Forestd16b14_ESO wrote: »Don't worry most of the other tanks agree but just a warning get ready for 100s of DPS players ranting and saying "L2P tanks are OP nerf them".
Forestd16b14_ESO wrote: »Don't worry most of the other tanks agree but just a warning get ready for 100s of DPS players ranting and saying "L2P tanks are OP nerf them".
Surprised even 1 agreed with me....
Not asking for BETTER shields, just shields that don't remove your resistances...a bug fix is all (it is a bug, right)
Idk if you have ever played a sorc but dmg shields are paper thin. Since shield dont consider resistance you constantly get 100% dmg taken.
What do you mean? If you mean the damage coming through your shield ignoring 100% of your spellresistance and armor, this is very much the case for sorc shields. I actually made a thread on this a few days ago and it seems to be the case for all shields, period. I guess it's not even a bug as much as the way their coding works - the damage of the attack is decided the moment of the attack, and shields wear no armor so the damage is calculated without taking into consideration your armor/spell resistance. If a shield expires/damage exceeds it, that raw damage carries over to you.
To change that they'd have to rewrite their code to take the possible expiration/overflow of the shield into consideration and recalculate the damage accordingly I imagine, which is probably not an easy thing to do let alone with their spaghetti code so they'll probably continue ignoring this(not a hard thing to do considering most people aren't even aware that's how shields work).
If you mean something else, well, you may want to elaborate;)
Idk if you have ever played a sorc but dmg shields are paper thin. Since shield dont consider resistance you constantly get 100% dmg taken.
That would only be true if the attacker had 0% crit chance. But since the minimum realistic crit chance in pvp is ~25%(10 base, 12 from 30 CP points, 3.5 from sharpened weapon), shields provide damage mitigation that on average varies from 8% up to 33% depending on attacker's chance to crit.
A theoretical attacker doing 100 damage with a 100% crit chance would always do 150 raw damage. But against a shield which can not be crit, he would be doing 100 damage instead. That's a constant 33% mitigation, on par with the protection heavy armor typically provides.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Refuse2GrowUp wrote: »What do you mean? If you mean the damage coming through your shield ignoring 100% of your spellresistance and armor, this is very much the case for sorc shields. I actually made a thread on this a few days ago and it seems to be the case for all shields, period. I guess it's not even a bug as much as the way their coding works - the damage of the attack is decided the moment of the attack, and shields wear no armor so the damage is calculated without taking into consideration your armor/spell resistance. If a shield expires/damage exceeds it, that raw damage carries over to you.
To change that they'd have to rewrite their code to take the possible expiration/overflow of the shield into consideration and recalculate the damage accordingly I imagine, which is probably not an easy thing to do let alone with their spaghetti code so they'll probably continue ignoring this(not a hard thing to do considering most people aren't even aware that's how shields work).
If you mean something else, well, you may want to elaborate;)
I understand how this can be an issue for big shields like hardened ward. I wonder how it effects small shields such as ignious or even the damage shield proc'd by the 2h skill brawler? What about small CP passive damage shields such as the 120 passive that absorbs a bit of damage after you drink a potion? Seems this can actually cause a player to take more damage for small shields?!
That would only be true if the attacker had 0% crit chance. But since the minimum realistic crit chance in pvp is ~25%(10 base, 12 from 30 CP points, 3.5 from sharpened weapon), shields provide damage mitigation that on average varies from 8% up to 33% depending on attacker's chance to crit.
A theoretical attacker doing 100 damage with a 100% crit chance would always do 150 raw damage. But against a shield which can not be crit, he would be doing 100 damage instead. That's a constant 33% mitigation, on par with the protection heavy armor typically provides.
Well if you won't ask for better shields, I will. Igneous and blazing shield were absolutely screwed by the blanket nerf aimed at hardened Ward and barrier. It's just lazy development. Tweak individual skills for once, and maybe they wouldn't screw 2 classes' shields while balancing others.
as was adding shield breaker
Refuse2GrowUp wrote: »as was adding shield breaker
Shield Breaker is a great set; it is a great meta changer. And this is coming from someone that has been playing a lot o magicka Sorc lately.
lol it's not a meta changer it's a lazy fix to changing shields just like the nerf that hit blazing shield and igneous shield the hardest
Refuse2GrowUp wrote: »as was adding shield breaker
Shield Breaker is a great set; it is a great meta changer. And this is coming from someone that has been playing a lot o magicka Sorc lately.
lol it's not a meta changer it's a lazy fix to changing shields just like the nerf that hit blazing shield and igneous shield the hardest
There are plenty sets that counter a specific mechanism or function. I like it~
Refuse2GrowUp wrote: »Refuse2GrowUp wrote: »as was adding shield breaker
Shield Breaker is a great set; it is a great meta changer. And this is coming from someone that has been playing a lot o magicka Sorc lately.
lol it's not a meta changer it's a lazy fix to changing shields just like the nerf that hit blazing shield and igneous shield the hardest
There are plenty sets that counter a specific mechanism or function. I like it~
Lol no there's not but whatever floats your boat
Well if you won't ask for better shields, I will. Igneous and blazing shield were absolutely screwed by the blanket nerf aimed at hardened Ward and barrier. It's just lazy development. Tweak individual skills for once, and maybe they wouldn't screw 2 classes' shields while balancing others.
I'll quote a sorc from another thread l2p there is nothing wrong with shields even though jabs doesn't hit for correct damage on them, they can be stacked,aren't crittable, dots are lol worthy on them. You just need to l2p or roll a sorc and see how difficult playing one actually is especially against WB spammers. Now I agree with you 100% it was a lazy fix as was adding shield breaker