I've not yet noticed any powers that cost more energy on Rank up, but I'll take your word for it.
Not sure if you are replying to me or not, but that's not what I meant. I meant that Tier 1 powers (requires 1 in frameworks power or 3 of any power) don't seem to be in that tier because they are less powerful then tier 2 or 3 powers. In fact many Tier 1 and 2 powers are very powerful and used more often then powers in tiers above them - not because people can't unlock them based on their build because everyone can use any power by level 23ish, but because a higher tiered power doesn't equate to more useful or better. So having lower tier powers rank up for less advantage points would be unbalanced.
Force Eruption and Shadow Embrace come to mind. They are Tier 1 powers but are very powerful and on characters I have that take them they are used constantly all the way to the top. If I could rank them to rank three with just 2 advantage points just because they are Tier 1 it would be unbalanced.
But talking about energy builders is different. They are completely pointless to rank up and should either be cheaper points wise as you said or just not have ranks. Even better would be to make those powers USEFUL outside of just gaining energy, or make the ranks increase energy gained as well as damage.
Also for wudoldjr, my current PA Joe build that soloed Fight Club at even level without dying. Notice I have Str and Invul - your Rec and Regen would only make it EASIER as long as you block effectively.
Are auras worthwhile now? Kay was playing with Sorcery in CB and they gave us such astounding benefits as 2% damage protection. Whoop-tee.
Auras actually scale with PRE, I'm assuming your CB character didn't have much? For all I know though they could have just been broken back then, but I have a level 27 support character who gets about 32% damage resist with a level 3 aura.
Nechronic on
0
TheScrupleThe Oldest of BridgesRegistered Userregular
Are auras worthwhile now? Kay was playing with Sorcery in CB and they gave us such astounding benefits as 2% damage protection. Whoop-tee.
Auras actually scale with PRE, I'm assuming your CB character didn't have much? For all I know though they could have just been broken back then, but I have a level 27 support character who gets about 32% damage resist with a level 3 aura.
In CB, there was one of those "misplaced decimal points", so you'd have 2.2% when it should have been 22%. It's fixed now.
Are auras worthwhile now? Kay was playing with Sorcery in CB and they gave us such astounding benefits as 2% damage protection. Whoop-tee.
Auras actually scale with PRE, I'm assuming your CB character didn't have much? For all I know though they could have just been broken back then, but I have a level 27 support character who gets about 32% damage resist with a level 3 aura.
In CB, there was one of those "misplaced decimal points", so you'd have 2.2% when it should have been 22%. It's fixed now.
As soon as aggro works so that tanks are viable, rather than "Holy shit, there's a guy in my face! Hey, posse, let's all run past him and attack that -21% aggro support character around the corner we can't even see yet!".
Are auras worthwhile now? Kay was playing with Sorcery in CB and they gave us such astounding benefits as 2% damage protection. Whoop-tee.
Auras actually scale with PRE, I'm assuming your CB character didn't have much? For all I know though they could have just been broken back then, but I have a level 27 support character who gets about 32% damage resist with a level 3 aura.
In CB, there was one of those "misplaced decimal points", so you'd have 2.2% when it should have been 22%. It's fixed now.
They get around, huh?
Con/Pre stacking bufftank in the thinktank.
The dev chat made it seem like healing would eventually be a poor way to hold aggro for tanking. Something like threat would only be generated from healing others I think.
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Are auras worthwhile now? Kay was playing with Sorcery in CB and they gave us such astounding benefits as 2% damage protection. Whoop-tee.
Auras actually scale with PRE, I'm assuming your CB character didn't have much? For all I know though they could have just been broken back then, but I have a level 27 support character who gets about 32% damage resist with a level 3 aura.
In CB, there was one of those "misplaced decimal points", so you'd have 2.2% when it should have been 22%. It's fixed now.
They get around, huh?
Con/Pre stacking bufftank in the thinktank.
The dev chat made it seem like healing would eventually be a poor way to hold aggro for tanking. Something like threat would only be generated from healing others I think.
Con for HP, Pre for buff auras... who said anything about healing?
I'd be taking AoE powers with taunts and/or crowd control, some support auras, and I probably would end up getting some heals, but mainly to heal other people while things beat on me, most likely.
Are auras worthwhile now? Kay was playing with Sorcery in CB and they gave us such astounding benefits as 2% damage protection. Whoop-tee.
Auras actually scale with PRE, I'm assuming your CB character didn't have much? For all I know though they could have just been broken back then, but I have a level 27 support character who gets about 32% damage resist with a level 3 aura.
In CB, there was one of those "misplaced decimal points", so you'd have 2.2% when it should have been 22%. It's fixed now.
They get around, huh?
Con/Pre stacking bufftank in the thinktank.
The dev chat made it seem like healing would eventually be a poor way to hold aggro for tanking. Something like threat would only be generated from healing others I think.
Con for HP, Pre for buff auras... who said anything about healing?
I'd be taking AoE powers with taunts and/or crowd control, some support auras, and I probably would end up getting some heals, but mainly to heal other people while things beat on me, most likely.
The defense aura is weaker than the straight up passive defenses for actual mitigation, especially with Con super stated as well. Since they are mutually exclusive, there's not much point to running one if you're intending to hold hate on yourself. Aura radius is also pretty small so sharing them with others is actually pretty difficult (at least it has been in my experimental characters).
But, maybe PRE will actually be important for aggro once the changes go in.
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
lol what the hell, if you copy several lines of text, ALL hidden text types are also copied. If you have a tab set to PA chat only, and copy some lines, you'll also hiddenly copy like combat logs and whatever else lines happened but isn't showing
Yeah, I bugged that back in beta.
I wonder if doing the ctrl-A key combination in the combat log still crashes the client.
So new respec and I am rethinking my build again. Wanted to be a bit more magicky since that was the core of the character's concept, the weapons were always situational abilities (well in my PnP campaign, it was just so I could have attacks that A) I couldn't afford from my power pool and didn't have to dedicate the entire pool to buy).
Talents: Level 1:The Hero Level 6:Jack Of All Trades Level 9:Martial Training Level 12:Covert Ops Training Level 15:Sniper Training Level 18:Field Ops Training Level 21:Survival Training
Does 100% damage reduction actually reduce damage by 100%?
If it works like Avoidance, no. As you gain avoidance, contribution from additional sources of avoidance falls, to the point where +100-200% avoidance adds about 10% (through LR+Strafe+Dodge Active, I go from 69% avoidance to 80%). Way back I remember reading a thread about invul/defiance that came up with roughly the same results for those types.
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
ok this thread says multiple auras/same aura stacks.
who wants to join the "duplicate Aura" SG this weekend?
Does 100% damage reduction actually reduce damage by 100%?
Edit: I'm out of town this weekend (most weekends) so I can't really help test this weekend.
well invulnerabilities resist is a flat damage reduction like 24% resist on your tooltip = a 24% reduction in damage taken...
this is being changed in next patch to work like gear and shield resist in next patch however and is the biggest nerf the power is receiving and of course not lised as one of the things changed in the patch
How it will work is incoming damage will be devided by 1x % mitigation
what this means is if you have 50% invulnerability (on tooltip) on a 4k boss hit you woould currently take 2k - the damage soak and gear resist.
after the patch you will take 4k/1.5= 2666 - damage soak and gear resists this is a massive damge resist nerf to both defiance and invulnerability that is not even worthy of a patch note.
It also means that the higher your invulnerability % is the bigger the nerf like the example givin is a 33% nerf.
If you could get your invuln up to 100% it would provide 50% mitigation a 50% nerf well in this case its actually a infinate nerf because any damage received would be infinately more then 0 damage taken.
Sad after all the other invulnerability nerfs and the ones listed on test patch that the largest nerf is stealthed in as well.
If you could get your invuln up to 100% it would provide 50% mitigation a 50% nerf well in this case its actually a infinate nerf because any damage received would be infinately more then 0 damage taken.
Glal on
0
Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
I recently took Invul to try it out and thought it was decent so considered taking it on a couple guys over the default Regen (which I have on all my characters so far). Guess I can scratch that idea.
because blocking 100% damage isn't over powered at all
Does Invul reach 100% naturally if you superstat strength, like when you get close to 40? I'm not saying 100% isn't overpowered and ridiculous, but as it stands with Str superstated at level 17ish it performs fine. If this change makes it perform worse then it does now then Regen becomes the default for many people (if it wasn't already).
I also haven't tested it out yet so maybe its not as bad as those numbers make it sound.
The problem is that even with con superstat (after crafted gear nerfs) you will get to probably 250ish con
this will net you about 35% invulnerability
before this took off 350 damage off of every 1000% of base damage now it will take off around 260
if you are the tank for a lair and boss is hitting for like 8k
this is an additional 720 damage per hit you will be taking.
to give you an idea of how bad it is a rank three shield is 360% resist
a 3 ranked invulnerability superstated for resists is 35% its now less then 10% of what block does for any character (yes even regen) that has their block ranked
to give you an idea of how bad it is a rank three shield is 360% resist
a 3 ranked invulnerability superstated for resists is 35% its now less then 10% of what block does for any character (yes even regen) that has their block ranked
My guess would be that its not working as intended, or they've changed how the mechanic scales but haven't adjusted it for the new scaling yet. Considering that is broken behavior and its not in the patch notes.
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
to give you an idea of how bad it is a rank three shield is 360% resist
a 3 ranked invulnerability superstated for resists is 35% its now less then 10% of what block does for any character (yes even regen) that has their block ranked
My guess would be that its not working as intended, or they've changed how the mechanic scales but haven't adjusted it for the new scaling yet. Considering that is broken behavior and its not in the patch notes.
My guess is that it is working as intended Maybe they adjust the numbers slightly to offset it but i think it is very much intentional to nerf again a defensive passive (that before the nerf was borderline worthwhile)
Basically they made every solo build want to take regen and every group tank build should take LR.
Defiance and invulberability both have been gutted by this change on test.
nah see this is a soft cap, aka diminishing returns.
but as you said, LR already has that in place, but it's set at a much higher % and higher scaling than invul
and invul makes certain things completely useless, like gatling gun and mini gun. does invul work on toxic/bleeds/dots too, making them useless as well?
How bad this fix is depends on other factors. Like someone else said, how easy/hard was it to get 100% total resists in the first place
However hard it was, getting it to 1000%, or hell even half that to 500%, is probably a lot harder. If this change is to balance everything down, to make leveling slower and force teaming, then we can expect Regen to get a pass as well. If that's the case I hope they add in incentives for us to team like better mission sharing, mission xp even if we don't have the mission and actual scaling missions (like CoX). Otherwise it feels like being browbeat into teaming as opposed to actually WANTING to team because they've made it an attractive and fun thing to do. Right now teaming has next to no benefit for your character if you don't have the mission being taken on. I'd LOVE to team up with people - but it just seems to be pointless for non Lair missions.
nah see this is a soft cap, aka diminishing returns.
but as you said, LR already has that in place, but it's set at a much higher % and higher scaling than invul
and invul makes certain things completely useless, like gatling gun and mini gun. does invul work on toxic/bleeds/dots too, making them useless as well?
Softcaps generally don't nerf the intended effective range like this change does they tend to make extremes unobtainable or not worth the effort or commitment to obtain this change nerfs the entire scale of the power in question.
And this change hurts teaming as well because the guy acting as the damage sponge will no longer be as effective at doing it....imo this was a very poorly thoughtout decision.
looks like they want a soft capish of 50% damage redux, then coupled with the flat damage reduction makes invul and LR competitive.
note while you can get like 175% avoidance (for simplicity we'll make it 200%), with 200% you get 66% reduction... but you don't get it when you dodge, and your dodge is around 40-60% (i'll say 50%)
so old LR vs invul was
50% of 66% = 33% damage reduction vs invul's reduction (which for simplicity we'll say 33% as well) AND a flat damage reduction. which made invul better.
but then again invul needs two ss and dodge only 1.
looks like they want a soft capish of 50% damage redux, then coupled with the flat damage reduction makes invul and LR competitive.
note while you can get like 175% avoidance (for simplicity we'll make it 200%), with 200% you get 66% reduction... but you don't get it when you dodge, and your dodge is around 40-60% (i'll say 50%)
so old LR vs invul was
50% of 66% = 33% damage reduction vs invul's reduction (which for simplicity we'll say 33% as well) AND a flat damage reduction. which made invul better.
but then again invul needs two ss and dodge only 1.
please stop bringing up 100% invulnerability has never and will never get to that value currently it gets to about 35% unless con is the only stat in every piece of gear (which gets in the low 40% range)
Lightning reflexes is already better the invulnerability for boss fights and after this change will be doubly so...
the damage soak from invulnerability comes from str and if you try a str/con superstat character I hope you don't plan on anything but tanking cause you will have no energy for attacks.
also even superstated strength the damage soak is not very impressive in the neighborhood of 75-80 at around 250 ish str
Again this nerf is very poorly thought out
AtomicDynamo on
0
Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
edited September 2009
Well, I should certainly hope LR is better at SOMETHING.
Just_Bri_Thanks on
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
so instead of 35% damage reduction you're only getting 26% damage reduction + flat damage reduction vs LR's 33% reduction
This would be semi accurate but I have seen characters with 100% dodge so
26% (with 250 con)+ 70 (flat reduction at 220 strength) = 50% + mitigation of LR with a 50%+ crit rate as a bonus for just superstating one talent ...yeah seams like invulnerability is way out of line.
Posts
3DS FCode: 1993-7512-8991
Not sure if you are replying to me or not, but that's not what I meant. I meant that Tier 1 powers (requires 1 in frameworks power or 3 of any power) don't seem to be in that tier because they are less powerful then tier 2 or 3 powers. In fact many Tier 1 and 2 powers are very powerful and used more often then powers in tiers above them - not because people can't unlock them based on their build because everyone can use any power by level 23ish, but because a higher tiered power doesn't equate to more useful or better. So having lower tier powers rank up for less advantage points would be unbalanced.
Force Eruption and Shadow Embrace come to mind. They are Tier 1 powers but are very powerful and on characters I have that take them they are used constantly all the way to the top. If I could rank them to rank three with just 2 advantage points just because they are Tier 1 it would be unbalanced.
But talking about energy builders is different. They are completely pointless to rank up and should either be cheaper points wise as you said or just not have ranks. Even better would be to make those powers USEFUL outside of just gaining energy, or make the ranks increase energy gained as well as damage.
Also for wudoldjr, my current PA Joe build that soloed Fight Club at even level without dying. Notice I have Str and Invul - your Rec and Regen would only make it EASIER as long as you block effectively.
Download this Build here.
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Dexterity
Powers:
Level 1: Gunslinger -- Accelerated Metabolism
Level 1: Submachinegun Burst -- Rank 2, Accelerated Metabolism
Level 5: Killer Instinct
Level 5: Acrobatics
Level 8: Invulnerability
Level 11: Mini Mines
Level 14: Gatling Gun
Talents:
Level 1: One Of Mind And Body
Level 6: Covert Ops Training
Level 9: Martial Training
Level 12: Martial Focus
Level 15: Accurate
Auras actually scale with PRE, I'm assuming your CB character didn't have much? For all I know though they could have just been broken back then, but I have a level 27 support character who gets about 32% damage resist with a level 3 aura.
In CB, there was one of those "misplaced decimal points", so you'd have 2.2% when it should have been 22%. It's fixed now.
Makes my conflag last longer and that's always a good thing.
They get around, huh?
Con/Pre stacking bufftank in the thinktank.
3DS FCode: 1993-7512-8991
The dev chat made it seem like healing would eventually be a poor way to hold aggro for tanking. Something like threat would only be generated from healing others I think.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
So fuck you SOCRATES, I so don't want to be your Facebook friend.
Con for HP, Pre for buff auras... who said anything about healing?
I'd be taking AoE powers with taunts and/or crowd control, some support auras, and I probably would end up getting some heals, but mainly to heal other people while things beat on me, most likely.
3DS FCode: 1993-7512-8991
You can actually blacklist Socrates ^^
Not sure if this might have negative effects at some point though.
The defense aura is weaker than the straight up passive defenses for actual mitigation, especially with Con super stated as well. Since they are mutually exclusive, there's not much point to running one if you're intending to hold hate on yourself. Aura radius is also pretty small so sharing them with others is actually pretty difficult (at least it has been in my experimental characters).
But, maybe PRE will actually be important for aggro once the changes go in.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
I wonder if doing the ctrl-A key combination in the combat log still crashes the client.
Does 100% damage reduction actually reduce damage by 100%?
Edit: I'm out of town this weekend (most weekends) so I can't really help test this weekend.
New Build:
Download this Build here.
Lana Jones: Level 40 Champion
Superstats:
Level 5: Super Dexterity
Level 13: Super Recovery
Powers:
Level 1: Eldritch Bolts
Level 1: Two-Gun Mojo -- Rank 2, Rank 3
Level 5: Reaper's Caress -- Rank 2
Level 5: Teleport
Level 8: Shadow Embrace -- Rank 2, Fatal Allure
Level 11: Regeneration -- Rank 2, Rank 3
Level 14: Telekinetic Shield
Level 17: Resurgence
Level 20: Circle Of Ebon Wrath -- Rank 2
Level 23: Spirit Reverberation
Level 26: Ebon Rift -- Rank 2, Vengeful Shadows
Level 29: Gigabolt -- Rank 2, Death Arc
Level 32: Flashfire -- Rank 2, Sweltering Heat
Level 35: Force Cascade -- Rank 2, Containment Blast
Level 35: Fire Flight
Level 38: Skarn's Bane -- Rank 2, Warlock's Malice
Talents:
Level 1: The Hero
Level 6: Jack Of All Trades
Level 9: Martial Training
Level 12: Covert Ops Training
Level 15: Sniper Training
Level 18: Field Ops Training
Level 21: Survival Training
Thoughts? Suggestions?
Buffs raise things by a flat percentage; reductions (damage,energy, etc) are calculated by 1/1+bonus. So 100% resistance means you take half damage.
If it works like Avoidance, no. As you gain avoidance, contribution from additional sources of avoidance falls, to the point where +100-200% avoidance adds about 10% (through LR+Strafe+Dodge Active, I go from 69% avoidance to 80%). Way back I remember reading a thread about invul/defiance that came up with roughly the same results for those types.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
well invulnerabilities resist is a flat damage reduction like 24% resist on your tooltip = a 24% reduction in damage taken...
this is being changed in next patch to work like gear and shield resist in next patch however and is the biggest nerf the power is receiving and of course not lised as one of the things changed in the patch
How it will work is incoming damage will be devided by 1x % mitigation
what this means is if you have 50% invulnerability (on tooltip) on a 4k boss hit you woould currently take 2k - the damage soak and gear resist.
after the patch you will take 4k/1.5= 2666 - damage soak and gear resists this is a massive damge resist nerf to both defiance and invulnerability that is not even worthy of a patch note.
It also means that the higher your invulnerability % is the bigger the nerf like the example givin is a 33% nerf.
If you could get your invuln up to 100% it would provide 50% mitigation a 50% nerf well in this case its actually a infinate nerf because any damage received would be infinately more then 0 damage taken.
Sad after all the other invulnerability nerfs and the ones listed on test patch that the largest nerf is stealthed in as well.
na, It is multiplicive, not additive.
If everyone's aura did 22% damage resist, the total reisist would be... about 70%, which is still fucking incredible.
What level range would we do this though? cause I have a lvl 19 who was planning on picking up an aura anyway, might as well be level 20.
EDIT: okay, it MAY be additive now, but it WILL be multiplicive later, if Atomic Dyanamo is right...
Good response.
chair to Creation and then suplex the Void.
I recently took Invul to try it out and thought it was decent so considered taking it on a couple guys over the default Regen (which I have on all my characters so far). Guess I can scratch that idea.
damage * 100/(100/resist%)
and it's going to be
damage * 100/(100+resist%)
so before you need 100% resist to resist 100% damage
and after you need 1000% resist to resist 99% damage
Does Invul reach 100% naturally if you superstat strength, like when you get close to 40? I'm not saying 100% isn't overpowered and ridiculous, but as it stands with Str superstated at level 17ish it performs fine. If this change makes it perform worse then it does now then Regen becomes the default for many people (if it wasn't already).
I also haven't tested it out yet so maybe its not as bad as those numbers make it sound.
this will net you about 35% invulnerability
before this took off 350 damage off of every 1000% of base damage now it will take off around 260
if you are the tank for a lair and boss is hitting for like 8k
this is an additional 720 damage per hit you will be taking.
to give you an idea of how bad it is a rank three shield is 360% resist
a 3 ranked invulnerability superstated for resists is 35% its now less then 10% of what block does for any character (yes even regen) that has their block ranked
My guess would be that its not working as intended, or they've changed how the mechanic scales but haven't adjusted it for the new scaling yet. Considering that is broken behavior and its not in the patch notes.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
My guess is that it is working as intended Maybe they adjust the numbers slightly to offset it but i think it is very much intentional to nerf again a defensive passive (that before the nerf was borderline worthwhile)
Basically they made every solo build want to take regen and every group tank build should take LR.
Defiance and invulberability both have been gutted by this change on test.
Thats the point its a bad nerf at low end and it gets worse as your gear gets better... the higher your resist value gets the more this nerf hurts....
p.s. its impossible to get you invuln resist value to anywhere near 100% I was just using that number to show the negative scaling.
oh and they also took away how temporary buff used to buff invulnerabilities resist value as well
things like the polarity buff (force expulsion)
A red bubble drop
the temporary force field (15% buff)
these also were conveiniently not included in the patch notes.
but as you said, LR already has that in place, but it's set at a much higher % and higher scaling than invul
and invul makes certain things completely useless, like gatling gun and mini gun. does invul work on toxic/bleeds/dots too, making them useless as well?
However hard it was, getting it to 1000%, or hell even half that to 500%, is probably a lot harder. If this change is to balance everything down, to make leveling slower and force teaming, then we can expect Regen to get a pass as well. If that's the case I hope they add in incentives for us to team like better mission sharing, mission xp even if we don't have the mission and actual scaling missions (like CoX). Otherwise it feels like being browbeat into teaming as opposed to actually WANTING to team because they've made it an attractive and fun thing to do. Right now teaming has next to no benefit for your character if you don't have the mission being taken on. I'd LOVE to team up with people - but it just seems to be pointless for non Lair missions.
Softcaps generally don't nerf the intended effective range like this change does they tend to make extremes unobtainable or not worth the effort or commitment to obtain this change nerfs the entire scale of the power in question.
And this change hurts teaming as well because the guy acting as the damage sponge will no longer be as effective at doing it....imo this was a very poorly thoughtout decision.
50% -> 100%
66% -> 200%
75% -> 300%
80% -> 400%
89% -> 800%
99% -> 1000%
looks like they want a soft capish of 50% damage redux, then coupled with the flat damage reduction makes invul and LR competitive.
note while you can get like 175% avoidance (for simplicity we'll make it 200%), with 200% you get 66% reduction... but you don't get it when you dodge, and your dodge is around 40-60% (i'll say 50%)
so old LR vs invul was
50% of 66% = 33% damage reduction vs invul's reduction (which for simplicity we'll say 33% as well) AND a flat damage reduction. which made invul better.
but then again invul needs two ss and dodge only 1.
please stop bringing up 100% invulnerability has never and will never get to that value currently it gets to about 35% unless con is the only stat in every piece of gear (which gets in the low 40% range)
Lightning reflexes is already better the invulnerability for boss fights and after this change will be doubly so...
the damage soak from invulnerability comes from str and if you try a str/con superstat character I hope you don't plan on anything but tanking cause you will have no energy for attacks.
also even superstated strength the damage soak is not very impressive in the neighborhood of 75-80 at around 250 ish str
Again this nerf is very poorly thought out
chair to Creation and then suplex the Void.
35% -> 54%
and
26% -> 35%
so instead of 35% damage reduction you're only getting 26% damage reduction + flat damage reduction vs LR's 33% reduction
This would be semi accurate but I have seen characters with 100% dodge so
26% (with 250 con)+ 70 (flat reduction at 220 strength) = 50% + mitigation of LR with a 50%+ crit rate as a bonus for just superstating one talent ...yeah seams like invulnerability is way out of line.