This is why I love playing my Warden in LOTROXewaka wrote...
Despite what MMOs tell you, getting hit is never a winning strategy. I always support evasion tanks over soaking tanks as a more sensible concept.Sydelle wrote...
Warriors should absorb attacks and fight accordingly.
Cunning the new tank-stat?
#26
Posté 26 février 2011 - 02:14
#27
Posté 26 février 2011 - 02:15
Arttis wrote...
a new weapon can make all the difference.SoleSong wrote...
Well, you all know that in the times with great armies equipped with a sword or an advanced pitchfork there was no need for much cunning :-)
Like going from bolt action to fully automatic or semi automatic.
Right... cunning is to make the weapons, not so much to use them :-)
#28
Posté 26 février 2011 - 02:17
#29
Posté 26 février 2011 - 02:20
Lord Gremlin wrote...
Basically cunning is the main stat now. After all, this game is not about having a lot of health or armor, but about being invulnerable/unhittable.
It can help, yes, but it's totally different than before. The increase is not static and progressive, but instead in a percentual depending on level. The more you invest the more the power of the stat in itself diminish. The more you advance in level the more points you have to put in it to have equal returns.
#30
Posté 26 février 2011 - 02:24
Of course, there are still abilities which are going to hurt you, and spells (although you can trade-off some defense for elemental resistance with Elemental Aegis/Shroud instead of Turn the Blade/Raise the Guard)
EDIT: Corrected Arcane Wall bonus for other party members, also Peter Thomas says that all non-AoE enemy abilities are affected by defense: http://social.biowar.../4&lf=8#6207355 - unlike your own, so that makes defense even more useful.
Modifié par Utoryo, 26 février 2011 - 02:39 .
#31
Posté 26 février 2011 - 02:25
Massive Defense is going to be a big deal vs groups of enemies to avoid as much of that continual damage as possible though so its not like I'm just discounting it. I just mean special skills aren't subject to it like they where in DAO, and as such its importance is lessened slightly. But only slightly. All 3 stats in general are worth it and should bne focused on to some extent as a tank.
#32
Posté 26 février 2011 - 02:29
Xewaka wrote...
Despite what MMOs tell you, getting hit is never a winning strategy. I always support evasion tanks over soaking tanks as a more sensible concept.Sydelle wrote...
Warriors should absorb attacks and fight accordingly.
Cannot agree with this, having tank background in MMOs and all.
Soaking is always on top due to your healers or yourself being able to react and heal the damage up.
Yes yes you can dodge it all, but if you get hit with low healthpool, you're history. It's more of a gambling than the actual tanking.
#33
Posté 26 février 2011 - 02:29
Basically it looks like the system is setup to allow things to come from multiple areas but stacking up tons of sustained abilities isn't going to actually work in that manner. So its better to pick 1 good one to work off of.ee
#34
Posté 26 février 2011 - 02:31
Ansa wrote...
Xewaka wrote...
Despite what MMOs tell you, getting hit is never a winning strategy. I always support evasion tanks over soaking tanks as a more sensible concept.Sydelle wrote...
Warriors should absorb attacks and fight accordingly.
Cannot agree with this, having tank background in MMOs and all.
Soaking is always on top due to your healers or yourself being able to react and heal the damage up.
Yes yes you can dodge it all, but if you get hit with low healthpool, you're history. It's more of a gambling than the actual tanking.
Have you played a Warden tank in LOTRO? They are a self healing medium armoured evasion tank and they work like a charm.
#35
Posté 26 février 2011 - 02:31
I didn't know it's 5% instead of 20%, that's a lot more balanced, nice. However, what Peter said is that the *same* party-wide sustaineds do not stack if multiple characters activate them. There's nothing wrong with different sustaineds affecting defenseAdhin wrote...
Yeah some of that is a bit miss-leading there Utoryo. For one thing effects like that don't stack, and Peter has also confirmed that Arcane 'Wall' is only 5% bonus for all party members. Only the mage gets the 20%.
Basically it looks like the system is setup to allow things to come from multiple areas but stacking up tons of sustained abilities isn't going to actually work in that manner. So its better to pick 1 good one to work off of.ee
EDIT: I also see Peter Thomas said defense would be capped at 80% anyway, so except for lieutenants/bosses, the 20% wouldn't have helped. Makes sense, I'm quite impressed with ability balancing on paper.
EDIT2: And enemy attacks never always hit except for AoEs according to Peter, so that might actually make defense *more* useful than I thought. Hmm!
Modifié par Utoryo, 26 février 2011 - 02:37 .
#36
Posté 26 février 2011 - 02:36
Utoryo wrote...
50% Defense (via Cunning) + 15% defense (via Turn the Blade/Raise the Guard) + 13% defense (via Mage Arcane Wall/upgrades which is 20% for the mage but 5% for the entire party + Heroic Aura) = 78% Defense (58% vs lieutenants, 38% vs bosses)
Of course, there are still abilities which are going to hurt you, and spells (although you can trade-off some defense for elemental resistance with Elemental Aegis/Shroud instead of Turn the Blade/Raise the Guard)
Where can we study all this math?... how things work behind the scenes?
Modifié par SoleSong, 26 février 2011 - 02:38 .
#37
Posté 26 février 2011 - 02:37
Basically it breaks down in two stats. One offers brute damage reduction, like armor for example. The ammount of armor you have decreases the raw damage you recive by x%. The second stat should probably add some avoidance, as in you have a chance to dodge an attack or block it/parry it.
Combining this with DA 2 stats and we would have something along the lines of:
Stamina - Raw increase in HP and thus the ability to soak up more damage,
Armor - reduces damage with x% depending on the ammount of armor you have.
Cunning/Dexterity - Provides a chance to avoid incoming damage by interpreting your enemy's move and block it or parry.
Elemental Resistance (various schools) - No description needed.
Now if encounters were designed with some sort of armor penetration in mind, you would need to change gear depending on who you fight. Bosses with high armor penetration rating would require more avoidance, while normal fights would benefit more from armor, etc.
But i'm probably rambling again
Modifié par bloodreaperfx, 26 février 2011 - 02:38 .
#38
Posté 26 février 2011 - 02:41
-edit-
SoleSong here - It's all the base skill info (not specializations) and 4-5 pages worth of Peter Thomas answering questions. He seems to answer a few each day. He's basically the lead design on game mechanics directly so the man knows his ****.
Modifié par Adhin, 26 février 2011 - 03:15 .
#39
Posté 26 février 2011 - 02:43
#40
Posté 26 février 2011 - 02:45
That was a major problem with monks in EQ. They were light armored, but handled as tanks almost equal to full plate tanks. Problem was they tanked by evading. Now if they got unlucky they were hit 3 times rather quickly in a row and no 2 healers in the group could fix that. High hitpoints and high armor rating is highly reliable and therefore always the main tank, for example in raids. Not to mention lag spikes.Ansa wrote...
Xewaka wrote...
Despite what MMOs tell you, getting hit is never a winning strategy. I always support evasion tanks over soaking tanks as a more sensible concept.Sydelle wrote...
Warriors should absorb attacks and fight accordingly.
Cannot agree with this, having tank background in MMOs and all.
Soaking is always on top due to your healers or yourself being able to react and heal the damage up.
Yes yes you can dodge it all, but if you get hit with low healthpool, you're history. It's more of a gambling than the actual tanking.
In a single player game though I would rather see light or medium armor warriors who actually dogde more than they get hit. If you look at it, a club on the helmet may not be as bad as a a club on the bare head or a thin cap, but it still going to send you to dizzy land. So not getting hit IS the best defensive stratigy. Whether it means to strike first or to be quick and able enough to get out of harms way.
#41
Posté 26 février 2011 - 02:45
#42
Posté 26 février 2011 - 02:46
Depends on the ratio. If you get little hitpoints per const but high armor per dex or cunning, you should go for those who give more.Insom wrote...
Constitution is better. You might as well have a high HP and just take anything they throw at you.
#43
Posté 26 février 2011 - 02:49
#44
Posté 26 février 2011 - 02:57
In either case Con is always +5 hp, Str is always +1 Fortitude, im 'assuming' retail came Cun gives something like a constant +10 Defense. Unsure what that translates into though, as the direct defense value (which you can get from armor/shields) gets translated into %Defense which is your chance to avoid taking a hit. So its not as static as str/con in either case as higher lvls makes it less and less effective. I'm guessing, though, overall that defense you get from items brings the base up to a point where what you gain from cunning is a little more static (just not as much as str/con).
-edit-
Oh it's also been stated a few times over that Armor stat requirement isn't jsut STR anymore. Heaviest armors require a mix of str/con I believe, so you'll have a reason to bring str/con up to some kinda base anyways. I can see some tankers getting min-requirements then going all Cun.
Though that said, Armor and Defense seem to be on a curve as far as what static translates into % based off lvl. It's got a diminshing return on it. So while you maybe at lets say, 10% defense and 5 points in cunning could bring you to 60%, huge benefit! but then the next 5 points is just another 10%. It seems like theres going to be Ideal points based off equipment and current level.
Where as, again, Str/Con is always static its not level dependant. I prefer static honestly. So im going to go massive Con and let my equipment and some party buffs handle my Defense values.
Modifié par Adhin, 26 février 2011 - 03:01 .
#45
Posté 26 février 2011 - 02:58
#46
Posté 26 février 2011 - 03:00
Ansa wrote...
Cannot agree with this, having tank background in MMOs and all.
Soaking is always on top due to your healers or yourself being able to react and heal the damage up.
Yes yes you can dodge it all, but if you get hit with low healthpool, you're history. It's more of a gambling than the actual tanking.
Thats only valid in games like WoW. So it really depends on the rules. In D&D for example, a Monk could be one helluva a tank because he would simply evade everything thrown at him. No damage at all is superior to constant damage even with healing.
Modifié par bloodreaperfx, 26 février 2011 - 03:01 .
#47
Posté 26 février 2011 - 03:06
Though Peter has said before if your relying on the base Mage heal to win out on fights there's a good chance (on later difficulties) that your just prolonging your death. Sometimes its better to overwhelm the opposition and kill them quickly then it is to sit there trying to outlast them. Personally I think its pretty much always better to overwhelm. If you can't then you try to outlast as a last resort kind of thing.
Either way high resist/armor with a high HP pool should, math wise at least, work out well.
#48
Posté 26 février 2011 - 03:07
#49
Posté 26 février 2011 - 03:10
DA2(O) are based primarily off absorbing damage with a Defense in as a means to also mitigate things away but there are things that completely ignore defense. Where as Armor/Damage Resistance/Magic resistance is pretty much always used. Some debuffs can bring it down, or ignore parts of it but in the end its a 'constant'. Why WoW is based off damage mitigation in that form over avoidance. Its a constant, its easier to balance around. Balancing entirely off 'random chance' frankly, kinda sucks balls.
#50
Posté 26 février 2011 - 03:14





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