Hello,
For initial information concerning this topic, see this thread in the class forums: http://tera-forums.enmasse.com/forums/classes/topics/Why-do-warriors-take-nearly-2x-the-damage-as-slayers
Now, this started as a brief glimpse into why my Slayer was doing significantly better in solo play than my warrior. As you can see in the thread referenced, the results were quite astounding.
The major question I have is why does damage mitigate in the way that it does, and why do tanks (Lancer and Warrior) mitigate the least damage from normal mobs?
For numbers, see the reference below:
Seyon on 05/28/2012, 04:59 PM
Also, please reference this post regarding mitigation directly:
Celaeris on 05/29/2012, 02:10 AM
As you can see from Celaeris' post, some form of normalized mitigation takes place in percentages for each class. Warriors and Lancers take the most damage, priests take the least. I could see why this change was made for some of the cloth classes, as, for instance, a Priest is required to be within melee range to do damage, for the most part, which will likely result in you being smacked up.
My question is, why do the classes that are supposed to be taking the hits take the most damage?
Hope everyone has fun Teraing (sorry for the terable pun) it up and I look forward to the following discussion.
Please keep it clean. :)
Thanks,
Shade
For initial information concerning this topic, see this thread in the class forums: http://tera-forums.enmasse.com/forums/classes/topics/Why-do-warriors-take-nearly-2x-the-damage-as-slayers
Now, this started as a brief glimpse into why my Slayer was doing significantly better in solo play than my warrior. As you can see in the thread referenced, the results were quite astounding.
The major question I have is why does damage mitigate in the way that it does, and why do tanks (Lancer and Warrior) mitigate the least damage from normal mobs?
For numbers, see the reference below:
Seyon on 05/28/2012, 04:59 PM
NUMBERS!!!!!
Slayer:
Defense: 5691
damage taken: 741
Warrior:
No stance:
Defense: 5647+44
Damage taken: 1198
Assult stance:
Defense: 5647-585
Damage taken: 1362
Defense: 7816-671
Damage taken: 925
Defense Stance:
Defense: 5647+705
Damage taken: 1040
Defense: 7816+977
Damage Taken: 775
Sorc:
Defense: 4536
Damage taken: 858
results:
warrior and slayer in comparable gear (no stance): warrior takes 61% more damage
Warrior in assult stance and a slayer in comparable gear: Warrior takes 83% more damage
warrior in assult stance and sorc in comparable gear: warrior takes 7% more damage
warrior in defensive stance and sorc in comparable gear: warrior takes 10% less damage
all test were done at 120% stamina btw :)
Also, please reference this post regarding mitigation directly:
Celaeris on 05/29/2012, 02:10 AM
Here's my post from the other topic, where this was mentioned:
Celaeris on 05/23/2012, 04:13 AMThis problem interested me, so I decided to test it. I had dome some tests on defense, and it's true that damage is inversely proportional to defense. However, I decided to do the same tests using different classes. Tests were done on level 1 characters against the level 1 trees with their shoulder attack.
All damage is normalized to a lancer/warrior, who takes the maximum damage. This takes into account different defenses because of different endurances:
Warrior/Lancer: 100%
Archer: 71%
Slayer: 60%
Berserker/Sorcerer: 58%
Mystic: 46%
Priest: 44%
It's exact up to another decimal place. This is for normal mobs.
If I used these damage percentages, then it matches up with exactly what the OP mentioned (after adjusting for the differences in defense, the zerker takes exactly 58% of what the lancer does). I can't test BAMs since I did this quickly for level 1's.
I normalized the damage to normal mobs (aka the level 1 trees). The damage has been normalized by defense, so if characters have the same endurance, they take this amount of damage.
Raw data:
Mystic; 1630 damage at 2 defense.
Lancer: 3543 damage at 1 defense.
Warrior 1771 damage at 2 defense.
Zerker: 2055 damage at 1 defense.
Sorc: 1027 damage at 2 defense.
Priest: 779 damage at 2 defense.
Mystic: 815 damage at 2 defense.
Slayer: 1063 damage at 2 defense.
Archer: 1257 damage at 2 defense.
Also damage nor defense is changed based on stamina.
Seyon's data shows that warriors take less damage than sorcerers, but that is only because the warriors have a lot more defense than sorcs do.
If the sorc has as much defense as the warrior, the sorc would take less damage (that's what my post was showing).
I also looked at Seyon's data and it showed inconsistent damage mechanics with regards to defense and damage taken. Because damage is exactly inversely proportional to defense, damage * defense is a constant, and for Seyon's data this is not the case for the warrior data. Whether this is because of endurance differences because of the warriors stances or other factors I do not know (or armor properties/crystals). My previous damage (by changing armor pieces, and not endurance), has shown that damage is strictly inversely proportional to defense, and I had been able to predict it properly.
My conclusion is that different classes do take damage depending on their class (at least in PvE versus normal mobs), in addition to the adjustments due to defense.
As you can see from Celaeris' post, some form of normalized mitigation takes place in percentages for each class. Warriors and Lancers take the most damage, priests take the least. I could see why this change was made for some of the cloth classes, as, for instance, a Priest is required to be within melee range to do damage, for the most part, which will likely result in you being smacked up.
My question is, why do the classes that are supposed to be taking the hits take the most damage?
Hope everyone has fun Teraing (sorry for the terable pun) it up and I look forward to the following discussion.
Please keep it clean. :)
Thanks,
Shade