Once again, NERF THE FREAKING BASE DAMAGE BLOCKED. How hard is that to understand? And yes, I WANT T TO BE AN ACTUAL LINE OF DEFENSE. Right now, is completely random, wich is awful given how insanely costly it is to build for it.
But i’ll entretain your though, lets do some math here:
- Block Right now.
lets say 100% block chance and 4k dmg blocked, with 0.33s of recovery (wich btw is SUPER HIGH). 33% phys res and 3k of armor and 20k of life and 1k of regen. Pretty standard for almost any shield build. 80% res on everything else.
Case A: a mob hit for 2000 (strong mob wtb, an asociate of Riggs in SR 50, lvl 112 has that base damage) twice in a row. First hit gets completely negated, by block, and second hit pass through and deals… 0 dmg, because armor covered anywas, even without considering res. Block did zero diference
Case B: same mob hits the same damage twice, but elemental. First block negates it all, second hit pass through and deals 400 dmg.
you would need around 5 of those combined just match the health regen, and this doesn’t take into account killing mobs, leeching, CC, or anything else. 5 straight hits from STRONG mobs to deal effectively NO DAMAGE. Meaning that the shield only made a difference in the 6th hit, becase the other 5 were just negated by mere hp regen, wich all tanky characters have, regardless of shield.
Case C: Boss hitting for 10k. 4k blocked, 4kish beyond resitance, and 1k after armor.
Unless, there is a mob present. Suddenly the boss is hitting for 3300 of physical. 2300 above the hp regen, HUGE spike of damage simply because a mob hitted first.
Case D: Same boss but elemental? 1200 after res. With a mob hitting first? 2000.
As you can see, the problem never was the trash mobs, any tanky build can, as the word suggest, TANK them, because their built-in layers already compensate their incoming damage. Either via damage absortion (armor, resis, fields) or overhealing (leech or regen). But with big hits, the calculation gets suuuuuper swingy simply because something else hits first.
- Block as i intend.
100% block chance and 1.5k dmg blocked (about 60% less damage? the nerf i suggested), no recovery. 33% phys res and 3k of armor and 20k of life and 1k of regen.
Case A: Same mob, physical? The EXACT SAME RESULT.
Case B: Elemental? first change, the final damage would be 100, wich woul require about 10 of those hits to equate the HP regen.
Case C: Physical boss, around 1600 of damage taken. REGARDLESS OF THE MOB PRESENCE.
Case D: Elemental boss… 1700… REGARDLESS OF THE MOB PRESENCE.
As you can see, my change wouldn’t dramatically affect the underline functioning of block in most scenarios, but would make it far more CONSISTENT. Bosses would hit harder against it, but allways the same, and mobs would hit about the same as they are doing now. Also, big point here: once you reach higher SR, all these calculations are out the window. at lvl 90 The same mob i used as an example can be hitting for 10k without breaing a sweat. in wich case the block values (both in damage or recovery, regardless of system) have to go super high, beyond what is reasonably achievable, specially if you want to actually kill something.
As it is right now, you are too worried about a non-problem, because tanky shieldless builds can already ignore what you think my change would allow to ignore, but as it is right now, the behavior of block under pressure changes dramatically without control from the player.
In other words, your objection is pointless, and my suggestion changes nothing about it, because is already an issue as it is. And if you think im wrong, try to build a non-tanky 100% block chance build
. All the support for shields comes from the two tankiest masteries. In fact, you can switch very little in any shield build, and turn it into 2h without much trouble, and will still retain tankyness, given the skills those masteries provide.
As i said, the only thing i want to change, is the consistency, not the tankyness, nor “efficiency”.