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Maintankadin

3.1 / Ulduar Concerns

Zironic
Sun Mar 01, 2009 2:06 pm
Personally I'd make every single part of the flurry individually avoidable so that relative tanking balance remains unchanged.
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Majiben
Sun Mar 01, 2009 2:11 pm
They can implement it in all sorts of iterations.
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Panzerdin
Mon Mar 02, 2009 9:18 am
I'm sorry, but the damage at which the two classes are equal is so large that a boss hitting for that amount at a frequency the like of which we're discussing would be untankable.
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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
Mon Mar 02, 2009 10:12 am
There are some differences, of course.

As the number of discrete attempts to hit increase, the relative value of avoidance also increases. At a certain point avoidance begins to function very much like mitigation.

Also, if the hits are spread out in time, it becomes easier to heal insofar as the timing of landing the heal becomes less problematic. Since damage is coming in so often at a smaller rate, it's likely to result in less overhealing.

These are the kinds of arguments you can make about why smaller but more frequent isn't quite equal to big and less frequent. And these arguments are valid, to one degree or another.
Candiru
Mon Mar 02, 2009 10:15 am
Just make shields mitigate on block some % of total damage as well as the BV.

Maybe the armour of the shield gets applied to the hit first, then the BV takes off some damage?

8k armour on a shield is what, 20% mitigation?

Essentially your shield doubles its armour value on a block.