11/11/2022 0 Comments Conan exiles armor chartBut, the overall calculation doesn’t matter in which order you do the math because multiplication is associative.īut specifically to your conclusion, you say damage increase is only 2.4% to 4.8%. So, your statement is overall damage mitigation is better because damage is modified before damage is mitigated. But, seeing how multiplication is associative, the damage bonus can be applied either at the end or before mitigation, it still comes out to the same number: Yes, if you deal 1500, and wear light, your up front damage is +300, for a total of 1800 (or 20% increase).Īgainst a light target, mitigating 20% of the damage, that turns into 1440 damage. Something doesn’t look right here in this math. I would advocate for adding a percentage Armor Penetration to directly counter damage mitigation and swapping Medium’s 10 stam cost reduction on dodge to Light’s loadout. These bonuses should also apply to healing if the lightweight player is using a healing staff so we don’t have heavy class healers dominating the scene as much as they do nowadays. Suggestion: Improve light armor bonuses from +20% damage to +40% damage (some people may not agree but if you’re going to take A LOT of damage from being light-weight then you should also be able to deal equally AS much) - since you can never truly do trades, this will atleast even up the odds of running lightweight for stats not just for the mobility. PvP wise - the 20% bonus damage you deal to said heavy player doesn’t mean much if he/she has extremely high defenses (borne from wearing plate) while you - sacrificing huge defenses for a measly 20% bonus damage and the ability to “dodgeroll” (you still take heaps of damage from the heavy player) which is not something you will always use if you are making attempts to trade blows.įor the medium armor - this is in a good spot at the moment because it has the most balance between all armor types - you don’t take too much damage - good quick hops - measly bonus 10% damage but overall much more ideal in every situationįor the heavy armor - no bonus damage but massive defenses/resistances - typically amazing in every PvP/PvE scenario - (lacks the dodgeroll capability but having weapons that have mobility abilities compensate for this e.g Greataxe charge / Hatchet berserk) Also great armor set for tanks in general (always need a tank in your party for a smoother dungeon PvE experience or a stronger zerg structure for larger scale pvp) (PvE wise light armors can’t face tank without taking heaps of damage from mobs - dodging and blocking is much more relied on) PvP wise - facetanking vs a heavy armor will never work so keeping distance is always the key however that won’t be as impactful when you deal so little damage to them in the first place. CONAN EXILES ARMOR CHART FULLhaving to get struck once and losing nearly 30-40% of your health from a mob of a similar level or a player wearing heavy armor (whilst you wear light armor) getting a lucky hit on you?Īs of the moment - the only real reason why I run light armor is because I am trying to play full glasscannon with high mobility - though the damage I get out of being light armor isn’t all that different so technically I am only really benefitting from the dodgeroll + animation cancel for maximum mobility. The logic here is - why should player 1 wear light armor only to have an extra 20% damage bonus when in the mid-to-late game levels (40-60) Having more defense and being able to take much lesser damage makes a world of a difference vs. The point of this thread is to emphasize the need for improving the “identity” of each of these equip loads or armor weights via better stats. There are currently 3 different equip load states in the game - Light, Medium and Heavy
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