I'm a 15k pally that's very close to bis everything. Only not 16k because I'm not in a gh20.
Since the chult release I've noticed a massive drop in my temp hp, used to be able to comfortably hit 2mil temp hp in good groups in fbi/msva/msp and solo 500k. My question is, is this intentional?
I've looked around and can't see any changes to the way the pally runs, the only change I can think of is the one to the battle system itself. That being the arm pen change. Also noticed that moves like RA now loose agro to gwfs slam and some GFs depending in the gfs spec (not including knights challenge that always beats pally agro) before this mod that move seemed to hold 100% agro for a long while after use. Has there been an unintentional reduction in pally usefulness or has the pally been the subject of a ninja nerf?
If it's the latter is love to know what's been changed so that I can change the way I play accordingly.
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I think you're fine, the reason why you're probably not getting as much TempHP in solo is because you don't have the benefit of high powershare from DCs and soloing means you don't get the benefit of extra teammates to get TempHP off of.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
And what about the agro change? Nothing had been said about why my agro is less than it should be. Is the 500% extra class feature not working anymore or has agro been changed? @rjc9000 You didn't answer what i asked. Ty for trying.
Are you only seeing the change in Chult or does it also happen in FBI & MSP?
If it's only in Chult then there's possibly a resistance mechanic at work there. If it's all content then it's possible that changes to the DC have impacted it, although the only changes I'm aware of for that class are the reintroduction of effects from Break The Spirit, Forgemaster's & (I believe) FotG.
The loss of Threat would also back up your statement about a loss of power, obviously the two would be linked, but if you can answer the question about 'where' you are seeing this effect would be useful.
Edit - just to clarify. Only one stat impacts temp HP: Power. A drop in power. The reason why OPs get into the millions for temp HP when in groups is due to power buffing from DC's impacting both the player and the player's companion. This increases temp HP which ignores RI but also of course increases your damage and so your threat.
One theoretical change could be that temp HP no longer ignores enemy DR & that with enemies now going as high as 85% DR, could possibly mean a significant reduction in HP, DPS & Threat.
What is your RI in combat? A way to test this would be to switch SH boons from power to armor pen, if the situation improves then it would be down to an issue in this area.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Pallies and damage dealers kept asking what is wrong with their stats, armor pen for DPS and HP for Pallies, also keeping the aggro at the last boss in Tong seems to be the problem now as well , a few times we got asked if we noticed a change.
I thought it is paranoia, but since you are mentioning it here, there is a possibility something really was changed ?
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Seems like Argo and temp hp are now involved with RI
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
I haven't done "extensive" testing on the Temp HPs, but as a quick check it should equal
300% (damage) + [300% (ally "damage")]
Where (damage) is the damage seen in parens in the combat log, and [ally damage] is the "theoretical" (damage) you would have done to them - you can only hit five targets and enemy damage counts first.
If you're really seeing improved Temp HP with higher RI... I wonder if the "new" damage equation misplaced a parenthesis somewhere and is now using RI to amplify damage - so when you over-penetrate, it uses a number >100% to calculate Temp HP from.
EDIT:
I read through Michela123's Post again after playing around some more. The 1800% thing holds pretty well for unarmored mobs, but something weird happens with armored mobs that adds more than the 1800% to Temp HP - and it appears to be related to RI.
Higher RI apparently adds more Temp HP (when used against armored mobs). Again, this may be a misplaced parenthesis in the code, but I'll run a few more tests over the weekend to see if I can narrow it down more.
For today’s run, I went to RD docks and kept to the same few sets of mobs to minimize differences. I only counted encounters with five or more mobs so I could verify I actually hit the max. I switched in and out of the Guild Armor Penetration boon, going between 14.6% and 40.4% RI (with no other stat changes). At 14.6 there was still armor on everything, at 40.4 only the Mercs and Shield guys still had “unpenetrated” armor.
To test, I started combat with TW and checked Temp HP, then divided that by 18 to see if that fell in the range of TW’s tooltip (I also cross-checked my visual by adding up the absorbed damage). There was a lot of variance between encounters, but it always stayed within reasonable tolerance of the tooltip damage considering I usually took a hit or two before getting TW off (raising power and changing TW damage numbers).
There was no difference between 14.6% RI and 40.4% RI. In fact several times I saw higher Temp HP with 14.6% RI than I did with 40.4%.
I tested this again in Chult (spiders and compies at the front), and on the spiders in the SH ( to check at L70 mobs). It was always the same no matter the mob armor, or my equipment, or my RI. I even fought a couple nekkid with a L5 mace to narrow the damage range - and still, it always fell within the limits of the tooltip.
In conclusion… there’s something else going on with your situation. As @armadeonx mentioned above, power is the most likely culprit. I know I’ve had a few Sunday mornings where I looked at my character and asked myself wtf I was doing the night before; Is it possible you changed some other gear, mount, or companion that you forgot about?
quick thought... Do you have something that procs a "power boost" off of damage done? A lower RI would reduce "actual" damage done and power (and Temp HP) would follow.
Edit - the devs said yesterday that they have a fix that'll be rolled out with 12b
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox