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GameAmp: Warrior Armor Imbalance

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Forum >> General Discussion >> General Discussion >> Warrior Armor Imbalance

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GStricto Profile
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Warrior Armor Imbalance 

I recently sent an e-mail to tech support in relation to warrior armor balance. No other class has this issue with their armors, it seems absurd that an imbalance like this would go on for so long. Quoted the e-mail below:
QUOTE
This is a fairly lengthy issue of an imbalance in warrior armors.  Hopefully it will be presented to the apropriate persons responsible for game balance.

Gladiator's Armor needs to be changed, as does Ascalon/Knight's Armor.  Reasoning follows:

Comparing Gladiator's vs Platemail, you can see that against elemental damage, Platemail is +5 relative.  Against physical damage, Gladiator's is +5 relative.  This is a good balance, let the player choose if they want to take less damage vs spells or vs physical.  BUT, Gladiator's offers extra energy.  Name one other armor in the game that gives you armor vs physical that is higher than every other set, and also gives you extra energy.  None of them.  Not scars, not tattoos, nothing.

Also, Ascalon/Knight's armor working over the whole body when a player only uses one piece makes this set obsolete when compared to Platemail and, more importantly, the imbalanced Gladiator's set.

Suggestion for resolving this:
Gladiator's - 80 AL, +10 vs physical, +energy
Ascalon - 80 AL, +10 vs physical, damage reduction (per piece instead of global)
Platemail - 85 (or 90) AL, +20 (or +15) vs physical (it's thick armor, it should have the better defense to begin with)

Especially in light of the upcomming armors (base 100 AL with 13 or higher strength), the current armors need a re-work of their abilities.  Everything else in this game is so compeletely balance it seems like your team has OCD on the issue.  Why has this been left so broken?


I think the changes I listed above would help make the warrior armors more balanced, give some variety (not just all those 15k gladiator's wearing warriors that are all over the place), and put the game back to what it is intended to be (skill, not a "best" armor).

If you UNDERSTAND what I said and WHY it is an issue, feel free to post here. If not, don't waste our time.
04/12/06 18:37 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

I agree completely. Although I would have to change my armor, I do agree that I (and many others) are taking advantage of an imbalance.

I do like it how it is now, but in the interest of balance, I will sacrifice power.





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04/12/06 18:41 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

I am exactly with you, I too take advantage of this imbalance, any other armor is just retarded in comparison.

I would switch to platemail in an instant (I hate that my 15k gladiator's looks like a man-bra). I don't end up using that 7 extra energy anways most of the time, it's just a nice buffer in case.



04/12/06 18:45 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

excuse me while i quit the game...
jk,
i think its fairly balanced, its not like it gives us more protection, and lots of other people still use the other armor
o ya, and i do know what ur talking about so dont say i dont



***THIS POST HAS BEEN EDITED***



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04/12/06 18:50 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

The imbalances in the armor take quite a while to fix for some reason it took them some months before they got around to fixing Necromancers Bloodstained Boots.

But warriors arent the only one with an advantage in the armor dept. Mesmers also can equip one of each type of armor and the AL bonus' cover all parts of the body.




Warrior/Monk - Finished Chapter 1
Elemtalist/Monk - Finished Chapter 1
Monk/Mesmer - Finished Chapter 1
Ranger/Monk - Finished Chapter 1

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04/12/06 18:55 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

I agree that ascalon/knights armor is unbalanced (underpowered), but Gladiator's armor actually isn't. Think about this: what percent of damage that hits any particular character is of a certain type? Well, let's think about it a bit. Armor-ignoring damage is, pretty obviously, not very important for this issue because, well, the changed armor levels aren't important. As such, we look at elemental, physical, and untyped damages.

Things that deal physical damage include MOST (but not all due to elemental damage modifiers, Judge's Insight, and Greater Conflagration) warrior and ranger attacks, as well as the attacks from necromancer minions. So, if we assume that 1/5 of all warriors and rangers use an elemental weapon modifier (just a guess), that warriors and rangers collectively deal 1/3 of the total damage being done in any group (since they make up 1/3 of the classes in the game currently), and that necromancer minions deal 1/12 of the damage in any group (since roughly half of all necromancers are minionmancers and 1/6 of all characters are necromancers), that means that roughly 15% of all damage coming to any given character is physical.

Now, examine how much damage is elemental. We already have assumed that 1/5 of warriors and rangers use elemental damage mods and that 1/3 of the damage is done by these characters, so that means that those assumptions are already fixed. Now, let's then say that ALL damage done by Elementalists (again, assuming 1/6 of the damage done in the world) is elemental, 1/3 of the damage done by monks and necromancers (due to fire and cold damage from smiting and Curses spells), and no damage from mesmers (since they exclusively deal armor-ignoring or typeless Chaos damage), that means that about 35% of the damage in the game is elemental-based (with the remaining 50% done in non-elemental and non-physical damage types such as Chaos and Light damage, or with armor-ignoring damage such as Holy, Shadow, and Mesmer spell damage and life stealing).

Now, let's see: For 35% of attacks, Gladiator's armor has 80 armor, while Platemail has 85. For 15% of attacks, Gladiator's armor has 100 armor, while Platemail has 95. It seems to me that the 5-armor penalty that Platemail has during the physical attacks is easily balanced by the 5-armor bonus that it has during (greater numbers of) elemental attacks. And, since Gladiator's armor produces energy for the wearer, the crappy protection that it provides is balanced out.

But platemail is still better since warriors don't really need energy (especially the axe warriors who are the most prone to wearing full suits of it).

Edit: Ah yes, and chaos and light damage take into account the base armor. So, if we assume that 5% of damage comes from Mesmer attacks and Chaos Storms and attacks from people enchanted with Judge's Insight, that just FURTHER makes platemail's armor bonus more significant, ESPECIALLY when you consider that Elementalists tend to deal about twice as much damage as any other class all on their own.



***THIS POST HAS BEEN EDITED***



04/12/06 18:55 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

I agree, that the global damage reduction should be altered for Knight's / Ascalon... but Galdiator's, seems appropriate - statistically.

There's nothing to it, there for it's lighter and you don't need as much energy to carry it... the maneuverability of light armor, is where the additional protection from Physical comes... as you can avoid hits better.

The exposed flesh areas, are where the Elemental attacks are felt... A Ranger in Druids, has a better AL than a Gadiator vs Elemental, +20 in fact.



04/12/06 18:57 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

Or how about adding some realism to the game? Any armor that gives a boost to energy should have a negative effect modifier.

Gladiators, Enchanters Female, Scars, Tattoos: They're supposed to be the same as the other types of armor???? The Scars and Tattoos are NOT armor, at least put no armor bonus on them. And the Enchanter's Female.... don't ask. Gladiators is supposed to be MORE protection than Platemail? How does that work? Are there little magnets in the armor that attract all forms of damage to the tiny amount of metal on it?

Now that I've actually put some thought into it, I DON"T like how it is now. I'm completely put off by the fact that less visual armor is better energywise AND armorwise.

Gladiator's Chest
75 armor
+3 energy

That's it, no modifiers. And maybe boost Knight's and Platemail.





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04/12/06 19:02 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

I got a response. A generic "post it on fan-sites, a list is here" (good thing GameAmp is on that list now I guess).

As for your points NecroRebel, just because percentages work a certain way, that isn't the issue. Tanks (should) be running in ahead of the other players, taking all the physical damage onto themselves (if they can play worth anything) and since axes/swords attack faster than wands, etc. and bows tossed in on top of that, the two armors (gladiators vs plate) do seem to balance out IMO. Consider the number of enemy patrols that are stuff like 2 W, 1 R, 1 Mo, 1 E or similar. Sure, the ele attacks might hit for big, but they hit less often.

The issue is that NO OTHER CLASS has +energy armor that is also comparable to their highest defense sets. Necromancers take +5 vs holy, mesmers actually have less energy for their best defensive armor, monks have less energy for their +10 vs physical armor, eles don't even have a +energy armor.

The point is that compared to other classes, warriors, particularly with gladiators, are a complete exception to the "rules" established by all other examples.

As for the comment about mesmer armor, the only armor that works global for them is the +15 while casting (one piece of that does indeed cover the whole body), but mesmers aren't casting even 50% of the time most likely, so this imbalance isn't nearly as large of an issue.

MadManFrank, it DOES gives you more protection from physical attacks. Read above about the point that no other class has a +physical and +energy, it's always one or the other.



***THIS POST HAS BEEN EDITED***



04/12/06 19:09 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
Gladiator's Chest
75 armor
+3 energy

Just laughable...

I'm completely with NecroRebel and his reasoning here.
That's just why Glads is in fact balanced.





04/12/06 19:11 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

ok.. this is probably the worst idea ive ever heard lol.. id delete my warrior if this ever happened.. not trying flame u or nothing but its just the worst idea.



Joey Dirtbag-lvl20 W/E/Mo
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04/12/06 19:26 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
As for your points NecroRebel, just because percentages work a certain way, that isn't the issue.  Tanks (should) be running in ahead of the other players, taking all the physical damage onto themselves (if they can play worth anything) and since axes/swords attack faster than wands, etc. and bows tossed in on top of that, the two armors (gladiators vs plate) do seem to balance out IMO.  Consider the number of enemy patrols that are stuff like 2 W, 1 R, 1 Mo, 1 E or similar.  Sure, the ele attacks might hit for big, but they hit less often.

The issue is that NO OTHER CLASS has +energy armor that is also comparable to their highest defense sets.  Necromancers take +5 vs holy, mesmers actually have less energy for their best defensive armor, monks have less energy for their +10 vs physical armor, eles don't even have a +energy armor.


You're actually sort of missing my point. Yes, in pve any warrior worth their salt will take a lot more physical damage than elemental, but in pve, the numbers of warriors and rangers is disproportionately high compared to other classes. There are far more warrior and ranger classed monsters than there are any others. So, naturally physical defense is more important than elemental here. In pvp, though, warriors tend to deal most of their damage to spellcasters since they can't really hurt other warriors very much, and meanwhile enemy warriors aren't attacking them for the same reason. Physical defense is simply not very important for a warrior in pvp.

Anyway, I wasn't saying that simply because more damage is affected by platemail armor by simple (theoretical) percentages that that's how things really are. HOWEVER, you should realize that, despite that, that is actually how things really are. Most damage comes from elemental or armor-ignoring sources such as degen, so naturally platemail's better protection is, well, better. The same is true in pvp as well, but even more so; people don't want to attack a warrior with physical attacks because they know that the warrior's armor is very high.

QUOTE
The point is that compared to other classes, warriors, particularly with gladiators, are a complete exception to the "rules" established by all other examples.

As for the comment about mesmer armor, the only armor that works global for them is the +15 while casting (one piece of that does indeed cover the whole body), but mesmers aren't casting even 50% of the time most likely, so this imbalance isn't nearly as large of an issue.

MadManFrank, it DOES gives you more protection from physical attacks.  Read above about the point that no other class has a +physical and +energy, it's always one or the other.


I'm not entirely certain that simply because gladiator's armor gives a physical defense bonus that that means that it's stronger than all the other armors. Each class has a base armor rating; this armor is the type that comes from collectors. On warriors, the maximum-strength base armor is 80 armor +20 vs. physical. For Rangers, the equivalent armor is 70 armor +30 vs. elemental, and for everyone else the base armor is 60. All of the +energy armors have the base armor and then +energy. Gladiator's is no exception.

The armor sets with a penalty attached to them (such as a Monk's Judge's set) have higher bonuses than the penalty-free armors. Again, using the Judge's set as an example, it gives -1 energy compared to base armor but +10 armor vs. physical. Wanderer's armor, on the other hand, gives the base energy but +5 armor vs. elemental. Note that +5 instead of +10; were it +10 armor vs. elemental, it would have -1 energy compared to the other suits.

Basically, for a REAL "normal" suit of armor, you're giving up the energy that a +energy suit would give for the added benefit that you get. Base armor is naturally underpowered; it doesn't have the bonuses that every single other armor type does. However, an armor with, say, +5 armor vs. elemental damage (on a monk, who is likely to be the primary target for an Elementalist to attempt to fry) might full well be worth the -3 energy that they might otherwise get. On a warrior, the damage reduction from a piece of Ascalon or Knight's armor, or the +5 armor from Platemail, might full well be worth the lost energy as well.



04/12/06 19:27 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
You're actually sort of missing my point. Yes, in pve any warrior worth their salt will take a lot more physical damage than elemental, but in pve, the numbers of warriors and rangers is disproportionately high compared to other classes.
I do see your point, but I disagree, in PVE we both agree that there is an abnormal ammount of physical damage. This is exactly where I am saying it is imbalanced.

QUOTE
Most damage comes from elemental or armor-ignoring sources such as degen, so naturally platemail's better protection is, well, better.
Against degen or armor ignoring damage, it is exactly that, no different between the two sets (armor ignoring attacks set AL to 1 no matter what). Saying platemail is better there is completely wrong.

QUOTE
I'm not entirely certain that simply because gladiator's armor gives a physical defense bonus that that means that it's stronger than all the other armors. Each class has a base armor rating; this armor is the type that comes from collectors. On warriors, the maximum-strength base armor is 80 armor +20 vs. physical. For Rangers, the equivalent armor is 70 armor +30 vs. elemental, and for everyone else the base armor is 60. All of the +energy armors have the base armor and then +energy.
Agreed. Ranger non-energy armor is extra stuff against other elements, monks are a little extra vs elemental, etc.

QUOTE
Gladiator's is no exception.
Completely false. Base warrior armor is 80 AL + 10 vs physical. No other warrior set has +20 vs physical (my point here is that all classes with +10 vs anything are at a cost in energy or something similar). If gladiator's were 80 AL + 10 vs physical (yes, exactly the "base" you speak of plus energy) I would have no issue here (except that Ascalon absorption is broken).

QUOTE
Basically, for a REAL "normal" suit of armor, you're giving up the energy that a +energy suit would give for the added benefit that you get. Base armor is naturally underpowered; it doesn't have the bonuses that every single other armor type does.
You have just said exactly what I have been saying. Gladiator's isn't on par with the "normal" armor but with +energy. It is better than all other sets vs physical (big advantage in PVE) and additionally has the +energy. Platemail and ascalon give up the energy gladiator's grants, but (especially vs physical) they don't keep up in other stats.

I don't see how you are trying to argue a point with me by saying exactly what I have been saying from the start.

Base armor
Armor for elemental damage (base + vs elemental)
Armor for physical (base + vs physical - perhaps less energy)
Armor for energy (base + energy)
(Almost every class has this "general" set of armors, and no other class has one set that fits two of the categories like gladiator's does.)



04/12/06 19:44 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

Argh, why do people keep complaining? Stop trying to make changes and just learn to deal with and appreciate what you have now.

EDIT: garbage grammar -_-



***THIS POST HAS BEEN EDITED***



04/12/06 19:50 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

[QUOTE][QUOTE]Most damage comes from elemental or armor-ignoring sources such as degen, so naturally platemail's better protection is, well, better.[/QUOTE]

Against degen or armor ignoring damage, it is exactly that, no different between the two sets (armor ignoring attacks set AL to 1 no matter what). Saying platemail is better there is completely wrong.[/QUOTE]

I was actually referring to the elemental part of my comment when I said platemail's protection was better.

[QUOTE]I'm not entirely certain that simply because gladiator's armor gives a physical defense bonus that that means that it's stronger than all the other armors. Each class has a base armor rating; this armor is the type that comes from collectors. On warriors, the maximum-strength base armor is 80 armor +20 vs. physical. For Rangers, the equivalent armor is 70 armor +30 vs. elemental, and for everyone else the base armor is 60. All of the +energy armors have the base armor and then +energy.[/QUOTE]

Agreed. Ranger non-energy armor is extra stuff against other elements, monks are a little extra vs elemental, etc.

[QUOTE]Gladiator's is no exception.[/QUOTE]

Completely false. Base warrior armor is 80 AL + 10 vs physical. No other warrior set has +20 vs physical (my point here is that all classes with +10 vs anything are at a cost in energy or something similar). If gladiator's were 80 AL + 10 vs physical (yes, exactly the \"base\" you speak of plus energy) I would have no issue here (except that Ascalon absorption is broken).[/QUOTE]

I'm afraid that you're incorrect on this point. Basic warrior armor, such as that one would get from collectors, has 80 armor +20 vs. physical. Knight's and Platemail have -10 armor vs. physical and damage reduction or -10 armor vs. physical and +5 armor vs. everything, respectively.

[QUOTE][QUOTE]Basically, for a REAL \"normal\" suit of armor, you're giving up the energy that a +energy suit would give for the added benefit that you get. Base armor is naturally underpowered; it doesn't have the bonuses that every single other armor type does.[/QUOTE]

You have just said exactly what I have been saying. Gladiator's isn't on par with the \"normal\" armor but with +energy. It is better than all other sets vs physical (big advantage in PVE) and additionally has the +energy. Platemail and ascalon give up the energy gladiator's grants, but (especially vs physical) they don't keep up in other stats.

I don't see how you are trying to argue a point with me by saying exactly what I have been saying from the start.

Base armor
Armor for elemental damage (base + vs elemental)
Armor for physical (base + vs physical - perhaps less energy)
Armor for energy (base + energy)
(Almost every class has this \"general\" set of armors, and no other class has one set that fits two of the categories like gladiator's does.)[/QUOTE]

I don't think I was quite clear on what I was saying. The real base sets suck. They don't have the benefits that real armors have. The sets that I was referring to were the +energy sets when I said normal armors, since they have the base armor rating along with an additional bonus.

And to be quite frank, IF Ascalon/Knight's armor's damage reduction wasn't global, the -2 damage from all attacks with -10 armor vs. physical would be superior protection against all damage than a Gladiator's suit would be (since 10 armor actually will usually mean less than 2 damage reduction on a warrior in most cases), and +5 armor vs. theoretically 40% of attacks (as outlined above in my first post here) is better than an additional +10 armor vs. only physical attacks.

So yes, ascalon/knight's armor sucks, but gladiator's armor isn't overpowered. It's only overused because many people are too lazy to figure some of these things out.

Edit: Fixed quotes... Or at least TRYED to fix quotes. Not entirely certain what I'm doing wrong. How embarrasing.
Edit #7 (or something): I'm totally not sure why it isn't showing the quotes right, but I'm getting sick of trying to fix it. If you can't read it, tough.



***THIS POST HAS BEEN EDITED***



04/12/06 19:56 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

I do see your final point there, but in that case, shouldn't platemail be made stronger? Also, shouldn't the ascalon/knight's armor be upgraded to at least +20 vs physical?

Perhaps leave gladiator's as it is, knock platemail up to 90 base and perhaps +20 vs physical, boost ascalon up to +20 vs physical.

You also have to remember that with the release of Factions there is 100 AL (while strength is 13 or higher) armor that makes the defense of every other set seem like child's play.

Once that armor arrives, you have the choice of +energy or +armor just like all the other classes. Platemail then becomes as obsolete as ascalon. It will be a choice of only two armors, name another class that does that.



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RE: Warrior Armor Imbalance 

To state my point on this matter, I dont think that there is an balance issue between the different warrior sets of armor.... maybe between warrior +energy and other professions +energy armor but certainly not with warrior v warrior armor.

there are 3 sets of warrior armor that have a base AL of 80 armor:

Knights ~ AL 80 +10 vs physical absorbs dmg

Ascalaon ~ AL 80 +10 vs physical absorbs dmg

Gladiators ~ AL 80 +20vs physical +energy

Now between those 3 knights and ascalon are the same just different looks for the armor. Now if Knights and Ascalon didnt have the dmg reduction I would say that the Glads would pose a balance problem, but their advantage is they reduce damage, Glads advantage is it gives +energy.


To look further into it (right now I really couldnt be bothered) there are sources around the net somewhere that show the different armor levels and their dmg reduction 60 armor is suppose to be 100% dmg and something like 80AL is around 75% dmg reduction (I really cant think straight so you would have to look it up t odouble check).
Once you find these results do a simple test of a 20 dmg and the dmg reduction with 80 AL and do -2 dmg for ascalaon and knights.

Now If you want to try and compare Glads armor to Platemail you simply cant due to the fact they are 2 totally different armors one is designed to add extra dmg reduction for elemental and physical (Platemail) the other just physical (Glads).

For a bit more info on armor levels and dmg reduction between armors have a look at these:

http://www.rpgstars.com/articles/guildwars-damage.php
http://forums.gwonline.net/showpost.php?p=...26&postcount=73




Warrior/Monk - Finished Chapter 1
Elemtalist/Monk - Finished Chapter 1
Monk/Mesmer - Finished Chapter 1
Ranger/Monk - Finished Chapter 1

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04/12/06 20:31 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
I do see your final point there, but in that case, shouldn't platemail be made stronger?  Also, shouldn't the ascalon/knight's armor be upgraded to at least +20 vs physical?

Perhaps leave gladiator's as it is, knock platemail up to 90 base and perhaps +20 vs physical, boost ascalon up to +20 vs physical.

You also have to remember that with the release of Factions there is 100 AL (while strength is 13 or higher) armor that makes the defense of every other set seem like child's play.

Once that armor arrives, you have the choice of +energy or +armor just like all the other classes.  Platemail then becomes as obsolete as ascalon.  It will be a choice of only two armors, name another class that does that.


I still disagree. I feel that -10 armor vs. physical relative to gladiator's is more than compensated for by the +5 armor vs. everything else.

And the 100 AL while strength is 13 or higher won't make platemail as obsolete as you might think. For many, if not most, people, that 13 strength requirement will simply kill it. I know for a fact that I won't be getting it, since I can't afford the stat points to put into strength. I suspect that other people will do the same.

The only change to the warrior armor that I would make, even once Factions comes out, is to make Ascalon and Knight's armor's damage reduction effect locational. It would still be inferior to platemail in protection in most cases then, but would then be superior to gladiator's armor.



04/12/06 20:32 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
If you UNDERSTAND what I said and WHY it is an issue, feel free to post here. If not, don't waste our time.


So....tempting....


Must resist....urge... to post.........

Doh! I couldn't resist. Sorry for wasting everyone's time. XD



04/12/06 20:34 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

If your changes were made I would've speant at least 100k for no reason. The only change i would make is that Glads should be +10 vs phys and plate should be +20 vs phys.



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04/12/06 20:35 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
To look further into it (right now I really couldnt be bothered) there are sources around the net somewhere that show the different armor levels and their dmg reduction 60 armor is suppose to be 100% dmg and something like 80AL is around 75% dmg reduction (I really cant think straight so you would have to look it up t odouble check).
If an admin would go ahead and post my recent articles, I already addressed the damage system earlier today. Those articles prompted this idea.

QUOTE
Now If you want to try and compare Glads armor to Platemail you simply cant due to the fact they are 2 totally different armors one is designed to add extra dmg reduction for elemental and physical (Platemail) the other just physical (Glads).
Platemail does not add more vs physical, it's only advantage is in terms of elemental. Besides that, look at my articles when they show up, +5 armor (at least on a warrior) is almost laughable.

QUOTE
I still disagree. I feel that -10 armor vs. physical relative to gladiator's is more than compensated for by the +5 armor vs. everything else.
Again, if an admin would let the article go through, you can see that the math doesn't agree with you.

QUOTE
And the 100 AL while strength is 13 or higher won't make platemail as obsolete as you might think. For many, if not most, people, that 13 strength requirement will simply kill it. I know for a fact that I won't be getting it, since I can't afford the stat points to put into strength. I suspect that other people will do the same.
Very true, it might kill the requirement, but I know many people run ~10 strength, a sup strength rune would get it up to what you are looking for, and the extra armor constantly should make up for the HP loss.

QUOTE
The only change to the warrior armor that I would make, even once Factions comes out, is to make Ascalon and Knight's armor's damage reduction effect locational. It would still be inferior to platemail in protection in most cases then, but would then be superior to gladiator's armor.
No, at that point it would work out better (for extremely repetitive low damage hits like Droks Run) than plate or glad's. Spikes on the other hand would be better handled by plate (although, at that point it only works out to like +12 HP... again, articles).

QUOTE
Doh! I couldn't resist. Sorry for wasting everyone's time. XD
Heh, made me laugh, +cred for breaking me from debate mode for a second.

QUOTE
If your changes were made I would've speant at least 100k for no reason. The only change i would make is that Glads should be +10 vs phys and plate should be +20 vs phys.
I completely agree. Many people would have spent 100k+ for those same reasons.

(Sorry to beat a dead horse about those articles, but I'm using information I don't feel like explaining a second time.)



***THIS POST HAS BEEN EDITED***



04/12/06 20:50 Login to rate this user's post!
Charlotte The Harlot Profile
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RE: Warrior Armor Imbalance 

im to lazy to quote and look back but one of you said its hard for wars to kill each other in pvp which makes the +20 phys useless

Well.. maybe they wouldnt be so hard to kill if the +20 phys wernt there...

It is still imbalanced no other +nrgy armor that i know of has another defence boosting mod.

They just made glads with 1 piece of knights/ascalon armor the best in exception of few situations.



04/12/06 21:00 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

+5 armor is 2% extra roughly 2% of spells that deal around 100-120 dmg is still -2dmg which is the same as dmg reduction from ascalon and knights armors dmg reduction bonus which I think is fair enough.




Warrior/Monk - Finished Chapter 1
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Monk/Mesmer - Finished Chapter 1
Ranger/Monk - Finished Chapter 1

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04/12/06 21:07 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
+5 armor is 2% extra roughly 2% of spells that deal around 100-120 dmg is still -2dmg which is the same as dmg reduction from ascalon and knights armors dmg reduction bonus which I think is fair enough.


Point being that when you take 5 damage x 50 hits, the rounding from +5 armor doesn't do anything for you but the absorption would cut that down to 3 damage x 50 hits. Huge gains from absorption until you get up to the larger numbers.



04/12/06 21:15 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
QUOTE
+5 armor is 2% extra roughly 2% of spells that deal around 100-120 dmg is still -2dmg which is the same as dmg reduction from ascalon and knights armors dmg reduction bonus which I think is fair enough.


Point being that when you take 5 damage x 50 hits, the rounding from +5 armor doesn't do anything for you but the absorption would cut that down to 3 damage x 50 hits. Huge gains from absorption until you get up to the larger numbers.


Actually its -2 for ascalon and knights not -3




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04/12/06 21:18 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
Actually its -2 for ascalon and knights not -3
Umm, yeah. Hence 5 - 2 = 3

5 x 50 went down to 3 x 50 implying that I subtracted 2. -_-"





04/12/06 21:25 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

As for my W/Mo:

** Globally meaning applies to whole character, local meaning specific to individual piece of armor)

Various Helms (build specific)
Platemail Cuirass (for local AC and Maj Abs Rune & +10 doesnt matter because of gauntlets)
Platemail Leggings (for local AC and Maj Abs Rune & +10 doesnt matter because of gauntlets)
Gladiators Gauntlets (for 1 energy, AND +20 armor vs phsical GLOBALLY)
Knights Boots (for GLOBAL dmg reduction)

I chose the chest and leggings to be Platemail/Wyvern for the AC, because the great guys with all the credibility showed a chart displaying percentage of hit locations, and if I remember correctly, Chest and legs were well over 50%



In regards to the complaint about balance, I laugh. Additionally I wonder what sparked such a thread. Are you complaining because it makes it easier for Warriors to do PvE, if thats the case, then you may have a LITTLE room to talk. As for PvP, My first (and still very much my favorite) was a Mesmer. And I know i can walk into a PvP arena and slaughter ANY WARRIOR if that is what I am set up for and trying to do. Sounds like you need to expand your horizons and think outta the box. Any character can kill any other! In fact, my Mesmer Solos FoW, Trolls, Runs Elona Reach Mission, and solo wurm hunts in the Desert and Shiverpeaks.

All I'm trying to say is, don't complain... out-think! In businesses, and competitive settings all over the world, the ones who prosper aren't the ones who say "I cant", but rather "What do I need to do to accomplish that".
-Tadpole-



04/12/06 22:01 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

Gladiator's Gauntlets bonus to physical isn't a global value. I have no idea where you got that idea.

As for the rest of your post, duh. The debate isn't whether or not character can kill each other, the debate is if the armor is out of balance in terms of other warrior armors. As for thinking outside the box, how many people can you name that made a W/* as their 5th character? (I am one of them, necro, ranger, monk, ele, deleted ele, made warrior to run guildmates.) Yes, preach to me about thinking outside of the box, thanks for the laughs.



04/12/06 22:11 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

Hey, good job. Sorry you don't like my words of encouragement, but I was only trying to inspire you. I realize It could've been presumed that I was speaking to you as if you were a total n00b, and for that I apologise, it was not my intent. As for the Gauntlets, I am pretty sure I am right, but dont take my WORD for it or anything... I will look around and see if I can find the post made and replied to by SEVERAL of the top credibility holders on here showing that AC is local, and bonuses are global. So unless I misinterpreted it, I will post a link to that thread.



04/12/06 22:28 Login to rate this user's post!
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RE: Warrior Armor Imbalance 

QUOTE
I will look around and see if I can find the post made and replied to by SEVERAL of the top credibility holders on here showing that AC is local, and bonuses are global.  So unless I misinterpreted it, I will post a link to that thread.


The bonuses refer to mesmers with +15 AL while casting and to the absorption from ascalon/knight's armors. Also, the +5 damage vs holy of necromancers is global although the armor bonuses are not.

*edit* GuildWiki explains all this, and frankly I trust it more than some of the higher credit people here.



***THIS POST HAS BEEN EDITED***



04/12/06 22:30 Login to rate this user's post!

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