers while expensive ones would suffer.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • MartiniDaniels
    MartiniDaniels
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    This is great idea because this will lower performance difference between meta and non-meta builds. Now damage stacks in % which lead to situation when meta build does more damage with light attacks+blockade then full rotation of some random build from 2 trash overland sets.
    On the other hand you must understand that game will become boring and die if everything will be flat and easy predictable. So devs need to find some golden balance between gains from min-maxing and flat stats.
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