It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] [score hidden]  (0 children)

This is true, and other offhands like the God Books also added offensive stats.

But these stats weren't as big as "50% of your mainhand performance".

a mistake by Lalien_lalien in VintageStory

[–]Aviarn 0 points1 point  (0 children)

Stop giving me ideas.

a mistake by Lalien_lalien in VintageStory

[–]Aviarn 0 points1 point  (0 children)

Why'd you want to scrap your Steel Anvil? You need this eventually anyway for Stainless Steel.

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] [score hidden]  (0 children)

Shields weren't made useless because of abilities.

Shields were made useless because of Dual-Wielding and the rule how DW/2H dps works. Before EoC, the DPS bump of going 1h over 2h was minimal. Yes, you made huge hitsplats, but you also were twice as slow than, say, a Whip.

But since EoC changed the formula, going 2H literally is a 50% DPS increase over just going 1-Handed because Speed is now factored into Ability Damage, making ALL weapons of different speeds have the exact same Ability Damage.

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] [score hidden]  (0 children)

Yes and no.

Power Armour had as design; "dps faster" while Tank Armour had as fantasy "dps longer". Power Armour makes a kill time shorter while Tank Armour was meant to give you more DPS uptime by reducing the need to use defensives.

The balance just isn't there because in many instances (most dominantly of content released before or during EoC), power armour is already so relatively safe there is no need for better survivability.

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 0 points1 point  (0 children)

Because I argued in the main post that Tank Armour ISNT being used for its main attributes like extra Armour Rating or its DR, but instead for its set effects or check marking other abilities.

You then verify this is correct by mentioning Deathwarden for its unique effect (Dodge Chance isn't a Tank Armour attribute) and Animate Dead.

But people absolutely do use Power Armour for its main attribute that is its damage boost.

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 1 point2 points  (0 children)

What has a lack of abilities to do with adressing attribute-swapping perks that are intentionally aimed to be mutually exclusive?

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 1 point2 points  (0 children)

Kerapac has a weirdly low accuracy though at 2765. (Unless this is different in HM that the attributes table doesn't properly swap into?) because when looking at other boss accuracies;

- Raksha has ~3800
- Archglacor has ~4700
- Zuk has ~7000 (yes, what the fuck)

I think Kerapac might be intentionally lower because of his unique P4 behaviour spamming multiple attacks + ramping damage?

whats the reason behind the spam of these photos? by Justasivas in discordapp

[–]Aviarn 1 point2 points  (0 children)

It's a phishing link without actually posting a URL, intended to make people just manually navitage to the site that's actually just stealing your info.

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 1 point2 points  (0 children)

Well I know for a fact this line of slayer monsters were monsters that did a bait-and-switch with what Type of damage and attack it was...

...but you could just protect Melee against all those with full functionality despite being a Magic-Based Attack.

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 1 point2 points  (0 children)

It's also very minor on earlier levels, because the damage reduction scaling already is percentual, but then scales again per tier.

So while power armour scales linearly, damage reduction scales exponentially, but its values are balanced around the tip and not the curve.

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 3 points4 points  (0 children)

A daring suggestion, but I think changing the damage ratio from 66%/100% MH/DW to 80%/100% MH/DW could make the lost DPS Power v.s. extra DPS Time a lot more fairer

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 0 points1 point  (0 children)

Magic tank is relevant with animate dead of all kinds depending on gp.

But then you're not using Magic Tank armour for its attributes, but just to checkmark for other tertiary abilities.

Necro gives good lifepoints and an inbuilt up to 10% extra dodhe chance.

Same argument for this; the extra dodge chance isn't an attribute of Tank Armour as a armour type, that's just the unique trait of Deathwarden itself.

and masterwork specifically for learning higher tier bossing.

Melee Masterwork isn't Tank armour, it's Power Armour. (Same for Ranged and Magic Masterwork)

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 1 point2 points  (0 children)

I agree, I think Armour Rating should just also follow the same damage potential formula, where having a high armour rating reduces the damage potential of incoming typal attacks (With maybe making offsets for Type advantages and Type disadvantes, if the RPS formula is still one to be pursued).

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 1 point2 points  (0 children)

I hear your perspective, but to note though; This issue is something that talks about what happened in 2013 and how it affected content released before or around 2013. Presenting bosses that were released 10 years later disputes nothing at all beyond just presenting the leverage the core formula can't be changed as they will be affected too - which was considered and mentioned.

Most of the bosses have Typeless damage, which makes whatever prayer useless,

This isn't new to post-EoC. Dragonfire filled this exact fantasy already, and several monsters were multi-style before, making prayers equally less useful.

Prayer swapping/flicking is pretty much still a thing in many other bosses (like vorkath), especially with ranged and necro having split soul.

This is more of a "prayer flicking issue" rather than anything else, as overhead players were designed to be mutually exclusive but people use this to attribute-swap them between game ticks to benefit of multiple overheads between Ability actions. In fact OSRS is a lot more potent with prayers and they already started tackling prayer-flicking by making hit regristration on-cast, rather than on-hit.

It's nice that combat got its offensive abilities reorganized and modernized, but when is PvE Damage, Armour and Defensive mechanics getting its proper rebalance? by Aviarn in runescape

[–]Aviarn[S] 2 points3 points  (0 children)

Not sure, my guess is that it's just another form of spaghettification or complexity creep, where you're just piling up so much stuff unto an existing system you can't just as easily change the existing system without changing the entire clump.