that’s correct
This didn’t decrease BB or FS damage and these are just blowing people up on PTR.
Unfortunately this is completely incorrect.
Fortification adds to your armor rating now and is not flat mitigation. It takes A lot of armor to mitigate damage. 10% fortify on a full heavy is now right around 3% mitigation on the PTR and 2.25% with full light. I would argue that’s a pretty big nerf to everyone and if you think you die fast now, it will be much faster if this goes live.
Has anyone posted data to back this up? Would like to see for myself.
Not correct, as far as my calculations have shown.
They need to tune the Fortify values if they want to make them comparable to Empower/Weaken or Aversion. That or they need to tune down the other perks.
Yeah I realised my mistake, was testing with Fortifying Perforate and forgot it gives weaken now.
Redid it in medium and 10% Fortify was about 5% dmg reduction, 32% was 10% reduction and 48% eas about 15%. Heavy numbers were like 3-4% more in each case.
Another nerf that I like. It’s only really effective in heavy, and I’m fine with that.
yes, if you rely on any form of fort you’re screwed.
This is very close to the numbers i got.
2% damage mitigation instead of 10%.
At Live’s fort cap (hypothetical 50%), you get 7% mitigation, 9%, 11% in light med heavy with 10/10 gems on you.
i had to remvove last perk on perf to account for no weaken.
Hope you have a nice spread sheet because all i have is a log file with badly curated notes.
I just retested a few to try and figure out what i did wrong, then completely reset all specs and it worked. Then remembered the weaken, and i was tired at that point.
Weaken is kinda insane now.
Weaken was always insane, since its still damage mitigation. But fortify screws up stuff.
How did you get shirking fortification gear on the PTR??? I get random crap so I cant test anything, a big waste of 56gb download
create char delete char. repeat.
Honestly every creation has given me shirking fort resil on all pieces, that drops like candy from playtester armor creates.
Tbh it is very easy, I dnt know if thye changed the roll chanced but Resi+SF+Freedom was very common for me. It kinda felt like a slap in the face as both are kinda nerfed.
I wonder who is gonna use this perk in heavy armor in pvp?
I can tell you by my own experience that is a very occasional perk if you go heavy because, in heavy you can only roll 2, maximum 3 times and to make well use of this perk you need to first evade in the right moment some attack to activate the perk, (keep in mind it doesn’t work with range attacks) and then you need to take damage, otherwise shirking heals is better. And to be honest, it is preferable to use that whole stamina that roll took in holding your shield up and mitigate damage.
Now put all this together in a real scenario. In 1vs1 in OPR this will almost never proc. If you go inside of a big battle inside of a Fort it may activate and probably it will be useful. Now the question is, in 45 min inside of a OPR tell me how many times a situation like that takes place? Tell me if because you have shirking fortification your team will win the control of the Fort or because in general your whole team did it well?
I’m telling you. In this game the way is play builds where you don’t depend of others but are useful in something.
The worst you can do in OPR also is go full tank. I’m telling you. You kill no one and you will do no damage and you can be highly trolled. Yes, in some situations you will take damage like a hero and survive, but counted with the fingers. In OPR you need to do something, and only tank damage is a complete waste of time.
There is another way to rework the buff without making it useless or OP. You know the lost guy with the anchor that casts 5 orbs and takes less dmg ?
They could replace fortify with the same mechanic for a flat dmg red of 40%. Light can have 2 orbs, medium 4 and heavy 6. Each orb is lost on hit.
They can remove most fortify buffs from skills and keep only shirking fort with a higher cooldown as well as some skills for tanks that can provide fortify. They can figure out how to balance it easier
The mechanic is already in the game, they just need to implement it for players
So we are in situation where you get 5x3.9% mitigation vs elemetnal. So flat 20% dmg migtigation vs mages, more than half to muskets, and some vs.bows. Where mele is unaffected by this. Perk is just pure mitigation. No need to trigger it anyway.
And from other hand we have shirking fortification 5x3.9% = 20% forify. That does range from 3 up to like 6% dmg mitigation no matter of dmg type. Buf last 4sec and you have to trigger it.
How this does make sense? It does not. Its stupid. Elemetnal aversion is way to strong or fortification is just to weak.
In effect,
by making this modification they killed the very interest of the fortification.
the idea was to promote fortification for heavy or medium.
but there they killed the perk
this perk was not the problem against ranged players, it benefited melee players more.
I don’t understand the interest.
we had several useful perks: Resilient, fortification OR aversion, freedom…
now we will have like at the beginning of the game: resilient, aversion, freedom.
I think the balancing team needs to understand when you drive a car or steer a ship, you do not hard turns. You do 2-3 adjustments. This is just plain lazy to just overturn it such that you do not need to come back at it.
Option 1) A few ways to adjust it. Increase the duration of shirking fort by 4 to 6 seconds
Option 2) increase flat damage plus percentage 20%
Option 3) stack shirking fort (up to 3 stack)
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