[quote]Matthew Young CT wrote...
[quote]Maedryc wrote...
Well... the purpose of mitigation and avoidance is to reduce damage. As long as both reduce the same amount of damage, they're equal, in principle. If both can be cranked up to 100%, they're functionally equal.
In DAO, however, mitigation is not really reliable, since it absorbs 50-100% of your armor value.
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It's not totally reliable ya, but it's still less vulnerable to statistical outliers.
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Once avoidance hits 100%, you're not vulnerable at all, actually

100% means you dodge every blow.
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Moreover, it scales poorly ( especially true when you're playing on hard or nightmare ): the highest armor value you can attain in the game is around 60 (with an arcane warrior), so it will prevent an average of 45 damage. That's quite a bit, but finding bosses that hit for higher values is not hard.
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True, but bosses that whack you once really hard aren't aren't common. Big archer groups are more common, and IMO tougher (will be worse if they buff archery too), and armor scaling is fine there.
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Yeah, but defense is factored into missile deflection. You can dodge/parry arrows easily, what ruins your day are stuns ( something you can prevent with high phys res or a bit of strategy)
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Furthermore, physical damage often comes with some kind of magic damage attached ( something that bypasses armor entirely).
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Haven't seen this much TBH. Maybe just not paying enough attention though.
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Conversely, defense scales twice as fast as attack does for a dex focused character; so, by the time you hit 14-15th level, you're pretty much unhittable. By the time your defense is 160-170, your armor might as well be 0 and it won't really matter, because you won't be hit, period.
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Well yes that's not really balanced. Maybe need to split defense into 2 stats as with attack. Or just give mobs a nice attack boost:)
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Eh, unfortunately, increasing attack is not an option. A good solution would be cutting the str/dex contribution to attack and defense ( to, say, 0.1 or 0.2 instead of 0.5) and making attack and defense scale with level.
If you just increase the mob's attack value, those poor sods with low defense will just be hit even more often; furthermore, you'll face situations where dex doesn't really make a difference unless it's really, really high.
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So yeah, it's true that avoidance isn't always better than mitigation, but it depends a lot on the context and the rules of the game you're playing. In DAO ( unfortunately, because I find armor models to be pretty cool) it's just better.
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It's easier to get, not better

Different things!
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If it costs less to get ( and it does ) and can be stacked until it grants you 100% avoidance, it is better

Especially considering that armor is a static value. 100% avoidance makes you invulnerable to physical damage regardless of how much damage your opponent does. Mitigation, being a static value instead of a percentage, can still be outstripped by damage

Sure, you could make the argument that if you increase attack rather than damage then mitigation becomes more valuable ( and I'm inclined to agree ), however you have to put things in context. In DAO, you can reach 100% avoidance, and that makes any other form of mitigation redundant in most situations.
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Edit: I forgot to add that "getting an equal amount of mitigation in a slot" is not so easy as it appears: armor is a static number in DAO, while defense ends up reducing a % of damage. The higher damage becomes, the less effective armor becomes. On the other hand, defense scales quite well with damage

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True but 1 armor is always > 1 defense when damage < 100. Which is almost always. So yes it gets less effective the higher the damage, but it is still better in most cases. ETA: my bad on average better until 75 damage cos of 50-100 armor thing. still most critters do < 75 dmg
I think we agree though that defense ends up having a greater impact on your characters survivability. That is only because it is far easier to get though, not because it's better per se.
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Yes, that's pretty much the point. However, in principle, neither is mitigation. It depends on the context, and you have to keep into account how much putting defense rather than armor on any given item costs in terms of budget.
That's pretty much my point: if putting 1 point of armor on an item "costs" as much as putting 5 points of defense on the same item, then unless a mob deals 20 or less damage/hit, stacking defense is better

Now, if damage mitigation were a percentage rather than a static value, and if it could be cranked up to 100%, then I'd agree with you that it would be better.
Modifié par Maedryc, 06 décembre 2009 - 01:04 .