Ranloth -> RE: =ED= Balance Discussion VIII (5/15/2012 14:53:47)
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I've been pondering around with revamping passive Armors, asked few people for opinions before posting few days ago so I can edit it properly but now I wanna see what you guys think of it! :D First off, since Plasma Armor is staying, this convienced me to do a revamp and see if it's good to lower their power and allow CHs to be more creative, or same case for all the classes actually. Here it goes: Plasma Armor: Passively reduces incoming Energy damage by x%: Lvl 1: Reduce Energy damage by 2% Lvl 2: Reduce Energy damage by 4% Lvl 3: Reduce Energy damage by 6% Lvl 4: Reduce Energy damage by 8% Lvl 5: Reduce Energy damage by 10% Lvl 6: Reduce Energy damage by 12% Lvl 7: Reduce Energy damage by 14% Lvl 8: Reduce Energy damage by 15% Lvl 9: Reduce Energy damage by 16% Lvl 10: Reduce Energy damage by 17% So basically how it'd work, reduction, is: Total Damage BEFORE defences - whatever the reduction is - resistance = damage dealt. So let me use an example: 70 damage - 17% reduction (12 damage) - 24 Resistance = 34 damage dealt. So here we go, you can technically keep it at about Lvl 6 which is fair and not forced for max, or even lower if you wish so, or go for higher if you want a Tank build. 17% reduction may seem big but I'll use 2 examples here: Plasma Bolt dealing 70 damage - 17% damage reduction gives it 12 damage reduction, may seem a bit better as current Plasma Armor gives +11 Resistance instead. 12 damage reduction = ~48 Tech (possible with good Dex and high Technican) Attack dealing 20-24 damage with +34 weapon - 9-10 damage reduction which is a bit lower than current Armor. 9-10 damage reduction = ~36-40 Tech (possible with average Dex and mid/high Technican) That is at maxed Level, so you're putting in 10 skill points into one skill. If I use Level 6 for example instead, results are much better; still worth using but you get more skill points elsewhere: Plasma Bolt - 9 damage reduction, on par with Lvl 8 Armor. May seem a bit but this is a skill, they get higher damage but cost Energy AND have cooldowns as well. Attack - 7-8 damage reduction which is equal to Lvl 6-7 Armor. So pretty much on par but not quite; efficiency goes down if you deal less damage because less damage is reduced rather than fixed 11 at Lvl 10 for current PA. So this is like a skill against high damage (high Str, high Support, abusing skills, etc) but less effective if you use balanced builds. So skill is balanced - can be good but has flows as well. Also remember, skill isn't meant to be useful at Lvl 1 either but should be trained to be efficient so this is good example. And lastly, it's as efficient as Technican which is a skill not a passive but there's a difference - PA may be passive, but Technican also affects deflection rate as well as skills so no Tech bonus and being passive is almost equal to Tech bonus and being a skill. (new PA and Technican). Please note, I'd like very same thing to happen to Mineral Armor but affecting Physical attacks. HA would be affected in the same way, but instead the %s would be a bit different as well as slightly stronger (% wise) due to being split: Hybrid Armor: Passively reduces incoming Energy and Physical damage by x%: Lvl 1: Reduce damage by 1% Lvl 2: Reduce damage by 2% Lvl 3: Reduce damage by 3% Lvl 4: Reduce damage by 4% Lvl 5: Reduce damage by 5% Lvl 6: Reduce damage by 6% Lvl 7: Reduce damage by 7% Lvl 8: Reduce damage by 8% Lvl 9: Reduce damage by 9% Lvl 10: Reduce damage by 10% As of new CH skill tree: Heal - Cheap Shot - Matrix Plasma Armor - Static Charge - EMP Multi - Conduction* - Plasma Grenade Venom - Massacre - Shadow Arts I fixed EMP and Matrix tiering so this isn't an issue + EMP can stay as PA isn't as effective, in fact as effective as good ol' Technican. Static Charge, currently at 29% and old one was 44% - thinking about it, old 44% would be too much so I'd say waybe 37% would be perfect; it's in the middle and makes it more effective as SC was nerfed due to Plasma so as Plasma is technically nerfed but effective, it can be buffed up. Also Stun and Venom swapped places too for correct fixing. 8% raise should allow you to get more Energy back. If you deal 50 damage before defences, you would regain 38% of it which is 19 Energy. So to get 50 damage, you need 16-20 damage and +34 damage weapon which isn't a lot of Str either and weapon can be any. That's much better, right? :) SA would get a buff, I added +5% connection chance at Lvl 10 (1% per 2 Lvls) to give it a small buff whilst keeping it luck-based. This also helps SC to hit for CHs and for BHs, they have limited Energy and rely on BL so this goes well. :D *Conduction was included some people seemed to like the skill. But Malf is good as it is now - you'd be left with no stat boosts nor stat debuffers but reducing/raising Def/Res only which wouldn't seem fair so I'm resting the Conduction idea here and skill could be used for some other class eventually or something. And lastly, note guys that just like passive Armors do, the reduction would NOT be applied during rage attacks. Just like passive Armors aren't applied in rage attacks now, that wouldn't change to keep it fair. Since TLMs would see it as a small nerf as well, Frenzy could get a small buff of about 5% as well to compensate for it. It was nerfed due to Smoke and Hybrid Armor back then and as one of them is gone and other could be revamped (at least in this case here), then it can be buffed just like SC can be. Finally, I suggested change to Mercs' passive Armor but that doesn't change class would still be weaker. My suggestion to Mercs consists of better skill tree (better synergy) which is here: http://i45.tinypic.com/zairp.png - but since I explained it in my 1st post, I see no reason to re-post it here again. Feedback welcome! (and sorry for the long post [8D])
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