So as we all know, this new crafted set as made some waves and certainly upset a few people. After testing it myself on various builds and getting a decent feel for it I can honestly say it,s strong, and it does a good job at bringing down some of these extra tanky builds, but it's like using a air raid for one building. Sure you get the intended target, but you also kill the whole city block while doing it. Lighter builds struggle so much against this, and it's so strong most people will be rocking it, and most will be or at least will feel like they are going to be forced to wear heavy armor with it too, so build diversity will suffer as a result. Not that, that matters too much to some people. But I would like to make a suggestion, this isn't a call for a nerf, because I think a tank buster set is a good idea.
So, to the meat of the conversation topic. What I want to suggest is that the set still increase your pen, but at a adjust rate. We have one of two options available to us here. Option 1, being a flat percentage loss on the target, and option 2, a scaling rate of resistance loss based on your targets max resistance.
Option 1, is to me the best option available to us, as it's flat rate, easier to calculate, easier to build with, and much easier to adjust if adjustments are needed. The fact that it's a percentage means that it hits higher resistance builds then it does lower ones. So all these tanks that have become meta have a solid counter without crushing lighter builds. The principle is simple, to throw some arbitrary numbers out for the sake of a example, 10% of 1000 is 100, and 10% of 100 is 10, so the higher the resist, the more you lose, and the lower, the less you lose. All are still affected by it, but the intended target takes the brunt.
Option 2 is simple, but to me, the least viable. I feel like adding a additional calculation like this to the servers processor would just be a bad move, I am no coder so I can't really say for sure, it's just how it seems to me. But it's straight forward in concept, and punishes tanks without stripping all defense from lighter builds. The target would lose more resistance based on how much they currently have when struck. So of course the tanks lose more then say a medium armor NB or light armor Warden. Again, I don't know how to add mechanics to games or anything, so this could be the better option of the two, but I think Occam's Razor suggests the option 1 is our best bet.