Health, or Defences? (Full Version)

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Stabilis -> Health, or Defences? (2/20/2013 19:20:00)

Just to get your opinion from your battles experiences... which do you prefer:

Health

or

Defense / Resistance

?

If you had 40 stat points, would you allocate all 40 to health, OR all 40 to Dexterity and/or Technology? Only between those 2 choices please. Why I ask this is because, although both types are defensive stats, their roles are very very different in action. For instance: 100 health is instant relief from 100 points of any damage. Approximately 25 (100/4 average [stat progression]) Defense or Resistance is -25 damage taken per attack of the corresponding type. Then of course there is rage. Rage calculates (in an attack) faster with the greater the Defense or Resistance involved. Health is ignored. So already I am thinking, if ever I so desired to have my character be durable (short term), I would choose health over Defense or Resistance. In the longer terms (which honestly do not appear to exist often at all), I would be more lenient to the defences, but I would still choose some health because of the minimum 3 damage per hit and because of faster rages. Thanks for visiting.




ValkyrieKnight -> RE: Health, or Defences? (2/20/2013 19:22:17)

: / HP though really high hp builds are really bad in Omega. Hp isn't the same as tech & dex anymore, not sure why anyone thought it was.

Pros of high hp

Reroute takes more effect.
Opponent has terrible rage gain.
Slightly increases the effect of blood lust.
Decreases effect of debuffs as your defense is already bad.
Easier to stall in 2v2.
Decrease the effect of opponent raging.
Lower damage = faster rages ( especially against tanks, in Delta I ate up def tact mercs with super quick rages )

Cons of High Hp

Everyone hits you very hard.
Low chance of a successful hit.
Increases the effectiveness of Blood Lust dramatically for opponents.
Vulnerable to defensive heal loop builds.
Susceptible to mana draining hits.
No robot support ( only available option is rusted robot )
Low skill effectiveness.


Pros of high Tech & Dex

High block rate
High skill effectiveness.
Low damage intake.
strong robot support.

They're no cons to high tech & dex

: / High hp was never an advantage in Delta, I just liked it.




Hard boy -> RE: Health, or Defences? (2/21/2013 18:40:31)

b4 omega, lets say ur fight lasts 12 rounds, if u get +1 defense thats worth 12 health points which meant 6 stats added to hp, and that translates to defense being more efficient than hp, but as u progress ur defenses, they will need more points to cause an effect, and thats when hp becomes more important.
now after omega, hp is in nowhere equal to defenses.




CodexC -> RE: Health, or Defences? (2/21/2013 18:58:12)

@Valkrie Actually I think you missed out on a few cons of dex and tech. While it is true that it improves certain skills, boosts deflection and block chances protects you from taking a lot of dmg, too much tech and dex can mean low damage and fast rage gain for the enemy. And Valkrie I know you are fond of HP builds so I feel for you.




ValkyrieKnight -> RE: Health, or Defences? (2/21/2013 19:28:31)

@ Codex

The thing about high hp players versus high defense players is that they balance out. While high defense players may have less strength than high health players the terrible defense of high health players makes it so that even a person with 45+ 10 strength can do the same amount of damage as a high health player with 57 + 33 is what I was saying. This combined with high defense players high chance of deflect/block against the high health player makes it so that high defense players have even more grounds to stand on. High defense players also can utilize all their via -40 dexterity smoke which would drop a high health players dexterity down to 0 ~ 10 easily, try using strike after that. A high health player cannot do this and ill likely either simply rely on strength alone or weak debuffs like a lv 7 smoke which reduces dexterity by 24 ( nothing to the high defense player ) Not to mention when a high defense player rages with infernal its BAM BAM boom to the high health player, if high health players rage they just have to hope the high dex/tech player doesn't block them.


If heal looping was really the main concern for why health had to be penalized why not simply reduce the amount of health you recover from field medic? Either that or increase the amount of energy required to use it? I mean it recovers 60 hp at max currently so if it as reduced by 10 points or so that'll totally fix the heal looping issue. I'ma sucker for high numbers and having a 211 ( would've been 219 at lv 35 ) hp BH and 206 hp TM was exhilarating for me even if it left me vulnerable to some.




ScarletReaper -> RE: Health, or Defences? (2/21/2013 19:34:50)

I prefer defence and block, deflect chance. Mostly cause I remember facing people in delta with like 200 hp and I beat the heck out of them.




ValkyrieKnight -> RE: Health, or Defences? (2/22/2013 1:48:12)

quote:

I remember facing people in delta with like 200 hp and I beat the heck out of them.
Is why I don't understand why health was made weaker hahahaha !




Giras Wolfe -> RE: Health, or Defences? (2/22/2013 2:48:00)

I had a very nice juggernaut build with 160 HP and a max heal. (Took forever to win, but win I did.) Otherwise, I've never seen utility for HP above 120. Defense and resistance are better than HP up to about the 26-32 range, then the diminishing return makes them not worth it.




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