> Forest of True Sight > Questions & Answers Reload this Page Warrior absorbtion fixed in Factions?
Closed Thread
Old Apr 17, 2006, 02:27 AM // 02:27   #1
Frost Gate Guardian
 
shane william's Avatar
 
Join Date: Jun 2005
Guild: Whats Going On [sup]
Profession: W/
Advertisement

Disable Ads
Default Warrior absorbtion fixed in Factions?

As far as i know right now, one rune of absorbtion placed in any piece of armor holds its damage reduction effect over all pieces of armor regardless of where you are hit. This same idea applies for any armor that has a built in damage reduction effect. For example, the -2 dmg reduction on a pair of ascalon boots will work no matter which piece of armor is hit, hence there is really no reason to wear more than one piece of ascalon armor at once.

I was just wondering if anyone has heard if anet is going to fix this in factions so that the absorbtion effects will will be affected by hit location. It seems to me that at the moment the way absorbtion is working is not really how it should be, and since it looks like anet is going to balance out alot of the warrior armors (platemail armor stats -> dreadnoughts armor stats), do you think that they will do the same for dmg reduction armor?

Just wanted to know if anyone heard anything since i was thinking about crafting some of the old armors before factions comes out, and am not sure about how these changes will affect the armor when factions is released.
shane william is offline  
Old Apr 17, 2006, 02:45 AM // 02:45   #2
Lion's Arch Merchant
 
Metanoia's Avatar
 
Join Date: Feb 2006
Default

I'm not sure they're going to bother fixing it any time soon. They (thank god) adopted the FoW-style armour crafters for GW:Factions. The appearance of your armour no longer has any bearing on how it performs.

Hopefully GW:Prophecies armour is going to get the same makeover otherwise it would be rather unfair.
Metanoia is offline  
Old Apr 17, 2006, 03:00 AM // 03:00   #3
Krytan Explorer
 
Join Date: Dec 2005
Location: Plane of Oblivion
Guild: Sigilum Sanguis [keep]
Profession: Me/W
Default

If they fix absorption on Knight's/Ascalon armor, they should also fix the "+15AL while casting" mods on the mesmer armors.
Stabber is offline  
Old Apr 17, 2006, 03:03 AM // 03:03   #4
Krytan Explorer
 
UndeadRoadkill's Avatar
 
Join Date: Feb 2006
Default

Quote:
Originally Posted by shane william
As far as i know right now, one rune of absorbtion placed in any piece of armor holds its damage reduction effect over all pieces of armor regardless of where you are hit.
Isn't that what it should do? I thought it was just the armor pieces with the built-in effect that were <i>supposed</i> to act independantly.
UndeadRoadkill is offline  
Old Apr 17, 2006, 03:06 AM // 03:06   #5
Frost Gate Guardian
 
Misc Merik's Avatar
 
Join Date: Jan 2006
Location: America
Guild: Fugitives of Kurzick (Fok)
Profession: W/
Default

the universal absorption deal is know by pretty much everyone. Its been adopted as a part of the game just like anything else. Fixing the absorption bonus on knights armor would start a riot with fow armor wearers seeing how it is expensive to make that armor just right especially if you convert your rp char for pvp purposes. I hope they just leave it as is and create some kind of bonus for wearing the full set. Dont know whats wrong with the 15 al while casting deal someone care to enlighten me on that?
Misc Merik is offline  
Old Apr 17, 2006, 03:11 AM // 03:11   #6
Krytan Explorer
 
Join Date: Dec 2005
Location: Plane of Oblivion
Guild: Sigilum Sanguis [keep]
Profession: Me/W
Default

The +15Al while casting bonus is also global like armor absorption. That is, you only need to wear one piece (usually gloves or boots) of Courtly/Noble/Performer's/Virtuoso's armor to get a global +15 AL while casting.
Stabber is offline  
Old Apr 17, 2006, 04:03 AM // 04:03   #7
Frost Gate Guardian
 
shane william's Avatar
 
Join Date: Jun 2005
Guild: Whats Going On [sup]
Profession: W/
Default

does anyone know if the +15 armor while attacking has the same properties as the casting armor?
shane william is offline  
Old Apr 17, 2006, 04:20 AM // 04:20   #8
Perfectly Elocuted
 
SnipiousMax's Avatar
 
Join Date: Sep 2005
Default

Quote:
Originally Posted by shane william
does anyone know if the +15 armor while attacking has the same properties as the casting armor?
No it doesn't. None of the factions armor follow this trend (with the exception of +armor while enchanted on the Ele's, PART of that bonus is global)
SnipiousMax is offline  
Old Apr 17, 2006, 04:28 AM // 04:28   #9
Site Contributor
 
Join Date: Jul 2005
Guild: [out]
Default

Superior Absorption Runes are susposed to be global.

Knights boots, well they have just become a staple of gameplay.
Warskull is offline  
Old Apr 17, 2006, 04:32 AM // 04:32   #10
Desert Nomad
 
Thallandor's Avatar
 
Join Date: May 2005
Location: Singapore
Guild: Seers of Serpents [SoS]
Profession: R/
Default

Agreed, when everyone expliots something, it simply fails to become an expliot anymore but becomes a part of the game. Food for thought.
Thallandor is offline  
Old Apr 17, 2006, 04:45 AM // 04:45   #11
Desert Nomad
 
Mandy Memory's Avatar
 
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
Default

So...we have to wear 5 absorption runes in your theoretical fix?

Even if you just mean fixing knights/ascalon (Which isnt absorption) that just means that instead of using 1 piece...people will use none. Its not worth it if it isnt global.
Mandy Memory is offline  
Old Apr 17, 2006, 04:54 AM // 04:54   #12
Desert Nomad
 
Sol_Vie's Avatar
 
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
Default

I think it's fine just the way it is. There isn't an imbalance being caused. It's supposed to be global.
Sol_Vie is offline  
Old Apr 17, 2006, 06:40 AM // 06:40   #13
Frost Gate Guardian
 
shane william's Avatar
 
Join Date: Jun 2005
Guild: Whats Going On [sup]
Profession: W/
Default

i don't think its imbalanced or anything, but the whole ascalon/knights armor thing seems kinda screwy. I mean there is absolutely no point in wearing the complete set, which seems like kinda a waste.
shane william is offline  
Old Apr 17, 2006, 06:52 AM // 06:52   #14
Hall Hero
 
HawkofStorms's Avatar
 
Join Date: Aug 2005
Profession: E/
Default

I agree it isn't logical, but I don't think it is a bug. I think it is supposed to be like that. And if it isn't, fixing it now would cause too much of an uproar.
HawkofStorms is offline  
Old Apr 17, 2006, 07:09 AM // 07:09   #15
Jungle Guide
 
Seissor's Avatar
 
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
Default

Quote:
Originally Posted by Misc Merik
the universal absorption deal is know by pretty much everyone. Its been adopted as a part of the game just like anything else. Fixing the absorption bonus on knights armor would start a riot with fow armor wearers seeing how it is expensive to make that armor just right especially if you convert your rp char for pvp purposes. I hope they just leave it as is and create some kind of bonus for wearing the full set. Dont know whats wrong with the 15 al while casting deal someone care to enlighten me on that?
A: ANET will only make tiny modifcations to chapter 1, after factions, they plan to focus mainly on factions

B: The dmg absorb is fairly well known, but some players prefer to go for all ascalon/knight because they like the appearance and they feel for PvE it's not a huge deal.

C: Set bonus may cause an imbalance or simply piss off people with others armors etc. There is nothing wrong with knights/ascalon armor as it stands right now. It's only less effective as a full set. Knights/Ascalon armor is perhaps the most used and much desired armor amongst warriors.

Platemail, Gladiator warriors all alike have a piece of ascalon or knight. Although the full set stinks it's fine the way it is, some people like knight boots, some like ascalon. Some like ascalon helms, others prefer ascalon gauntlets.

I dont think they should tweak or touch Ascalon/Knight armor. The set stinks, but the individual pieces are fine for the job and are used by virtually every warrior so the armor itself has a use.
Seissor is offline  
Old Apr 17, 2006, 07:15 AM // 07:15   #16
Krytan Explorer
 
Rey Lentless's Avatar
 
Join Date: May 2005
Default

It's not intended and it's a known bug, but it's not something they consider a priority to fix either.

It is something that should eventually be dealt with though. It makes using the entire set.. subpar, and it also makes not using one piece (boots or gloves) subpar as well. While that's fine in a balance/gameplay sense because everyone can do that.. it isn't good for variety, and it's very bad in an aethetic sense.

Do you really want to buy a full set of armor, and have one odd looking piece? Or not want to buy an entire set because of it's clearly inferior stats?

This won't be an issue in factions because of the stats not being tied to the appearances, so you won't have an odd looking knight piece sticking out.. but unless they plan to change Prophecies armor to unlink stats and appearances.. it will remain an aesthetic issue.

I would prefer having the damage reduction stack and having it tweaked per piece the way other items are... IE.. the chest would give more reduction, and gloves/boots would give the least. The AL would probably have to be tweaked too, but at least it would add some options.. instead of the current no brainer armor setup warriors have now.
Rey Lentless is offline  
Old Apr 17, 2006, 01:04 PM // 13:04   #17
Jungle Guide
 
BigTru's Avatar
 
Join Date: May 2005
Default

Quote:
Originally Posted by Gaile Grey
As to concerns about the sets that are giving bonuses for a single piece as opposed to the full set: Players ask why it's taken so long to fix the one-piece advantage, and I feel that the reason is that there are a lot of things on the to-do list, and this isn't seen as a game breaker, since it's a well-known component, albeit most likely unintended. In a situation like that, the element shouldn't cause tremendous imbalance simply because of it is so widely known and adopted. However, I do believe this matter will be addressed; I will ask about the timeline and hopefully be able to respond to you in the next day or so.
http://forums.gwonline.net/showthrea...38#post4014238

Will be fixed. Not anytime soon.
BigTru is offline  
Old Apr 17, 2006, 01:14 PM // 13:14   #18
Furnace Stoker
 
boxterduke's Avatar
 
Join Date: Jun 2005
Location: Walking the ruins of Ascalon
Guild: DVDF
Profession: Me/
Default

I do not think there is anything to fix.
The rune is an "add on", and you use it to add that feature to the armor.

Now for Knights or Ascalon armor, that is the feature of that different armor pieces.
boxterduke is offline  
Old Apr 17, 2006, 01:21 PM // 13:21   #19
Forge Runner
 
Starsky-sama's Avatar
 
Join Date: Apr 2005
Location: Land of the Z Chest \o/
Guild: [NOT]-Nomads of Turmoil.
Profession: W/
Default

edited. some posters went off-topic and I replied in accordance...nvm.

just for clarity:
OP does know about the runes = global.
OP is just mentioning only about the "need to correct", how "reduce attack" armors worked atm.
(btw. this topic has been mentioned/discussed before. -we just have to wait til ANet gives more official word on it.)

/g'day.

Last edited by Starsky-sama; Apr 17, 2006 at 01:38 PM // 13:38..
Starsky-sama is offline  
Old Jul 16, 2006, 01:59 PM // 13:59   #20
Lion's Arch Merchant
 
zakaria's Avatar
 
Join Date: Jan 2006
Default

I resurrect this thread just to be fair and admit i was wrong and put all the facts infront of us.It seems the GWO members stated before about this Ascalon/Knight armor effect, and there was respond from gaile about this.

Check gaile respond to this issue and what she said about checking timeline of fixing this bug and trying to report to us !!!

It seems nobody bothered himself to quote Gaile's respond for this issue..may be coz it accusing her again and Anet of lack of communication.

I was and i'll be always defending Anet actions but more lack of communication between you and your devoted fans give less credibility of your actions.

To be honest this update doesn't effect my warrior coz i have platemail armor but i was defending those casual players of what they will have to suffer again due to change of their armors..

/end rant fot this update

Last edited by zakaria; Jul 16, 2006 at 02:43 PM // 14:43..
zakaria is offline  
Closed Thread


Share This Forum!  
 
Thread Tools
Display Modes

Similar Threads
Thread Thread Starter Forum Replies Last Post
WolflordUlrik Questions & Answers 5 Nov 30, 2005 05:27 PM // 17:27
guildwarsnoob101 Questions & Answers 3 Nov 30, 2005 02:50 AM // 02:50
Deta_Kasata Sell 5 Nov 05, 2005 01:33 AM // 01:33
jamaicanmx Sell 5 Oct 16, 2005 04:04 AM // 04:04
Blaedmon Sell 6 Aug 21, 2005 07:43 PM // 19:43


All times are GMT. The time now is 07:56 PM // 19:56.