Forum Discussion
9 years ago
Armor/Resistance:
Simply put are currently useless, because there isn't enough of it.
But Armor and Resistance ought to separate Tanks from every other class, to varying degrees. Support characters might have a reasonable amount, but Attackers and Healers probably both belong right about where they are now, where they gain some but it makes little impact on their Effective Health.
The simplest way I can see to change this without requiring a gigantic overhaul of the way damage is calculated is to add an additional modifier on Armor and Resistance gained from Gear. To wit:
Armor per STR is currently 0.15
Armor per AGI is currently 0.07
Armor from gear adds a flat armor amount.
Damage done is calculated by taking the amount of damage from an ability and the armor of the attacked character, reducing the armor by the attackers Armor Reduction, and then subtracting the armor value from the damage done to calculate total damage done.
So Attacker Character A(40 Armor Pen, 3500 damage) hits Tank Character B (120 armor from stats, 180 from gear, 300 total) for 3260 damage, total reduction of about 7%.
As another example, Attacker Character A(40 Armor Pen, 3500 damage) hits Healer Character B (120 armor from stats, 20 from gear, 140 total) for 3400 damage, total reduction of about 3%.
Which is laughable. It both negates the purpose of Armor/Resistance in Gear as an effective stat, Defense Up as a buff, Armor Penetration as a buff, and the term "Tank" in general
I propose that Armor and Resistance from Gear add an additional increase of 1% per point to the total Armor of a character after adding Armor from Stats and Gear together.
Taking the above example again:
Attacker Character A(40 Armor Pen, 3500 damage) hits Tank Character B (120 armor from stats, 180 from gear, 180% increase from Gear, 840 total) for 2700 damage, total reduction of about 23%.
Attacker Character A(40 Armor Pen, 3500 damage) hits Healer Character B (120 armor from stats, 20 from gear, 20% increase from Gear Armor, 168 total) for 3372 damage, total reduction of about 4%.
Big difference, huh?
In addition, the order of reduction for critical strikes should be
Damage>+ArP>-Armor>XCrit Multiplier
Currently, it looks to be calculated as
Damage>XCritMulti>+ArP>-Armor
But it's difficult to tell, with such low Armor values, and such high variance on base damage and critical strikes.
It won't fix everything...but It's a good first step.
Simply put are currently useless, because there isn't enough of it.
But Armor and Resistance ought to separate Tanks from every other class, to varying degrees. Support characters might have a reasonable amount, but Attackers and Healers probably both belong right about where they are now, where they gain some but it makes little impact on their Effective Health.
The simplest way I can see to change this without requiring a gigantic overhaul of the way damage is calculated is to add an additional modifier on Armor and Resistance gained from Gear. To wit:
Armor per STR is currently 0.15
Armor per AGI is currently 0.07
Armor from gear adds a flat armor amount.
Damage done is calculated by taking the amount of damage from an ability and the armor of the attacked character, reducing the armor by the attackers Armor Reduction, and then subtracting the armor value from the damage done to calculate total damage done.
So Attacker Character A(40 Armor Pen, 3500 damage) hits Tank Character B (120 armor from stats, 180 from gear, 300 total) for 3260 damage, total reduction of about 7%.
As another example, Attacker Character A(40 Armor Pen, 3500 damage) hits Healer Character B (120 armor from stats, 20 from gear, 140 total) for 3400 damage, total reduction of about 3%.
Which is laughable. It both negates the purpose of Armor/Resistance in Gear as an effective stat, Defense Up as a buff, Armor Penetration as a buff, and the term "Tank" in general
I propose that Armor and Resistance from Gear add an additional increase of 1% per point to the total Armor of a character after adding Armor from Stats and Gear together.
Taking the above example again:
Attacker Character A(40 Armor Pen, 3500 damage) hits Tank Character B (120 armor from stats, 180 from gear, 180% increase from Gear, 840 total) for 2700 damage, total reduction of about 23%.
Attacker Character A(40 Armor Pen, 3500 damage) hits Healer Character B (120 armor from stats, 20 from gear, 20% increase from Gear Armor, 168 total) for 3372 damage, total reduction of about 4%.
Big difference, huh?
In addition, the order of reduction for critical strikes should be
Damage>+ArP>-Armor>XCrit Multiplier
Currently, it looks to be calculated as
Damage>XCritMulti>+ArP>-Armor
But it's difficult to tell, with such low Armor values, and such high variance on base damage and critical strikes.
It won't fix everything...but It's a good first step.
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