Damage reduction is vs physical only

SirJackassIII

SirJackassIII

Wilds Pathfinder

Join Date: Oct 2005

Belgium

none

N/E

Quote:
Originally Posted by Jetdoc
As I posted in the update thread, this will make for some interesting choices for warriors when choosing armor.

With the update, all types of warrior armor have a 100AL versus physical and 80AL versus elemental. So, now you have to analyze the difference (I'm only assuming chest and skirt here)...

Gladiator's +5 Energy
Knight's -3 Dmg vs Physical
Platemail +10 Armor vs Elemental
Berserker's +25 Health
Legionnaire's +10 Armor vs Elemental, +10 Armor vs Physical (if in a stance)
Sentinel's +20 Armor vs Elemental (if Strength is 13)

Very interesting choices there.
Not really. Knight's isn't really a choice, since in PvP, you won't get hit by warriors unless they're using elemental weapons. In PvE, you'll be taking damage from too many different choices to justify the -3 vs Physical.

Retribution X

Retribution X

Desert Nomad

Join Date: Nov 2005

Check behind you again.

N/

I just adapted. Plate is 90 AL vs everything, so I used chest and legs, Knights helm, and ascalon gloves and feet...

Covers everything.

CyberNigma

Jungle Guide

Join Date: Jan 2006

San Antonio, TX

W/R

Well, I'm surprised that this thread hasn't been merged with the update thread. Since it's not being merged, I suppose there is merit to mentioning this here since the armour is being discussed elsewhere as well.. Some people are complaining about the 'nerf' to Knight's Armour.. It's not a nerf.

I am really happy that Knight's Armour has been fixed, finally. That has been a pet peeve of mine for some time. If you like the skin and wear a full set, you either deal with the 'noob' comments as well as people trying to 'explain' to you why you shouldn't wear a full set, or you shut off the all channel (which is no good when looking for a group). Now there's a reason to wear it. I know quite a few people who wanted this fix. In fact, I went out of my way to bring it up every chance I could just in case they had missed it,

Message #20
http://www.guildwarsguru.com/forum/s...t=localization

Message #42 (Response from Gaile)
http://www.guildwarsguru.com/forum/s...localiza tion

Discussion concerning Knight's Armour
http://www.guildwarsguru.com/forum/s...ght=cybernigma

So, don't blame ANet for trying to find a way to nerf warriors. They did this because it was a bug that has existed since release as well as because some of their players specifically asked for the fix. If anyone is to blame it is those of us that wanted it fixed. I know I have talked about it with quite a few people in other threads (including the lt helm threads - if you remember Ensign :-), and I have seen other people bring it up as well.

The runes, however, are something of a mystery. Their very nature is magical (magical runes) so I don't know why they made them vs physical only. That one escapes me. Perhaps it was a mistake by the person fixing the armours (maybe he/she just kept going lol).. As far as elemental damage and the shields, there seems to be a conflict. A shield should not stop an Icy Dragon Sword or Fiery Dragon Sword as there is no physical component to their 'blades'.

However, that is not the case with arrows (which seems to be a big gripe amongst people I have talked to). A fiery/ignited arrow has a physical shaft and arrowhead of some sort, surrounded by fire, which means it should indeed be hit by and slowed down by a shield. I think the problem lies in the fact that the game does not distinguish between an arrow that is on fire and a fireball. They probably should be two different things.

The damage reduciton on runes is magical so should protect against magical. The damage reduction on Knight's Armour has always seemed to exist because of its crafting/quality as opposed to anything magical, therefore it should indeed only be more useful against physical damage. Maybe they will fix the runes. I don't think the shields need to be fixed, but rather fix the exception to the elemental damage rule (arrows). They can be modified somehow since they are really exceptions to the elemental damage class of attacks. This would probably apply to all melee weapons and not just arrows (swords - except IDS and FDS, hammer, and axes), but NOT to stuff like fireballs which are true elemental creations.

Mods: If this thread is merged with the update thread (if there is a reason for it), then please feel free to delete this post.

Aejorii

Lion's Arch Merchant

Join Date: Dec 2005

SF, CA

W/

I'm just pissed that I have to go out there and buy armor again. Yay for no money..

Kali Magdalene

Lion's Arch Merchant

Join Date: May 2006

Washington

N/

Quote:
Originally Posted by Russell.Crowe
The only thing I don't like is them changing the global damage reduction. I heard someone say that this has been a glitch all along, but then my question is: Why didn't they figure out how to fix it a year ago? Why wait all this time to nerf something so big? That is the only problem I have with the update.
It's possible that it took them that long to solve the glitch, or that they prioritized fixing it fairly low and its number came up.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Quote:
Originally Posted by SirJackassIII
Not really. Knight's isn't really a choice, since in PvP, you won't get hit by warriors unless they're using elemental weapons. In PvE, you'll be taking damage from too many different choices to justify the -3 vs Physical.
It's true that Knight's isn't a valid choice (other than for troll/grawl farmers that will see only physical damage), but I think the locational/rune/shield adjustment will really make those with other armors reconsider their choices.

In other words, I currently have a warrior decked out in gladiator's other than the boots.

With the loss of -10 damage versus elemental attacks protection (i.e. knights boots/superior absorption/-2 -3 shield), I'm very worried that the vulnerability of my warrior to those attacks may not warrant the extra energy any further.

So, I may wind up looking at one of the other armor choices that provide more protection versus elemental attacks because of this.

Senator Tom

Senator Tom

Banned

Join Date: Aug 2005

California

[Dark]

W/

Quote:
Originally Posted by Aejorii
I'm just pissed that I have to go out there and buy armor again. Yay for no money..
I use 15/-5 weps on my Warrior (who wears Gladiators armor and a piece of knights) because i never needed that much energy after the nerf of gale. Now if I want to get new armor, it will probably mean new weapons T.T

tho5243

Ascalonian Squire

Join Date: Feb 2006

Fallen Avengers

W/

Quote:
Originally Posted by eudas
yes, except that it's "Adapt, Improvise, Overcome"...

And the OP of that comment can't spell...

eudas
lol..beat me to it..

But it is true as ever

milias

milias

Grotto Attendant

Join Date: Nov 2005

Defected back to America

Me/E

Quote:
Originally Posted by tho5243
lol..beat me to it..

But it is true as ever
I agree somewhat, you can always improvise and adapt, but when you have to do it so much and so often that the game stops being enjoyable for you, that isn't good news.

Theus

Jungle Guide

Join Date: May 2005

W/Mo

Quote:
Originally Posted by tho5243
lol..beat me to it..

But it is true as ever
Umm...I don't care about adapting due to skill nerfs and buffs..

BUT NOT TO RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOING ARMOR CHANGES THAT MAKE ME HAVE TO CHANGE MY ARMOR TO BE EFFICIENT IN PVP.

Y.T.

Y.T.

Jungle Guide

Join Date: Sep 2005

Mo/

Quote:
Originally Posted by King's Spectre
It's a BIG change in PvE. Wars will be much more delicate in mid-game and have a much harder time farming elemental critters. I wonder if single mod +10 vs element shields will be valuable now?
time for new green shields/collector shields then... +30hp +10AR vs fire/cold/whatever, cos othervise price on shields with armor bonus vs elem is going to sky-rocket.

feel bad now about getting rid of my old shield with +9AR vs lightining

edit:
Jetdog r u trying to say that sup absorbtion rune is locational now

Gizmo Loco

Gizmo Loco

Lion's Arch Merchant

Join Date: Oct 2005

I dont qutie see how it is that big...3 dmg from absorb rune, 2 from shield? It isnt that big a deal as far as I can tell...

lemming

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

Quote:
Originally Posted by Gizmo Loco
I dont qutie see how it is that big...3 dmg from absorb rune, 2 from shield? It isnt that big a deal as far as I can tell...
The difference over a prolonged period of time is quite a bit.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Quote:
Originally Posted by Y.T.
edit:
Jetdog r u trying to say that sup absorbtion rune is locational now
From what I can tell, it's not locational, but it only provides -3 damage reduction versus PHYSICAL now.

Makes it rather useless against elemental damage, which is my main concern.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Quote:
Originally Posted by Gizmo Loco
I dont qutie see how it is that big...3 dmg from absorb rune, 2 from shield? It isnt that big a deal as far as I can tell...
It's a huge deal in PvE, when you're being pounded by 7-8 opponents at once, especially from ranged distance by the casters.

For many of us, the bonus from Knights/Rune/Shield combo was -10 damage versus all sources.

Now, if you're getting hit by seven opponents with elemental damage (e.g. in the IDS cave), that's an additional 70 damage per second you're taking. Ouch.

Theus

Jungle Guide

Join Date: May 2005

W/Mo

I just want the armor and shields changed back to all damage.

Phoenix Arrows

Wilds Pathfinder

Join Date: Mar 2006

With many other ugly people

We Are All Pretty [ugly]

R/

I'm so mad at this update...I just got a 15k Luxon set for my Warrior earlier in the day that the update was put into effect...I had to spend another 23k or so for crafting and materials for new boots...and now Sup Ab Runes aren't that useful anymore...

inscribed

inscribed

Lion's Arch Merchant

Join Date: Jan 2006

My guess is that the change to damage reduction has more to do with trying to make Elementalists more useful in PvP, than it does with nerfing warriors. Although, if that was the case, they should have boosted elementalist's damage, than nerf damage reduction.

Brutaniu Mason

Brutaniu Mason

Krytan Explorer

Join Date: Aug 2005

W/Mo

I like how people mentioned this nerf to warriors has created a balance, buffing the elemental potential. As if 90% blind from Flash, 50% AOE miss from Blurred Vision, and 50% evasion with their melee wards wasn't putting the warrior to shame enough as it was. Not to mention the slows eles have to offer and new Ward of Stability to counter what every warrior brings in PvP (Shock or Hammer build). So now eles can also do much more damage to warriors (up to 10 more per attack) and this is balance? Ele spikes just got that much more disgusting, and who said eles should have an easy time taking down the Tank Class? It should be hard to kill them by nature.

There were already various counters to take out a warrior's entire offensive--in the elementalist skills alone. That is not even taking into account monk prot, ranger traps/cripples/dirt/conditions, mesmer empathy, SS necro, Rit spirit spammers (holding/balled teams), and many more.

After that the only real thing they had going for them was their incredible tanking ability, and it just got rocked--Big Time. 3 Nerfs were made to their armor. One knight piece is no longer globally beneficial. All knight pieces are now physical reduct only--which a warrior never should worry about over elemental damage, and makes the Knight/Ascalon sets entirely useless. And then shields--which could offer 2 to 5 constant -damage used in the right situations (stanced/enchanted+stanced/stanced+hexed/+5 20%).
Edit: Eek excuse me, 4 nerfs to armor--forgot to mention Absorption Rune: Still global reduction I believe, but also -3 to physical damage only.

Damage reduction applied to almost everything that threatens a warrior, and now it applies to almost nothing. Physical harm should never be a warrior's concern, and if he knows it will be--he has stances up the wazuu to equip and assist him. To top it all off, the warriors got hardly any buffs in the skill updates. Oh, and another "already amazing" counter to wars, Enfeebling Blood, just got a huge buff:
Enfeebling Blood: increased the area-of-effect to "nearby".

Warriors just got destroyed on a grand scale last night, for PvP and PvE players alike. It doesn't take a warrior player to decipher that out.

shmek

shmek

Lion's Arch Merchant

Join Date: Nov 2005

Quote:
Originally Posted by Dark Dragon
Change is good its stops the game becoming stale with the builds being used by everyone.
If the "change is good" cliché phrase so many love to throw around in life is ridiculous trite rambling.

Lets see someone step in front of a speeding car and enjoy the change.

Point: Change is change and it is not always good, though good things can come. However, worse matters can often come by way of change as well, which might be why human nature's natural tendency is resistant to change more often then not.

Game seemed far from stale from what I have observed over the last year, though I see quite a few noobs doing nothing but standing around in town saying they are bored.. BUT.. no change there

Witchblade

Witchblade

Polar Bear Attendant

Join Date: May 2005

this update is serious crap..

i'm ok with th knight fix ... but not about the shield / rune change

sry but when u r taking a freball or something, the shield stands in the way, so the -2 should apply

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Can't believe people will lose sleep over this update. I mean why do warriors even get 6 sup runes? My casters (excl. ele) get 4 sup. runes. Its always baffled me. Most people's main characters are warriors because they take such little dmg from attacks and are the best survivors and this update is a balance issue. Feel free to flame me but warriors are Anets favourite class and there are so many ways of backing that idea up.

Think balance.

yhm

yhm

Frost Gate Guardian

Join Date: Mar 2006

I can understand the fix on knight/ascalon global reduction.

I can even understand the change on Sup Absortion rune,since it's the only Sup rune doesn't reduce your hp, making it physical-reduction only seem fair.

But sheild, that is a really bad "update".

Questions: Does people who own Prophecies only get the material storage update like people who "own faction"? Do they able to mix and match armor and still look good like those "who own faction" ? hmmmm....

Aigred

Aigred

Ascalonian Squire

Join Date: Dec 2005

Wild Rose Country

By the way, I suspect that Absorption Runes may already have been only vs physical for some time now. The July 13 update notes just clarify that particular point.

On 2006 June 16, I was testing runes, shields, and Knights against the lightning damage of the Flag Stand in the Isle of the Nameless. My conclusion from those tests was that the Absorption rune had no effect vs lightning damage, although the Knights and shield did. At the time, I thought it was a bug that the rune was not absorbing anything at all, but I didn't think to test it vs physical.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by milias
I guess warrior Hydra-farming is gonna be dead
Buy a shield with +10 AL vs Fire, instead of -2 Damage. That would have been the optimal equipment even BEFORE the ""nerf"".

Flabber Babble

Academy Page

Join Date: Feb 2006

Defenders of Claro

R/Mo

Well, the way I feel about it is... there are enough counters for warriors already without killing their damage redux... now they are a little more squishy.

Unless ANet were to implement a Rune of Warding

CyberNigma

Jungle Guide

Join Date: Jan 2006

San Antonio, TX

W/R

I think the change to shields' absorption mods is neat. I see it as being along the same lines as Knight's Armour - it's made better for certain uses and will withstand more damage - though that doesn't explain why it withstands more damage while you are enchanted or hexed lol. However, I think they should create some collector shields that have special mods versus elements.

Think along the lines of the movie Dragonslayer. Galen didn't use any old shield. He actually had his punk go out and collect dragon scales so that he could have a shield built specifically to protect against the dragon's fire. That is an excellent idea. Go and collect dragon scales or titan pieces/etc and take them to the appropriate collector for your vs fire shield :-) Go and get frozen shells for your vs cold shield.. It sounds like a really good idea, if they will implement it. They could have +AL vs the appropriate element, or have the -2...-5 damage reduction vs the appropriate element. Arrows that are on fire, though, should not be considered the same thing as a fireball (which has no inner, physical core). The same thing goes for cold/hot physical weapons (swords, axes, hammers, daggers) unless they are actually represented as being non-physical (IDS/FDS).

Elementalist armours are specifically vs one element (hydromancer, pryomancer, etc) so it makes sense that maybe warriors would be the same. Of course we have to disregard rangers in this manner (since they have vs all elemental), but they are favored right behind necros (makes sense why ranger/necros are decent).

Elemental runes for shields is another way to go :-)

IllusiveMind

IllusiveMind

Lion's Arch Merchant

Join Date: Oct 2005

Mehtani Keys

The Extraordinary Revolution [ReVo]

P/W

Bah shield "nerf", cry me a river...now I can deal some damage with my Fire Wand!

Theus

Jungle Guide

Join Date: May 2005

W/Mo

I think we as warriors know what to do.

Simply move on to interupt rangers and completely skullRED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO eles.Cause a class that has 100 armor and long distance interupts is a bigger threat to an ele than a warrior.

And hopefully thats what happens.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

This update is the stupidest thing I've ever seen. I can get a monk, ranger, and mes, and necro up to 80 AL very easy with only armor (monks can go to 90). Now wars have the same def vs elemental dmg as the squishies do.

Wars are suppose to be durable they are on the front lines AT ALL TIMES. Frenzy and healing sig are going to be suicide now. Without the -7 dmg under frenzy every hit just got a 14 dmg added on to it. It only takes 1-2 seconds to take 5 hits resulting in 70 more dmg. Healing sig is already interrupt bait. Now that it halfs your armor the net heal isn't going to be worth using.

All these eles saying that they can finally do dmg to a war. WTF you have blinding flash that can spam completly shutting down a war. How much dmg do you inflict under blind? Just about 0 that's how much.

Air has blind and windbourne. Water has slow down and blurred vision. Earth has wards. All of these things completely own wars in every aspect. Wars have no way of dealing with these effects alone.

Anet just snuffed wars out of GvG. They can't gank a base, they can't stand on the front lines and overextend, frenzy and healing sig just got gimped. Make way for the base ganking Sins.

If this was a bug Anet never stood one way or another on the issue. Then over a YEAR later they decide to change it. If its been going on for over a year and wars are not that difficult to deal with why change it now?

Why don't we reduce the healing on monks and see how people like that. Or take away their energy managment. Wars need that -dmg to do their job. Without it other classes can do their jobs much better *ranger* with better armor.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Would like to add 1 more thing here. Since Wars armor is nerfed and sheilds are basicly useless welcome back to gale lock. Off hand with a +5 energy sword and glads will give us more than enough energy for this tactic to make a complete comeback.

Fourex

Ascalonian Squire

Join Date: Mar 2006

Australia

D E S T R O Y E R [CORE]

W/A

I have always used +armor agaist Ele hilts with my PvE warrior, now I'm running the perfect weapons. =)

Boofhead

Frost Gate Guardian

Join Date: Aug 2005

Black Rose Gaming

Quote:
Originally Posted by twicky_kid
This update is the stupidest thing I've ever seen. I can get a monk, ranger, and mes, and necro up to 80 AL very easy with only armor (monks can go to 90). Now wars have the same def vs elemental dmg as the squishies do.

Wars are suppose to be durable they are on the front lines AT ALL TIMES. Frenzy and healing sig are going to be suicide now. Without the -7 dmg under frenzy every hit just got a 14 dmg added on to it. It only takes 1-2 seconds to take 5 hits resulting in 70 more dmg. Healing sig is already interrupt bait. Now that it halfs your armor the net heal isn't going to be worth using.

All these eles saying that they can finally do dmg to a war. WTF you have blinding flash that can spam completly shutting down a war. How much dmg do you inflict under blind? Just about 0 that's how much.

Air has blind and windbourne. Water has slow down and blurred vision. Earth has wards. All of these things completely own wars in every aspect. Wars have no way of dealing with these effects alone.

Anet just snuffed wars out of GvG. They can't gank a base, they can't stand on the front lines and overextend, frenzy and healing sig just got gimped. Make way for the base ganking Sins.

If this was a bug Anet never stood one way or another on the issue. Then over a YEAR later they decide to change it. If its been going on for over a year and wars are not that difficult to deal with why change it now?

Why don't we reduce the healing on monks and see how people like that. Or take away their energy managment. Wars need that -dmg to do their job. Without it other classes can do their jobs much better *ranger* with better armor.
QQ... level... overpowering... *choke*...
Only dmg reduction got nerfed, not AL level.

Alpha Moth

Krytan Explorer

Join Date: Aug 2005

Whats the Best choice of warrior armor now?

Ecomancer

Ecomancer

Frost Gate Guardian

Join Date: Dec 2005

Its rather amusing with everyone saying that knights/Ascalon armor was "bugged". Well, let me ask you this, how was it bugged when it had a little note by it - "Non stacking"? So as it stands ANET knew it was a bug yet decided to add that little text to clarify exactly how it was bugged so that people could go about making adjustments to their armor suites.

If they knew it was a bug and this has been around for over a year why did it take so long to fix it? Fair enough you fixed the armor now to behave properly but whats with this changes with the shield. To be frank, a warrior is as good as an assassin except clumsier looking. And for those saying how shileds aren't supposed to block magical attacks, give me a break, its a fantasy game afterall since when did realism matter? If anyone wanted to go into debate about realism then a lot can be talked about. Monk, elementalist, ranger, mesmer armor for example, they are made up of some fabric or another yet they equate to 60AL ; 20 less than that of metal? Enough said, everyone buy your icy mods aplenty so you can beat on some dumb warrior.

Theus

Jungle Guide

Join Date: May 2005

W/Mo

Seriously.The idea of realism is retarded,if they add realism,I demand a chance where I can instantly kill someone at a low chance by decapitating someone with my sword or axe.

Ecomancer

Ecomancer

Frost Gate Guardian

Join Date: Dec 2005

Quote:
Originally Posted by CyberNigma
Go and get frozen shells for your vs cold shield.. It sounds like a really good idea, if they will implement it. They could have +AL vs the appropriate element, or have the -2...-5 damage reduction vs the appropriate element. Arrows that are on fire, though, should not be considered the same thing as a fireball (which has no inner, physical core). The same thing goes for cold/hot physical weapons (swords, axes, hammers, daggers) unless they are actually represented as being non-physical (IDS/FDS).
I agree with this notion - there should be shields that have mods vs elemental damage. Weapons have warding mods, shields should too.

Xenrath

Xenrath

Desert Nomad

Join Date: Oct 2005

W/Me

Assuming they won't undo this particular change, which they probably won't, I guess we might see more vs Elemental items in future. Poor compensation to those (like me) who spent many a good hour and 150k+ on sup. absorption and appropriate shield(s) before Factions came out and the prices dropped to nothing.

Realism: does not exist in a fantasy game where you can be hit in the head by a meteor and survive, while dancing naked and having 55 hit points (whatever that is in real life). I'm a level 20 web developer with 1000hp! I'm wielding an annoyed keyboard of typing!

Theus

Jungle Guide

Join Date: May 2005

W/Mo

Indeed.There should be physical and magical damage reducting shields,as well as Superior Absorption Runes SHOULD reduce all forms of damage that it did originally.

Ecomancer

Ecomancer

Frost Gate Guardian

Join Date: Dec 2005

Quote:
Originally Posted by Theus
Indeed.There should be physical and magical damage reducting shields,as well as Superior Absorption Runes SHOULD reduce all forms of damage that it did originally.
The reality is, we aren't the developers/designers of the game so what we think SHOULD and SHOULDN'T is irrelevant. I can only think of one reason why they decided to fix the so called bug after such a long time and change the way absorption and shields work - CHAPTER 3. This must in some way have to do with Chapter 3. Picture this that when Chapter 3 comes out and this update is rolled out, there would be a greater public outcry. I don't question ANETs decision, just why it took so long.