No negation is on the same layer as normal defense. Some effects are on different layers, most are not. The nerf system does work like that, but damage resistance does not.
Sorry, I missed that it was actually in the PVP discussion. It depends entirely on your opponent. Some classes get a ton of free damage resistance. Some have basically none. The best way to handle it, is to find somewhere in the middle, and then use your stronghold boons and easily swappable gear to switch between higher…
1. depends on enemy damage resistance. Damage resistance is directly reduced by resistance ignored and caps at blocking 80% of the original damage. What this means is that if your opponent has 150% damage resistance, you will deal 20% of your normal damage to them. If you then gain 100% resistance ignored, you will deal…
Sorry, what I said was a bit misleading. I did fix the comma issue for the powers I knew of. I just don't know that I know all of them, so I considered it unsolved.
Simply requiring no work isn't really why Terrifying Insight is "overpowered" ... it is that buffs in general provide so much benefit. There is no need for pure tanks, there is no need for healers, there is no need for shielders, there is no need for jumpers, there is no need for teleporters, there is no need for control.…
Thank you so much! You mean me? :D I asked because I was updating the ACT parser plugin trying to find out why a bunch of things didn't parse properly. Some of them I fixed, some I didn't see an easy fix for, so I posted them here. (note that I did not write the original plugin, I have simply been modifying it lately)
This happens with several powers if you aren't in combat and the power doesn't initiate combat and/or deal damage. Like... many powers. Does it still not log if you enter combat before hitting the dummy with it? Does it normally log on normal enemies if they are solo?
Woah woah woah woah... so this whole argument comes from that fact that aura of courage is a better defense conversion mechanic than assassin's covenant and steely defense? Fighters aren't sacrificing power for hit points. They are sacrificing defense for hit points because the conversion from hit points to damage is…
Yeah... if they are fighter or wizard, they just go with hit points anyways because why not. Small defense gain and maybe a few points of power from effects from black ice or azures, or radiants for a good defense stat and a few extra damage points with a paladin.
If that were true, wouldn't it be better to go ahead and use those broken mechanics in PVP to make PVP as unplayable as possible, so that it becomes more obvious to the devs? Squeaky wheel gets the oil and all?
I believe that they said the issue was that they didn't want a multi-million AD chase item to be essentially required for a class to function at the highest level. The fact that aura of courage is free and takes little very little investment is exactly why it is a better mechanic compared to the owlbear cub. Even if aura…
@c1k4ml3kc3 The only reason you are complaining about aura of courage is because it displays in ACT. If all the buffs all classes gave showed in ACT, your damaging spells probably wouldn't even display in the pie chart. You are calling one spell completely overpowered when many other buffs are on average even more powerful…
@micky1p00 He listed them as buffs. If you remove aura of courage from the control wizard, and then check the relative increase of adding it back it is 36.9%
I personally would be totally okay with seeing aura of courage based on the paladin's HP. That way I can do more damage than currently and build power too. Best of both worlds
I only used 30k power fighter because your original example included a 30k power fighter. It's worth noting that my best in slot fighter example I forgot to include holy avenger, fey, or lightning or any of the other weapon enchantments, which reduce the effectiveness of aura of courage considerably. I have made a few more…
*cough* no reason. o:) If you want to try and prove it with maffs down to the decimal points, you should probably do it correctly. It is not half the cooldown, it is 60% of the cooldown, which would only be 8-10% AP gain on average per the same time spent with exaltation. Is this 0.1% (base) AP gain per second really worth…
@"mebengalsfan#9264" Chains and Sunburst do negligible damage from an anointed champion and provide no party buffs. Sunburst provides 6% of AP (base) when cast on allies and enemies for the bonus (Sunburst grants 4.8% of AP if you don't hit both enemies an allies), and Chains of Blazing Light provides 6.4% of AP (base).…