It’s not broken, per se, it just doesn’t work the way we thought it works. It gives 20% of BASE damage, not of your total damage. To test this, respec and do not allocate your points. Do the same for your weapons spec, do not allocate points. Then put on gear that does not have any stats on it. This will reflect your base damage with no additive bonuses from stats, gear, or weapon spec.
Kill something with heavy on. Record damage numbers. Do the same with light. You will see you do 20% more damage with light.
Now put all your stat gear back on and allocate your points back into your primary stat and weapon skills. Do the same test. At max level you will only see maybe a 5% difference because it only adds to your 20% to your BASE damage and doesn’t factor in all the damage you get from stats and weapon perks.
In the end, this makes a pretty clear decision to wear the Heavy Armor and not bother with light. 3 times the defense in exchange for -5% damage and dodge roll is a no brainer.
The healing bonus difference between light, medium and heavy is completely broken so this does not surprise me.
There is supposed to be a 20% bonus for light compared to heavy in healing but it is actually zero difference in heal amount between the 3.
This has been tested using the same spell with the same amount of focus and no perks to healing.
I never tested healing, just damage. Sounds like a bug, I’m sure it will be patched eventually. The damage bonus works, though, but like I said, it works in a way none of us like. Base damage bonuses are just lame. Who GAF about base damage?
Sorry. I mean that your total output with same stat gear in both light and heavy at 60 - there is only around 5% more damage or so in light. Assuming same GS weps.
I watched the above vid and another which tested the same weps at 60 using heavy and light and the difference is barely over 5%.
Granted there could have been other factors or bias. But saying “Yoh do 20% more damage and healing” in light armour is so misleading ingame.
Yeah, it’s very misleading. People expect to do 20% more damage and healing and be able to see that dramatic of a difference immediately. The difference is so small that many believe there is no difference at all.
If you watch the above video it shows how damage is calculated - the % bonus is applied to the base weapon damage prior to multiplicative / additive % modifers. Prior to any absorbtion or resistances - this in turn reduces the figure from the “expected” 20% bonus.
The benifit to wearing light armour, is around (ISH) 5% more dmg and ofcourse the long roll.
Paladin builds are so good because heavy armour doesnt REDUCE healing done, which if it did, would incentivise the use of cloth.
this whole heavy , light . medium stuff makes no sense to me id assume only cloth light armor would for mages and healers and medium armor would be for like rapier bow aka dex. Why dont they do it that way this current system is weird imo that a mage can wear heavy armor
The whole system needs more transparency and differentiation. Light armor should be more appealing to casters (and DPS in general) and heavy armor shouldn’t be so enticing. Added damage and mitigation also needs to be more clear and other stats need to be shown in character sheet (like crit chance).
As a side complaint, if +5% crit chance is a flat additive value doesn’t that make low base crit weapons kinda disproportionately improved by added crit? Everyone benefits but it seems like the 1-2% difference in base kinda counts for nothing in the scheme of things. Seems like the values should be changed to be multiplicitive to the base crit value.
This is why healing wearing heavy needs a 60% reduction, 30% in Medium and no penalty in Light.
I don’t think the 20% penalty is even working actually, is anything working in this game? Every week, more and more stuff that doesnt work as intended - *sigh
If anyone knows where moderator has commented on this, please link, but it seems like this issue has not been noticed. From my perspective this is a major bug affecting a large number of people.
We might all have opinions on how the game should be balanced. How important differentiation between armor types is, but the biggest problem to me is that it’s either totally unclear or just wrong in how it’s conveyed to the player.