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i actually don't understand why you think a skill that greatly reduces block recovery isn't good.. peace Hector, I'll just offer my own take.. a shield blocks all types of damage even DoT.. the bad side is they have 2.5 to 3 seconds of cooldown.. quick recovery reduces that by 81% at ultimate max.. that would be 0.475 to 0.57.. if you can block incoming damage every half second, that would be really good.. now a shield can only block the amount of damage listed on the description (%chance to block x damage).. if you expect it can make a shitty shield very good, that is not what it does.. or if you expect you are now immortal once you have it up, that would be expecting too much.. or if you want it to be very good at lvl 1, that also would be expecting too much.. it is not a one point wonder.i haven't played defense in AE/R but it doesn't look like it has changed much.. the most i got any of my defense chars in TQIT was epic and even there i felt quick recovery's worth.. i played a conqueror on legendary but the character was not mine.. even for a conqueror, maxed quick recovery was noticeably helpful.
Sure, developers are strange I believe its the mentality of all or nothing that is wrong. Invulnerability ftw or not touching the skill. The skill offers you a small-to-average boost to defense, which might be critical, or it might not. With changes to make all these caps to stats like block too the game made a grim dawnish turn. And look at that game, if it gives you hp skill, its 25%, not over 100%, 5% DA not 100% DA. Small increments to sum up into decisive advantage. A small thing you say? Excellent, might be just the thing that tips the balance to your favor.
The good news is that your shield comes into play after armour and resistances are taken into account.
tholuneve, your mechanics contradicts with thishttps://steamcommunity.com/sharedfiles/filedetails/?id=148217054QuoteThe good news is that your shield comes into play after armour and resistances are taken into account.has that been changed in AE or ragnarok? if so, that would be really bad.. but i have not read anything in the changelogsas whether it is overrated or not, i cannot say because i don't know how other people see this.. it is not an immortality skill but it definitely isn't useless.. and as I've said earlier, you will still need a good shieldregarding scatter shot scaling with bleed.. i did some testing a long time ago and i still remember a bit from it.. i am inclined to agree it does not scale with other bleeds like anatomy.. i am not 100% sure with this but i am inclined to agree with you based on my tests.. but the weird part is it seems to scale with dex although you need very very very high dex for it to be noticeable on legendary.. i got it to about 1500 before i saw a bit of improvement (lolz).. casting study prey flush out makes it more noticeable thoughi once said that the nerf should be about 50% or something close to that.. definitely not 80%.. the real nerf it got is the fact that bleed does not stack.. i mean stacking attack speed and then the damage is bleed.. hitting a monster with 2 or more fragments is almost the same as hitting it with 1, it just resets the duration and get the bleed to the highest damage but it will not stack.. the 20% pierce is very little to notice
ExampleA projectile gets blocked by a shield with a Chance to Block 60 Damage.If not blocked, after resists that attack would do:50 Fire Damage from weapon (50 < 60 → blocked, 0 damage)60 Fire Damage (60 = 60 → blocked, 0 damage) and 70 Vitality Damage (70 > 60 → not blocked, 70 damage) from an artifact111 Burn Damage over 3.0 Seconds from a skill (111/3 < 60 → blocked, 0 damage)
The damage is already reduced by armor and resistances.
The good news though, is that the damage you must Block is calculated after Armor and Resistances, so there is a much higher chance for you to succeed.
titanquest.wikia also says it happens after resistshttp://titanquest.wikia.com/wiki/ShieldsQuoteExampleA projectile gets blocked by a shield with a Chance to Block 60 Damage.If not blocked, after resists that attack would do:50 Fire Damage from weapon (50 < 60 → blocked, 0 damage)60 Fire Damage (60 = 60 → blocked, 0 damage) and 70 Vitality Damage (70 > 60 → not blocked, 70 damage) from an artifact111 Burn Damage over 3.0 Seconds from a skill (111/3 < 60 → blocked, 0 damage)it specifically said after resiststhere is also this lineQuoteThe damage is already reduced by armor and resistances.
i researched more and found thishttps://fextralife.com/titan-quest-stat-build-guide-a-general-overview/QuoteThe good news though, is that the damage you must Block is calculated after Armor and Resistances, so there is a much higher chance for you to succeed. i don't know the credibility of that site though.. it seems written just recently.. dated March 28, 2018
Players can reduce the amount of damage that their Armor “lets through” by increasing their Armor Absorption. Armor Absorption adds directly with the 66% modifier that all players have by default, so for example if you have +14% Armor Absorption then your modifier becomes 80%
So before we say something is good or bad, I think we should look at the mechanism first, and that is where the problems raise.The first mechanism is what botebote77 already mentioned, block recovery cap: In AE/R, shield recovery time (or maybe just call it block cooldown) has been capped at 90%, which is 0.25 sec or 0.3 sec. Personally I think that is the second most stupid change AE made.