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Maintankadin

3.1 / Ulduar Concerns

Panzerdin
Sun Mar 01, 2009 10:16 am
The problem is that we already have A, but call it Armour, can't really do B, since that would defeat the point, and can't do C at all, because any class unable to block will get raped.

Thusly, I'm forced to conclude that Blizzard should STOP TRYING TO LET EVERYONE MT EVERYTHING and make some fights where Pallies are good MTs, and some where they blow. And the same for the other classes. You can't make different mechanics work in the same way in the same situation, so why are they determined to try?
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If you shoot Anthony several hundred times with an anti-tank rifle whilst he is stabbed to death by a squad of ninja monkeys, he will be dead.

OK?
Steve
Sun Mar 01, 2009 10:25 am
Obviously, math would permit them to create an encounter that favors block style mitigation over armor. So the arguments along those lines aren't valid.

You can't really do that with adds though. If you make the adds hit hard enough to give warriors/paladins the kind of advantage that a DK enjoys on Sartharion, the end result would be people would just throw another tank at it.

I mean, I suppose you could do it Muru style with a crazy hard enrage timer -- but that encounter did more harm to the game than it did good.

I do, however, feel the complaints are valid until Blizzard starts pumping out the encounters that do favor block that aren't trivial. Because they haven't made one yet.

And I haven't had much luck with relying on the predictions of others regarding what kinds of encounters we are likely to see.

Ardent Defender leapfrogging says, "Hello!" again.
Panzerdin
Sun Mar 01, 2009 11:24 am
Then Pieceofshift gets squished before you can react, most likely. Given that his life expectancy from the first occurrence of this is 1 second, you'd be lucky for a tank to notice, react, have his taunt sent to the server, AND have the server react, before you end up with beef jerkey.
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If you shoot Anthony several hundred times with an anti-tank rifle whilst he is stabbed to death by a squad of ninja monkeys, he will be dead.

OK?
Majiben
Sun Mar 01, 2009 1:50 pm
Steve is correct. If X is the size of a hit where the blocked hit of a shield tank takes the same amount of damage as a hit on a non shield tank (they'll likely choose it a slightly different number) then to double the incoming dps of the encounter they can change the attack speed from 2.0 to 1.0 without changing the ratio of damage taken per hit by shield users and nonshield users.

Now that doesn't mean a T7 boss would hit for the same as a T9 boss only slower. Our expected BV would go up as we advance and thus the size of hits will go up but only slightly compared to the current incline.

An interesting side effect of this would be that shield tanks would actually want to focus on BV and BR rather than avoidance. It means that our BV gear will scale well rather than poorly.
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Zironic
Sun Mar 01, 2009 1:54 pm
Indeed, as other points out 3k damage 20 times a second is not the only option.

The mathematical equilibrium lies closer to 15-20k(RAW) hits every 0.5-0.7 sec. (For Ulduar 25 man)
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Panzerdin
Sun Mar 01, 2009 1:56 pm
The thing about this is that X is a rubbish number to have bosses hit for. A boss that hits for 7k (AFTER ARMOUR) every second (random example) is no challenge whatsoever for healers to deal with, so unless they introduce some form of burst mechanic, the fight is trivial in this respect.

The problem lies not in normal hits, but in burst situations. An encounter where the normal hits are the threat, in and of themselves, means Paladins lose simply because of a lower EH pool.
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If you shoot Anthony several hundred times with an anti-tank rifle whilst he is stabbed to death by a squad of ninja monkeys, he will be dead.

OK?
Zironic
Sun Mar 01, 2009 1:59 pm
The normal hits are almost never a threat in and off themselves, it's pretty much always some other mechanic at play that threatens the tank(stun/silence/fear/burst).

Physical burst could easily be implemented as windfury rather them OMFGDIDYOUSEETHATNUMBER.
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Majiben
Sun Mar 01, 2009 2:04 pm
A boss that hits for 7k every second is not more a rubbish amount to hit for than a boss that hits for 14k every 2 seconds. You want burst? Then make a flurry. The size of relative damage between nonshield and shield classes will stay the same but the dps will increase and thus be a burst of damage. Hell you could have that flurry attack always connect so avoidance plays no part.


You're refusing to see another way at this point, it exists however.
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