Shirking Fortifaction Stacking Calculation Is Incorrect and Overtuned

I don’t think it’s was that OP. Sure you can get 50% quite easily with 3+ pieces. But you also have to take into consideration that everyone is already running 10% fortify from gems + a lot of abilities gives fortify. Wrecking Ball for example gives 20%, Sacred Ground gives 9.7%, Whirlwind gives 10% up to 5stacks so pretty much caps you right away in wars. Then there are oakflesh/gemstone dust which gives 35%.

If anything I wish they just added a CD to it instead.

Now I think they nerfed it too hard. I don’t think anyone gonna run it anymore over something like refreshing or refreshing evasion which doesn’t have any cooldown either + you don’t even have to time it correctly for dodging enemy attacks, you just simply dodge and it works.

Yeah it sucks now I rather have refreshing or refreshing evasion, or freedom.

to be fair most perks sucks in ones besides shirking energy.

It was over the top and was brought back in line with a single players ability to negate damage

Its a “bonus” of mitigation during combat. Like weakening someone during skewer / maelstrom / posionshot (with the perk) You’ve now weakened your targets damage and have fortify further widening the damage gap they deal.

p.s. Blunderbuss counted every pellet, 1 dodge of BB and you were capped. Which was also why rmove was taken off of BB. Imo it should have been counted as 1 hit instead of triggering off every pellet but here we are :slight_smile:

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you do have a point but fortify has so many other sources so why waste 5 armor perks on like 20% which you also have to time a dodge on and isn’t on at all times (like resilience or most other armor perks)? Meanwhile all bruisers can just use wreckingball and get 20% fortify right away, without needing any additional perks.

Agree ags should have changed bb shots to count as 1 hit instead.

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i mean to be fair if you have all 5 fort perks then when you wrecking ball right after a dodge in the middle of a ball you will get almost 40% 50 if you are in your own GW, OR a sacred.

i think its mostly fine but could be slightly uptuned so that even 3 pieces are more useful.

most people are running 10% from gems too so in that case you’d have 60-70% fortify in which you’d be immune to most rend. Also the hardened steel perk in the WH tree gives you 12% whenever you have active grit, so basically all the time. Outnumbered perk gives you another 10% if theres 2 or more enemies within 3m, so pretty much always active in wars as well. So now we’re at 82-92% fortify. Meaning the 5 armor perks doesn’t do anything at all anymore.

Which is why I say any other armor perks would be better, especially like refreshing evasion which gives close to 0.98% CD reduction every time you dodge from each piece, so basically 5% from 5 pieces. So you can just dodge twice and get 10% cooldown reduction and doesn’t even have to time it correctly. Also this can be further increased by having the perk on jewelry and now even some weapons has it too. Not to mention it got even stronger now with the shirking energy perk allowing for 1 extra dodge every 6 seconds.

Or if you stack 5 freedom you’ll be able to escape CCs way faster breaking any combo’s that someone might try on you.

wait what gems?

gems counts as fortify so you can have 10% physical and 10% elemental if you balance it. Or you can have 20% physical if you go all onyx for example.

i though they were a separate thing meaning it doesn’t effect the cap. and that doesnt make sense since you can have more physical or elemental but fort it self is for both so is there two caps? one for elemental and one for phsyical?

id test it if i wasnt poor.

but to everything else. you wont always have a sacred, you wont always have a GW up, you wont always have grit swining especially if you are about to get stunned which you would want to dodge the heck out of,

realisticly in war, you would chud around till a clump forms, hit a grav well, charge in, then hit the shock wave, and then a wrecking ball, meaning at best you might get 10 for the GW, 20% from the wrecking ball after the shockwave (so the gw should of popped), you will probably have 10 from fort sacred ground, another 10% from outnumbered. meaning at best 40% dodge any attack during that point while brawling give you a nicer ~20% buffer while you brawl.

it 100% is fortify and is effected by the cap as well. Morrolan tested this and a lot of other things on his twitch channel a few month back. He made a few videos and wrote this webpage about his findings: Mechanics — MorrolanTV
It’s crazy how bad the naming schemes are in this game for perks and stats or whatnot. For example; fortify, damage reduction, damage mitigation… makes it really hard to know what counts towards what cap and so on. But gems are 100% proven to count as fortify which is why I said “most are running 10% fortify from gems” so that you get a linear scaling on further fortify buffs.

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and thats some bull shit.

agree

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