Shirking Fortification is a big problem

Exactly why all of my Fortify comments are aimed at changing it to +defense% rather than flat damage reduction.

If Fortify gave +% armor and elemental protection, it would look something more like:

Full Fortify light = No Fortify medium
Full Fortify medium = No Fortify heavy
Full Fortify heavy = Chonky boi/gurl

Still good for everyone, just not insanely so, and would make tanks a much more viable choice without actively hurting the things that make light or medium builds sought after.

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dude we have spent so much gold on those items , dont ask for changes everytime !

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Exactly!!! I made post about this as well.

I made a post way before the dev video of changing reinforced to change it to +Resistances also.

Nothing.

Now it’s indestructible and even dungeons don’t degrade your gear.

You’re going to have to change your BiS sooner or later

what’s wrong with you? Should everyone be equal? Don’t cry once and make some effort. Go and get the hard

They should at least cap the mitigation on different armor classes. Light armor would mitigate 45% at most, medium 60%, and heavy 75%. Something like that. It would solve a lot of issues with the game.

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It isn’t shirking fort, it’s fortify in general. It’s always been ridiculously overpowered, because of how the game calculates damage - but few if any ways have been as efficient to apply it and keep it on as shirking fort, which is what really pushes it over the top. Overall, it seems both fortify and rend/empower need some down tweaking.

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Shirking fort is OP. Ppl just don’t want to admit it, and misdirect.

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I’d agree with you, if people weren’t killing in 3-4 shots right now with all the pvp perks/weapon perks amplifying damage. We also need a damage nerf before implementing fortify nerfs.

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The math behind this game is wonky with all the “sliding scale” hidden modifiers.

Fortify has an unspoken soft cap of 50%. Going to 80% fortify removes Rend from squashing down the efficacy of Fortify. TL;DR There is benefit to be had running 80% fortify.

Rend has a hard cap of 30%. Going to 100% rend only applies 30% to sliding scale modifier.

Apply 80% fortify, and 30% rend is completely removed from the bonus debuff damage modifier via sliding scale mechanics.

Those who understand this statement have been testing the game. Those who don’t know the concept of sliding scale hasn’t been testing the game’s mathematics.

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I never used one and dont think its unplayable, but ihave aversions. Had some new parts with forti, but since the forum is starting tu fill with this, I decided to not use them and resell, bcs I bet the nerf is coming, so I rather will not count with it at all…

If you’re relating to OPR, OPR is a misguided example of balancing.

Do you know what the HARD cap is for all debuffs?

I have yet to find this out, which are soft and which are hard.

I think making it +resistances would be the best method.

Shirking Resistance - gain +5% resistances per stack of shirking Resistance.

So medium could use it as well since DR’s even out the efficiency of it but it doesn’t free stack fortify giving an imbalance between fortify and rend.

Nah, more like Oakflesh Balm + x5 Shirking Fortification already reaching max fortify.

Excluding mortal fortification, keen fortification, VG fortify, fortifying perforate, fortifying whirlwind, and everything else.

Because they are op lol.

True, I can’t imagine being so sweaty that you use oakflesh balms in OPR.

Also, keenly Fortified is terrible. Lol

Every weapon is different in OPR with all the extra buffs around.

GA is actually under-par in OPR while other weapons are above-par due to empower limits, coupled with battlebread and outpost buffs when you make the tent. Don’t remember what they’re called.

You can easily reach capped empower with GA, so in a sense GA has the same damage but is less prone to weaken just because it is in OPR.

Meanwhile weapons that lack innate empower fully benefit from the buffs and do not cap out and get a straight damage buff to certain targets without buffs and are equally weakened as other weapons.

There are so many factors in outpost rush that affect the balance of weapons that I don’t think it should be used for balance.

Endurance potions makes I Frames even more cancerous, empower and fortifies having even more 100% up-time levelling the playing field disparity between light and heavy, it’s gross and is an entirely different game mode than wars of Open World.

A weapon based off empower and a weapon based off fortify get essentially nerfed but gain debuff resistance meanwhile weapons that have a flatline kit get a straight buff in every category.

Just gonna… Rework "Fortify" to "Blessing" - Armor Based

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What is cap empower you can get ? I always wondered if a Keenly empowered spear is useful because you alrdy got so much empower build-in ( empower on skewer crit / passive ).

It should never stack up in first place.

I’m not sure as I don’t play spear often but… 50% empower is the baseline cap for the entirety of combat. When it comes to the spear I’m not sure which buffs are considered empower or not.

100 strength is 10% slash damage. Bonus slash damage is 10% empower using slash.

Mauler fully stacked on a GA is 30% empower

Bloodlust is a flat 15%.

Mauler, plus 100 strength = 40% Empower

Add in Greed for 15% that can almost always be up and you’re at 55% Empower with a fully stacked mauler. Which translates to 50% Empower and 5% weaken resistance.

Take it down to bloodlust and you can have a permanent 25% empower and then add 15% more with greed which is easy to stack. Add in center of attention I think its called for 10% more when 2 or more enemies are around and you can hit 50% empower cap on GA very, very easily.

100 strength is essentially a 10% permanent empower on strike and slash damage weapons.

Idk if this is the same metric for 50 strength which is boosted light and heavy attacks. I have not tested. The above mentioned was tested with bonus slash damage from ww and Maelstrom damage and is fact.

With or without bonus slash damage from WW, I did the exact same damage with a maelstrom.

I tested the slash damage without mauler to come away from the cap and it did do more damage signifying that the slash damage on WW is not bugged and is working. I hit for the cap so the tooltip stating 10% slash damage bonus is correct.

I would need additional testing to make sure that is 10%, but it is does technically give empowered damage.

It doesn’t help as much as it sounds on paper. It turns into insane weaken resistance as you can technically acquire 100% slash empowerment.

That means slash damage hits the empower cap.

Same goes for thrust damage, and elemental damage boosters on rings.