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So armor is pretty much useless and only for the looks?


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32 réponses à ce sujet

#1
Frenrihr

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Not only is hard to get cloth to upgrade my elementalist armor but also i find it useless since you are not meant to be hit to begin with, i did upgraded all the way my legionnaires armor but for my elementalist i feel its pointless, except MAYBE the upgrades you can attach to them but honestly i dont think they are really great.

 

Should i just unlock another character or keep wating for 6 cloth to upgrade my elementalist armor?



#2
BraveLToaster

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It's exponentially less useful the higher your enemies are attacking for.  Makes a huge difference on Routine, less so on the others.  Upgrades are very useful though.



#3
SolarSpaghetti

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I suggest fire and spirit res on armors...you get why :unsure:



#4
Bocochoco

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I don't see the point because my upgraded armor is glitched. Only my head disappears when fading. It actually makes it difficult to tell when to be within the plane of an enemy

#5
Codename IC3MAN

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Don't know how true this is but, I heard armor ratings are bugged in every mode except routine. Meaning those two modes don't take into account your armor.

#6
Altruismo

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Don't know how true this is but, I heard armor ratings are bugged in every mode except routine. Meaning those two modes don't take into account your armor.

 

There are a couple of replicatable bugs relating to flanking damage; anti-flanking skills not working, Reaver armor seemingly "back to front", but the general problem with armor in Threatening and Perilous is not a bug, per se, it's that the armor values are "balanced" for routine.

It's because armor is a flat "off the top" reduction, so if you've got 50 armor and get hit for 100, your armor reduces that hit to 50 before any other reducers kick in.

 

Because the damage that the mobs deal increases so much in Threatening and Perilous, you can't make armor that's "effective" in those difficulties without completely trivialising the lower difficulties. In simple terms, if the same mob hits for 50 in routine, 100 in threatening and 200 in perilous (made up numbers) you can't make armor that "works" for all three difficulties.

As it is Templars and Legionaires can already very easily get armor values high enough that mobs in routine rarely do more than 1 damage.


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#7
phoenix fang55

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I suggest unlocking all chars first, then going for armor upgrades.



#8
Eldial3los

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yup...

 

The thing with armor is that it does not increase exponentially like the dmg you receive when increasing difficulty. On casual crafting the best armor does help. The difference between stock armor and say top tier armor is like + 15 armor rating max. On casual the enemy hits are weak. On threatening and perilous you take a lot more dmg id even say like 5 times more therefore that + 15 to armor is almost not noticeable.

 

So instead of banking on armor people are baking on heal on hit, guard on hit, or simply promoting your char to increase attributes.



#9
HurkyKean

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There are a couple of replicatable bugs relating to flanking damage; anti-flanking skills not working, Reaver armor seemingly "back to front", but the general problem with armor in Threatening and Perilous is not a bug, per se, it's that the armor values are "balanced" for routine.

It's because armor is a flat "off the top" reduction, so if you've got 50 armor and get hit for 100, your armor reduces that hit to 50 before any other reducers kick in.

 

Because the damage that the mobs deal increases so much in Threatening and Perilous, you can't make armor that's "effective" in those difficulties without completely trivialising the lower difficulties. In simple terms, if the same mob hits for 50 in routine, 100 in threatening and 200 in perilous (made up numbers) you can't make armor that "works" for all three difficulties.

As it is Templars and Legionaires can already very easily get armor values high enough that mobs in routine rarely do more than 1 damage.

 

I think the best solution is to design threatening and perilous armors for every char avaliable ONLY when you get X promotions on that char, because it's too late to change the whole mechanic of "armor" in this game.

 

I know, perilous would be too easy (and threatening) for the veterans, and here is the other suggestion (posted already in the thread for suggestions): infinite tiers (not just routine, threatening and perilous). No game that gives you the opportunity to improve your char infinitely should have limits for its difficulty.

 

With more tiers and new armors ("unlocked" when you get X promotions) we could have leaderboards/rankings with the best teams clearing, for exemple, tier "nightmare" (after perilous) in X minutes. Of course, instead of thinking a new name for every new tier, we can just add numbers to "nightmare".

 

Exemple:

 

Best Team PC cleared Nightmare 3 in 25 mins.

 

People with the best armors would not take damage in routine and threatening, but... anyway veterans with 3938475 promotions don't step there even now I guess...



#10
IronRush

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I am new on DAI multiplayer...

My starter class was Legionaire and I made an armor upgrade yesterday.

What changes exactly besides the look of it? Stats? I am trying to understand that.



#11
akots1

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Armor upgrades are OP on routine. Bioware pls fix. My lvl 1 templar in top tier armor was running through the whole dungeon and the only thing that was able to hit him was the final boss. All the rest hit for around 1 to 10 hps. It seems like it is a balance thing between various difficulties.



#12
orskar

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I've not noticed armour too much since getting into the MP more due to how you end up playing the classes.

 

tanks you have your shield anyway. katari you avoid taking any hits, reaver has health steal. all rogues you shouldn't get hit. mages shouldn't get hit or should be in constant barrier.

 

 

basically, if there is an actual issue I would be okay it being patched but that would then mean everything would feel OP (warriors especially). but on the other hand it would make playing perilous on any class viable with pugs.

 

edit: yeah and as I understand it, armour doesn't "scale". it's not a % like you might think, so basically becomes increasingly pointless as the difficulty/enemy damage goes up. a bit silly imo since you are just using armour as a vehicle for defence upgrades on harder difficulties rather than it's actual armour value.



#13
IronRush

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I am new on DAI multiplayer...

My starter class was Legionaire and I made an armor upgrade yesterday.

What changes exactly besides the look of it? Stats? I am trying to understand that.

 

No one can enlighten me please?



#14
Pimpernickel

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The armor value goes up.

#15
Waukeen25

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Ahhh armor in MP.  I rather prefer my armor to be made out of tissue paper.  It shouldn't be too hard to make the armor scale based off difficulty but truth be told once you get a team which actively works together and aren't all out to solo perilous themselves its not that hard.  Tough but it is fun.

 

Now that having been said after EAWares showings what with patches which "address" problems in MP, such as rampage breaking seemingly at random on the reaver and instead of fixing the issue they manage to break rampage totally so its not healing you at all anymore.  And the key issue being addressed, only it's not.  I really have no illusions that they know what they are doing and don't know why I even expected they would learn anything after ME3MP and the saga that was shockwave from that and its issues.  For 3-4 patches, maybe more, they attempted to address it before basically saying F it and giving up, leaving the skill broken.  I could go on but I hope this gets the point across.  Don't expect much (read that as competent devs which are engaging and willing to admit they screwed up in areas and you won't be disappointed.


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#16
stevendeamon

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@Waukeen25

 

What are you on about? Played whole day yesterday to level up my reaver several times and rampage works just fine. In combination with the superb ring of healing and superb belt of healing the reaver is almost on par with the elementalist. I'm just saying, rampage works fine.



#17
Azrus

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Don't know how true this is but, I heard armor ratings are bugged in every mode except routine. Meaning those two modes don't take into account your armor.

It's not.  The issue is that armor rating reduces damage (at least in MP) at a flat 1:1 ratio.  So increasing your armor rating by 5 means you take 5 less damage on a single strike.  That's great in routine where a mob might have a base damage of 90.  Upgrading your 70 rating armor to 75 means instead of taking 20 a hit, you're now taking 15.  However, the damage value scale significantly with the higher difficulties.  That same mob might have a base damage of 210 on Threatening.  So that shift from 70 rating to 75 means you're taking 135 instead of 140.

 

So, as was stated, the armor rating increase is really only noticeable on Routine where damage values are low enough that a 5-10 rating increase actually makes a difference.

 

But yeah.  Amelia stated shortly after release that armor was intended to be a visual change and not a major defensive upgrade.



#18
orskar

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armour is only useful for minor buffs with the upgrades due to the lack of scaling. 

 

it's a bit weird for me as I'm used to armour essentially adding a specific % to your damage resistance rather than being a flat value.

 

 

it would be nice if higher tier armours had a more significant effect to justify wasting those materials that you might instead spend on a weapon upgrade. but on the other hand there aren't much things to use materials for and you get plenty of level 1 materials to craft from anyway. one thing I would like to see would be having the material choice add extra bonuses to your armour as per sp (and then make it so high level materials show as loot on their own)



#19
TormDK

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Well, we have only seen two tiers so far.

 

Remember, single player armour rating goes up to 350-400 with top tier heavy armour and shield. We're still very far from that number, so time will likely make the heavy armour classes better at damage absorbtion.



#20
Azrus

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I wouldn't bet on it.  Amelia mentioned in this thread that armor in MP was intended to be more of a skin than an actual armor upgrade.  Even when we see higher tier armors become available, I really don't think we're going to see a large increase in armor rating.



#21
TormDK

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Obviously I am not expecting to go from 75 to 150 when Tier 3 is released, but I am expecting to reach single player levels during DAMPs lifetime.

 

We would need to see the Platinum difficulty released of course, as even 150 armour on the warrior classes would make them recieve almost no damage on threatning, but I am expecting those numbers to go up as the game progresses. Powercreeping is bound to happen, it is only a question of when.



#22
Reptillius

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The armour difference between base gear and top tear gear is about 20 points. Little less on light armour. Little more on heavy.  And different classes have slightly different armour ratings.  The Katari for example has the highest base armour of any class by far.  But ends up having slightly less armour than a top tier Templar with one of the top level shields as well.

 

Another thing that can make your Templar(as it was brought up) almost untouchable in top level gear in routine is if you've modded that gear with extra pieces.  The percentage reductions to different types of damage on a percentage based amount which seems to mean a lot more in higher level difficulties once you get some good ones in there.  They are a bit more directed but picking the right ones can make you pretty strong.  Can give you an even stronger advantage if you know your going up against a particular group.

 

That said. they in some decent part are cosmetic skins. Their tactical advantages are a bit downplayed.



#23
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The armor crafting and the outcomes of said armor is probably the most disappointing aspect of DAMP for me.  I love playing a warrior but yet I still feel like a glass cannon while playing on threatening and perilous. More often, I want to feel like an unstoppable force tanking for the group. 



#24
Reptillius

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In Threatening and perilous you want your abilities that build up guard up quite a bit.  A sword like Caliban is one of the best with it's high damage and health return as long as you can reliably kill enemies near you.  It's a lot more about the skills.  You might be best combining it with the highest magic and ranged resistance modifiers you can find. 

 

Magehunter for a shield can be good for this as can be Shield of the Emporer.  Magehunter has some magic resistance of a couple kinds on it as well as some guard on hit. Shield of the Emporer supplies you with a bit more health and defense as well as Ranged Defense percentage and increased healing in a couple forms which can help mitigate damage a bit in their own ways as well.  Combined with say a +50 Stamina amulet to give you a bit more For Shieldwall and other abilities.

 

Estwatch is another shield if you can get it can be a slightly lower level alternative.  It has some percentage increases for all three categories and it has the guard on hit modifier as well.

 

(Adding in a little edit here.)   Also keep in mind that promoting does have an actual defensive affect on making the higher difficulties easier and may play a part in how you play characters to promote.  The three different classes give points in the three "defensive" stats for the game which as they build do give you percentage ammounts off on resisting damage.  They also have little extra side affects as well. Such as constitution giving you a bit more health, Cunning giving a bit more crit chance, and willpower increasing attack.  This may be the way they ultimately planned to have you defensively work your way through the difficulties.



#25
Rizilliant

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They did a terrible job with details in this game.. They got it up and running.. Enough so that areviewer would think its great, and report such.. But any in depth look at the game, or real time spent, lifts the thin veil of pretty, to see that its just FUBAR!