Posting for those who aren't following every post in the official threads and because I think this really needs to go trough so I'm posting it here for discussion, because it's not allowed to discuss it in the official thread.
Feedback: HP constitution contribution
So in my earlier post I mentionned HP gained from constitution is very underwhelming right now, I went on preview to show you guys how much of underwhelming I meant. The problem is the constitution gives HP from your characters base HP and has no effect on gear HP, whilst more than half of my current HP comes from gear it means my constitution isn't contributing to half of my HP, literally
The First two pictures are lv 70 mod 6 and two pieces of elemental fire (so there's another 20k missing from gear + enchants I don't have yet.)
These two are mod 5 (Live) wizard at level 60 at 17.5k GS
67k vs 64k and 30.5k vs 33k
In the first case I was missing 2 pieces of gear from elemental fire gear, which is roughly 20k more HP, so for testing's sake let's make it 87k and 84k because that's what it'll be when you gear up at 70. So that means 8 point of con contribute to about 3% of my total HP. For 8 points of Con the stat shows +16% because it's 2% per Con points, we're actually getting 3% of our HP from these 8 points of Con.
In the second scenario we're talking more of 8-10% for 6 points of Con, which is two less than the first example. The game stats simply note +12% HP, this is vaguely more true here than it is for the second one right?
This is what I mean by underwhelming, constitution on preview feels useless, and I dont think it should be this way.
Discussion open, this was tested with a CW, how do you guys feel about your HP in mod 6 as the other classes ?
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
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Specification:
if a CW with 20 Con gets 20,000 HP from gear, the result will be
20,000+20,000*0.2=24,000 HP;
if a SW with 20 Con gets 20,000 HP from gear, the result will be
20,000+20,000*0.4=28,000 HP.
Not a very big difference but still.
The only buff to total HP are feats like +x% HP(the GF have one).
Else the Con is just a gimmick for those, who think it 'buff' any hp...
This is one major reason why the balance between tanky/hp-classes and non tanky/'squishy' classes is so broken.
Achieving with 11 Con + all Gear vs. 27 Con + all Gear + feats is a fight like 120k hp vs. 133k(and the feat is +7k giving)...
[SIGPIC][/SIGPIC]
Squishy classes should not have the same base HP as tanky classes. (because they ****ing don't in the PnP game,. hello d4 vs d10 hit die)
There, problem solved.
Because currently the meager 3k HP for 8 points of con is very underwhelming.
I only covered Constitution but feats(Toughness) and some other things like metallic dragonborn races which also work this way, I think they need attention too
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
Yes but the same can be said about defensive enchants.
As a GWF I can put 1 point into "STR" which gives me 1% damage or I can put 1 point into CON which also gives me about 400-600 HP (depending on feats).
Well at 60 this made sense since it was 167 power = 1% damage thus (167%4= 668 HP) meaning it was ROUGHLY a wash. I could either build tankier via base stats OR base gear.
NOW, unfortunately they have nearly FORCED our hand. I can put 1 point in STR and get my 1% damage which equates now to 400 Power. This 400 Power though is worth 1600 HP. I still only get maybe 600 HP per Con point though. So what is EVERYONE going to try and do? Build their gear as HP/tanky as possible and go full damage stats.
I just wish it was more of a trade off than it is. I mean based on ROUGH math: 400/167 = 2.39. So Maybe at 70, they should be DOUBLING the effectiveness of Con to atleast make it in the ballpark of "options".
Math is a way of life, thanks for the mathematical input, was too lazy to do it myself lol
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
At least you get some RP back when you recycle it into your new arti-belt :^/
...silver linings.
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
...which would enhance the gap caused by AC.
So, with less DR gain from Defense due to lower stat effects, and that enhancing of DR generated by armour, this _might_ turn out quite balanced...
Classes that use HP as a secondary stat such as GWF and SW< should have that HP Gain maybe trippled to keep in line with Mod 6 changes.
Point taken.
Thought crossed my mind: Maybe, as armors are class specific, too, this _might_ be taken care of weighting the armor boons towards even more +HP on the Con-primary/-secondary classes...
2) HP from gear of tank classes should be higher than the rest.
That's it, really. This would probably also make less painful those crazy damage numbers in level 70 epic dungeons. Probably.
If it's possible to have medium to high HP without level 70 gear, then many people will continue to use level 60 gear for the 4/4 bonus.
NO!
It is not.
And to the other people who think they are so clever about DnD background:
Neverwinter is an adaption of the 4E rules, where "hit dice" does not exist. Actually the gap of hitpoints between tanks and non tank classes is very small. Beeing a tank class is not definied by having alot more hitpoints as it was in previews DnD editions (where a low level mage could be HAMSTER one shot by a CR1 monster).
Btw: "tanks" HAVE more hp based on CON. That was introduced in mod4. So please can you all stop your false and biased arguments?
Thx ^^
Good point.
A good example would be some TR builds and its effects. Often some people in the forums complain about TRs as if we all have 60~70% deflection chance. In reality, a full-deflect build TR in PvP is very rare, and the probability of someone meeting this kind of deflection is close to zero. You could run a hundred games against all premade-level teams, and the chances are you'd not meet one TR player who is set up that way.
The reason is this: technically, it is possible to reach base 60~70% deflection with a TR. But this is possible with only one race, with a very specific build, and the price of such build is basically something like 12 CON at best. In this modern day of NW PvP, premade level fights run with at least 40k HP. A full deflect build has at best, something like 24k HP.
Now, why do I mention this, is because that even it is rare, there actually are some people who make up all the lack of HP with gear. The reason the full-deflect TR build is so rare, is because gearing up this build takes around twice as much more investment in terms of AD/RP than your usual "24k GS" setup, and realistically speaking, it's basically that much more expensive than your normal BiS build.
However, like I said, there are some people who actually do have that much gear, and though they are rare, their TRs have 60~70% base deflection, and basically the same amount of HP as any other builds -- around 40~42k HP. Basically armed to the teeth with absolute max-level BiS gear from head to toe, all with HP supplements, and 12 CON doesn't make any difference. It's still around similar HP in the end.
Less HP through gear, more HP through base attributes. I think this is the right way to go.
By the way, good job on not reading anything that has been posted in this thread.