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#Post#: 580--------------------------------------------------
Tank Troubles: Why Tanks Aren't Working in AEQ
By: Dolmir Date: February 17, 2019, 5:03 pm
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There are major issues surrounding damage mitigation that are
preventing tanks from functioning appropriately. I believe that
tanks will not work within the game engine until all three of
the following problems are addressed. Alternatively, major
changes to the game engine could be applied but changes that I
can think of would be very difficult to implement (such as
completely replacing damage mitigation formulas) or totally
ham-fisted (adding more innate damage mitigation to designated
tank classes).
AC Barely Matters
I addressed this independently in another thread and I won't go
over the raw numbers again, but based on my analysis of the
stock EQEmu combat engine, there is a pretty narrow range of
parameters within which AC makes a noticeable difference in
damage mitigation. These factors include: enemy attack rating,
enemy base damage, enemy variable damage, and player AC. Much of
the content available does not hold these factors in the
delicate balance required to reward the player scraping together
every last bit of AC possible.
Defensive Stats for All
This is surely the biggest factor involved: defensive stats are
not only available to all classes without much effort, but they
are applied to gear that does not demand significant sacrifice
in stats that improve the character's power level in other
areas. The issue is not simply restricted to AC: even Avoidance
and Shielding make an unexpected appearance on items that
already have very good stats for characters not primarily
concerned with survival. This leaves tank characters who mainly
prioritize defensive stats barely ahead of melee DPS, priest,
and even robe casters in damage mitigation.
Healing Spell Inflation
Certain healing spells are so fast and mana-efficient that it is
nearly impossible to identify a combination of offensive stats
that make healers sweat without being completely unfair to them.
Almost every time character death occurs it is because the mob
does so much damage that heals cannot come in time (and with 2
second cast times, this basically means one round of combat).
Rarely does the tank die because the healer has run out of mana
or because the average damage taken by the tank over a long
period eventually outraces the amount of healing that characters
can produce. Access to mana regeneration items and abilities
surely plays a part in this but the core issue with heal spell
balance is the astounding mana efficiency of fast heals
available to all priest classes.
#Post#: 586--------------------------------------------------
Re: Tank Troubles: Why Tanks Aren't Working in AEQ
By: Nefemunia Date: February 18, 2019, 1:20 pm
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this is a great post. Ac does matter. It just doesnt matter on
targets whos min and maximum damge is so close, on a npc that
has a minimum damage of 350 and a max of 1250 for example poor
old second would get waffle stomped why the mighty Demodread
would only be clutching his butt cheaks
#Post#: 587--------------------------------------------------
Re: Tank Troubles: Why Tanks Aren't Working in AEQ
By: Dolmir Date: February 18, 2019, 2:59 pm
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If variable damage is high enough to make the advantage in AC
that tank classes enjoy matter then surely the enemy has the
potential to do enough damage to kill any character in a single
combat round if it gets lucky enough. Yes, AC does make an
observable difference, but we have observed that the difference
is barely relevant.
#Post#: 594--------------------------------------------------
Re: Tank Troubles: Why Tanks Aren't Working in AEQ
By: Nefemunia Date: February 18, 2019, 5:51 pm
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next reset it should be more obvious
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