#1 - 2014/01/12 05:57:00 PMCan we get a pvp dummy, with base resilience. So we can see how our numbers are gonna be in pvp.
01/13/2014 11:40 AMPosted by WhoknowzIf all goes well, there shouldn't be as nearly as substantial of a difference between PvE and PvP damage output.
Sounds like a good goal but probably to hard of goal to hit.
01/13/2014 12:10 PMPosted by LokthenThere SHOULD be a difference in damage output between pve/pvp gear. Pve gear should hit harder in pve, and pvp gear should reduce dmg more in pvp.
I think he means more along the lines of "Why can I Chaos Bolt for 1.5 million in PvE while PvP I can rarely go above 180k?" kinds of situations, which I think is a legit concern.
If you guys are doing as much number tinkering as you claim I don't know why you wouldn't take this opportunity to rethink pvp power altogether
I'm all for differentiating gear but I find it pretty silly that a stat called "pvp power" exists at all.
This example looks like
pvp gear in pvp 100% dmg/healing
pve gear in pvp 90% dmg/healing
pve gear in pve 100% dmg/healing
pvp gear in pve 80% dmg/healing
Is this the goal or still to many missing pieces on this.
I really like the idea behind that and it's similar to what I suggested previously. Why not something like this (ROUGH numbers):
PvP Item A has 70 agi/str/int + 30 PvP Power
PvE Item A has 100 agi/str/int
PvP power does not function in PvE "instances", but functions everywhere else.
1 PvP Power = 1 agi/str/int in the open world
1 PvP Power = 2 agi/str/int inside PvP instances
That way both gear types are basically equal in the open world and equally handicapped in the respective instances. I see no reason that PvP gear should be weaker in the open world against mobs. Gear differences are mainly been for instances anyway.