Jan 09, 2012, 11:30 PM // 23:30
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#1
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Lion's Arch Merchant
Join Date: Feb 2008
Profession: W/
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HM Armor Update
I know armor scaling was removed, but has anyone checked if innate armor bonuses and penalties for certain elements on various enemies were removed in the update as well? An example would be Titans not having additional armor vs. Fire damage anymore.
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Jan 10, 2012, 04:28 AM // 04:28
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#2
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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I'm fairly certain Titans have resistance to fire by default, even in NM. I see no reason why they'd even touch that.
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Jan 10, 2012, 04:39 AM // 04:39
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#3
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Desert Nomad
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
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why would they have changed armor bonuses/weaknesses?
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Jan 10, 2012, 08:11 AM // 08:11
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#4
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Lion's Arch Merchant
Join Date: Feb 2008
Profession: W/
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They may have changed it with the update so eles aren't still at a disadvantage in certain areas. I guess it isn't likely since they just changed the scaling effect on HM monsters.
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Jan 10, 2012, 09:43 AM // 09:43
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#5
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Desert Nomad
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Na, it's very ulikely they'd change such a thing, it's what makes foes different from each other and it would be unrealistic other way. It's obvious that a creature who lives in lava is resistant to fire and so on.
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Jan 10, 2012, 04:41 PM // 16:41
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#6
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Quote:
Originally Posted by Relyk
They may have changed it with the update so eles aren't still at a disadvantage in certain areas. I guess it isn't likely since they just changed the scaling effect on HM monsters.
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Not much of a disadvantage, really. Titans have more armor vs. fire but less vs. water, so use water and you'll do more than normal damage.
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Jan 11, 2012, 12:26 AM // 00:26
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#7
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Ascalonian Squire
Join Date: Oct 2011
Profession: E/Mo
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Fairly confident at this stage that the armour levels in hard mode have been changed down to the armour level for that creature in normal mode. All other creature armour buffs remain as they were.
Thus the damage you will see on hard mode against a target now matches the damage in normal mode (where the normal mode level is at least 20).
For many human targets where the normal mode level is 20 and the hard mode level is 26 that's a hefty decrease of 18 armour rating (~36% more apparent damage in hard mode)
For other areas where the normal mode creature is level 24+ the level difference in hard mode is only 2 levels so the armour decrease is only 6 (~10% more apparent damage).
Specific resistances to a damage type still apply in both normal and hard mode.
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Jan 11, 2012, 07:12 PM // 19:12
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#8
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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I just played in the Fire Islands last night. Titans were still weak to cold.
I was doing 50..100 damage with a water barrage build.
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Jan 12, 2012, 09:41 PM // 21:41
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#9
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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you can still go fire against titans... just bring winter like in the old days.
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Jan 13, 2012, 12:06 AM // 00:06
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#10
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Nice to see that now I can actually do some decent damage to warriors with my Law and Order in HM.
I like to change to elemental daggers when hitting warriors, but using vampiric daggers worked better in HM against them to scrap a little extra damage.
I really like how the Law and Order daggers look, so I wanted to use them more, so seeing how I can go over 80 damage vs warriors with elemental daggers in HM with the same build that never went over 70 is nice.
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