#The Actual Causes Underneath the Lootrunning Consequence
1 messages · Page 3 of 1
I really think just changing the way healing sickness is done is a great solution to the problem
is this the part of the thread where i reply to the message I sent 5 minutes into it last night
🗣️
I do admit at higher difficulties there is literally no breathing room to not require the necessity to spam healing.
maybe it's just me, but i feel tweaks to IH like the proposed above wouldn't really warrant massive sweeping changes to the entirety of the game's balance
What is IH?
Likely not at all
instant health % = IH
Instant Health
@-@
like if anything hyc maybe
I can agree generally but also not sure
I think some high-end gameplay will need to change a bit
some of the more inherently explosive damage sources
What I'd like to do is spin this into an Experimental for real this time
right
thats a smart idea
You have clips like Fennec's where he got 2 shot to a cz pig in full tank and that doesn't really make sense
its a great way to utilize the wealth of players you have at your disposal
It wouldnt be 1:1, because we cant change items, but we could reduce IH effectiveness and put a CD on using it
But that's an issue with or without IH
I would say don't do both
ehh
Or I'm curious as to why you feel the need to do both
possibly overshooting the target
I think just 1 or the other doesnt quite fix it
just CD is still 40% instant health immediately
thats a lot
the values on the potions themselves definitely serve to be reeled in
20% instant health no CD is spammable
I think reduce IH effectiveness will not help much
Cuz lr build is steadfast and steadfast benefit from low health, so smol heal will help it stronger. That is why spam ii work
Im not worried about lootrunning here as much as I am overall game health
I know this thread was written about LR in mind but I've been thinking about it in terms of the greater issues at hand
I think this would promote, as devs like to say "soulful" usage of instant health pots. They still feel meaningful to use, but it's more important to know when to use them
I think you get your soulful word usage rights revoked

I can hear you though
i agree i think this thread sheds light beyond just lr
anyway I am going to bug frossoli constantly to spin something up into a modifier
I think IH potency is good especially if we were to keep the rest of the game the same, I just think the spammable nature of instant health needs to go
we also would need a way to apply the modifier to zenith/depths but thats probably doable
,
get qwan to write it
What's an Experimental? Test server?
professional experimental delves maker
delve mod
Oh
Experimental delve mod
like chance cubes right
An exp modifier that
- Reduces IH effectiveness
- Applies a hard CD to using IH
Nah just push it to main 
fo sho
sounds like a pretty free modifier
that's just a free 5 points to people like me who don't use pots
(oh no)
What would this even accomplish
I could make it cost 1 point
as long as sapper exist
As in why make it an experimental
even though you could probably just have it take up less points
Wait this is actually great: Level 1 can be just hard CD on IH and level 2 can be a 50% reduction to all healing from IH.
Determine what elements of the game would need to change and to what extent based on players testing out the theoretical change
its important to not get tunnel vision by only looking at IH healing sources
Yes I definitely agree that solutions shouldn't come from the sole perspective of "how do we stop lootrunning." Lootrunning is just the culmination of abusing independently-overpowered strategies. Virtually-immortal builds shouldn't exist, especially outside of a dedicated tank class. Healing is an issue for the same reason. Unlimited AOE is also a problem if you don't want to encourage massive mob grouping. All of these things are independently problematic, lootrunning is just the simultaneous abuse of all three
absorption is also on the table
dont know what to think about absorption
cant make it over time i think
- Instantly take 20 damage when Sapper triggers !!
not 50% probably 25-30% but yeah
can make it 1pt / 2pt if theres worry about a full 5pt being 'free'
Will pureshard be nerfed 😔
I feel like main problem is pi somehow.
And i think AOE problem is more importance
Cuz you will get reward for hit your ability at hoard of mobs
idk im not a balance dev
My pureshard grind comes to a halt
armor is also kinda bs
fairwell 1mil spawner goal
when do we get negative damage tank armor pieces
honestly idk if it was an idea mentioned but maybe sapper shouldnt be able to work if x amount of mobs are nearby
I think that causes issues in high pt delves
i dont think sapper is something that should be abused mid combat
psst
ya i saw this one
what would be the cd
Just sadmouse'd it btw
There is a spawner force you to break it to deal dmg to mobs :))
And a fast spawner have huge shield
Sooooo true
probably something around 8 seconds
I dont think thats the play personally

Too specific and again theres other options. Sapper is big but people can do fine even just saturation healing, or abilities, or regen, etc. It's also another balance consideration you have to consider when designing new encounters (eg chokepoints)
I guess the cooldown thing makes faster gameplay worse, it hits lootrunning but then also hits classes like rogue more imo
i disagree in the sense that it is too specific, i think it's a healthy way to target unhealthy playstyles personally
i do agree that this change alone wouldnt be enough
Sapper is great for melee classes and allows you to sustain yourself in longer ecounters
I dont think so either, theres merit to using pickaxe offensively. In this case using a sapper pickaxe mid combat for a quick pinch of heal
could also make it have multiple charges so instances where you fight mobs from multiple spawners and mine those together after don't get nerfed
Well its more defensively but the use in combat is really nice
i kinda like that but also don't
I do this as well
you'd be hurting valid uses in the name of hurting LR
I agree with coco here, I use pureshard often to get a little bit of health while doing stuff
In the same way as using eruption pickaxe, except as a more offensive matter
They aren't so bad
i think with an approrpriate tuning this wouldn't enroach on valid uses
Yeah i hate how strong adze is in terms of defensive stats
pureshard dominates?
I'd say so
idk my guildmates use a lot of them
stoneborn is awful
one of my guildmates mains the eruption one lol
a mob limit or something along those lines just stops people from being swarmed by a thousand things and still being able to tank through it
I just use Evanescent ( r1 pick btw )
you have 45+ builds I dont think you're a good baseline
I thought r3 just have 2 pickaxes
no disrespect
Yeah but I am also getting a pureshard hopeskin!
!!
so all my build use it...
Ex stoneborn believe it or not is usable
pretty much
Not really 😔
pureshard for life i nerver used anything else other the shield break one for cz runs
anything is "usable" depending on the context and without providing context that is an empty statement
It eats all your health man you can't use it without coping saturation/hunger items
Berserker and reaper then theres the context
Arguably cleric but i dont touch it, point is any class with decent built in sustain can use it
yeah but silly people think the answer to it is nerfing pureshard instead of making literally a single other good pickaxe
the time saved on spawners is not able to make up for the time you'd save healing or saturation stacking
It -1 heart per spawner
To go along with this, I think there's a reason the other pickaxes aren't used.
(They are all mid or bad)
-1 HP, not 1 heart (2 HP), IIRC (Wrong)
how is it usable on reaper i don't want something to eat my hp when i can't heal lol
Who out here using Boilerdrill
It is level 2?
i mean i think there's a little credence to this but pureshard is not innocent of being overtuned
It is...
I mean there's a lot imo especially with the ones there
Dpact and soul rend, no?
When do we get an Ethereal pickaxe for Dumpling 💀
do you also think earthshaker is overtuned?
if you have dpact up and its still at -100% you only heal 2 hp
Slow
pureshard is one tick faster than earthshaker
Skysplitter is arguably bis in starpoint +, the more shielded spawners the more viable it becomes. Supernova needs a bit more damage and then it turns meaningful in combat. Overclocker would be cool but it should focus on adrenaline and speed more than it does. Gem tipped can be a good all arounder but it likely needs 1 more level of effeciency.
pureshard is super good for reaper cuz if you are at -66% healing you still heal 0.5 hp
cuz it can't go any lower
honestly kinda is i don't really think sapper is easy to contest
you remember we stripped most shields from SP overworld right
Yup.
Which is why skysplitter fell off a bit
Also stoneborn really should just have a lot of fragility on it
Like all fragility at V or X
That way it's viable for normal gameplay but not viable for speeding through content (because you die really quickly when you hold it)
yeah that was suggested a lot when the change came out but for some reason they stuck with anti sapper
semantic and unrelated but i personally dislike how much the word "viable" is thrown around
if we care about exalted items mimicing their r1 counter parts thats kind of not at all on line
Crippiling also is a good option on it
theres like a million things it couldve had instead 
Hmmm why
Curse of Crippiling could also be a good option on it
because this
its just a very strong word, and viability is more of a binary thing rather than a scale or degree
and yes
ty
I see
Okay well stoneborn is overall a generally bad pickaxe that I have never seen in use since the nerf
truly
not viable !
Maybe you hear about 1-2 people saying they use it on a specific build. So when I say unviable, I literally mean... unviable in all forms of play and content!
I think this is better
Cuz the pickaxe is design to tank while mining
Why make it less tank? @-@
I would literally give it Curse of Crippling X (can't move if under 50% health)
isnt tanking when mining kinda aganist tm goals
Yeah
But that is how that pickaxe work
that unfortunately boils down to your definition and i suppose if you think the pickaxe simply cannot be used anywhere then i'd have to disagree
It evn have kbr
Also a bit late but is spawner break abilities existing not the perfect example for why what you're saying isn't the case
it's easier to say that it just suffers greatly from opportunity cost
unless you were talking about content outside CZ
Content outside of CZ
But also I disagree with that statement as only flame spirit really enables it more than the other spawner breaks (and they are likely removing it)
All of them somewhat enable it
The other spawner breaks basically do not do anything to help "lootrun" and they do want to kill the playstyle more and more as they've been adding all these workarounds to try and stop people from doing it
Which is why we are here anyways
and dungeons are pretty much untouched by anti-lootrun mechanics
The way I see it, is they're just making it less effective
which in my mind is a positive for overall game balance
i dont believe anyone in balance or tm would directly seek to "kill" any playstyle at least one as broad as this
I agree, I've just gotten a different mind from my conversations with devs and stuff
They do want to kill cz full rush
Like plain and simple have said so
well so far the actions don't match up to what you're saying they said
But why lr is bad?
That's not up for me to explain tbh
thats true
but its my reason for why im inclined to believe those were hyperbolic statements and that they just want to nerf it ( by a lot )
Charging may be able to explain more on that front as we've had some conversations on stream about it
🫡
lring undermines the core gameplay of monumenta
What is monumenta core gameplay? I just play it cuz i like boss
in the context of CZ, it's the most effective way of clearing
kill enemies -> break spawner -> loot chests
rince and repeat
and I believe it should be nerfed
imo I think normal play should be effective
(I enjoy CZ rushing so I am saddend by the changes) but I know generally they need to happen
rushing in cz only happened because early game cz was luck based
what if killing enemies granted bit of treasure score 
It may take my enjoyment out of the game, but if it makes it better for intended gameplay then so be it
Still is to be fair
Still lr anyway cuz flame spirit
yeah I implemented it lol
Because we have a feedback post in the works
in a few weeks
🥺

it would be interesting to see if "rushing" is still possible
After your changes?
having some insane shadow target twisteds and everyone else speeds by
does it feel harder
or does it feel closer to normal play
TRUE
The reason for lr in cz work cuz main oject is break spawner, not killing mobs Y-Y
feels like you reset more for abils
everything dies anyways
then f1 is a bit longer
yeah this
then f2 and f3 same
f1 is longer because you reset 30 times and then punch a twisted with your wand for 30s
this is why you need a melee set for f1
(we have melee)
4 people with melee sets
this is why you reset for abilities
You also shouldn't need to play like that
Don't force shadow to solo hit twisted Y-Y
this is kinda the issue here
not really, because even that statement alone is just wrong ( since there's a mob kill requirement when opening rooms )
Yeah, and when player do ojective, TM mad, everyone mad
in my eyes lring is just boring so I don't do it
hmmm
imagine if we had a strike with mob req
surely that is not gonna be lootrunned
surely.
I just kinda personally don't understand what people see fun in lootrunning 😭
doing content fast is enjoyable
Optimization is pretty kino
idk as someone inbetween lootrunner and antilootrunner
I don't like lr dungeon
But in cz, i do like lr
Optimization is fun to us
i just got tired of doing same things over and over and over again
Doing things as fast as possible brings us joy
even if it feels wrong it is faster
Why don't just ignore cz lr and hit sskt lr for fun again :)))
you want to be rewarded for having high? skill to lr
i would say it brings me joy when yall add antilr measures which we just counter
its kinda just
literally
I think clear normaly is easier, and lr feel more stress
adapt improvise overcome
That make me want to lr (in cz)
but at same time i would never rush or lr a content that i am not tired of
Not cuz it faster :))
Well the goal is to harbor changes where the overcoming part requires more skill, which is very difficult in how monumenta currently is balanced
practically all balance talk is to nerf r3 player power in some way so you are gonna be disappointed I think
I think you’ve already do that to be fair with the twisted changes you barely see any now
I don’t think the flame spirit sundrops stacking was the desired skill expression
maybe not
(Not that the current version is significantly better)
Still can remove that and it’ll be done by the same people imo
Well did those runs require playing more actively and skillfully?
If the goal is to make it more skillful I think you’ve already reached that. Only people who can do it now are those who have invested thousands and know ins/outs of cz
Yes very much so
id probably lean towards yes
Them I would say making those tools less powerful was a good change
Your role is the same regardless 
Or atleast one trying to go in the right direction
Fennec you’re out of touch
it did take more contribution from me
frush straight after hwinds nerf was so much more skill based then they added mob kill req and it became trivial 💔
am i really
It is about speed i think, if you make it less powerful but it still faster than normal clear, people still rush cz. But now need more skill
Isn't that the goal?
That is the goal
why do you think in such a narrow way
to have it take more skill
Cuz i have tunnel vision
The goal is to make lr require proportionally more skill to the reward gained
In my opinion
And i might say something wrong cuz i not fully understand English
Understandable, you guys are close
point is that the previous versions and the current version of "cz lootrunning" were and are too effective
My second definitely more controversial opinion is that it also should somewhat represent the same gameplay loot as the normal clear of the content but quicker and more optimized. Which is significantly harder to pull off and is very distant
It doesn't really make it harder, it makes it slower, and more boring. The optimization motivation stays the same, but now the optimal way to play is just a more boring version of itself. In my opinon the best version of lootrunning was before any nerfs, and without howling winds. More challenging than now (because you greeded for speed, and everything stayed alive) and substantially more entertaining.
The optimal way to play shouldnt need multiple targetted restrictions and end up as passively clearing in a tank set, which is where it will has ended up with simple door requirements
Explain
Me or oracore?
You
This
Will do
Now i think about core monumenta gameplay, is it really kill mobs, break spawner, get loot?
What make monumenta fun and enjoyable?
Thats a very personal question theres no right or generalizable answer
It is for me overcome a challenge :))
what you find fun
everyone has their own definition of fun
And get better
If a new dungeon comes out and the Devs who made it intended for it to make a player 20har in an hours worth of playtime. And then players discover a method of clearing the dungeon that makes 50har/hour. The appropriate response would be to nerf the more effective method of clearing the dungeon.
okay the challenge is to click on a mob 500 times to kill it
I see the current issue to be the same as that
I agree, bringing down the level between most optimized setups vs normal setups
Lootrunning in the context of CZ is just a broad term for clearing something in the fastest way possible
My original talent: Actually trying to play the game
Challenge: I am poor
My new talent that overcomes the challenge: Lootrunning 💀
because you obviously still have to kill mobs, just not in the exact same way
The loop of non speedran cz is quite similar to most of monumenta gameplay where you fully engage with encounters killing mobs fully clearing out areas and breaking spawners. On the other hand cz speedruning at its core tries to reduce the amount of engagement with the mobs and encounters as it’s simply not time efficient to fully clear and kill mobs in a somewhat convenientional manner. In my perfect world (which I have no clue how it could be achieved nor if it would be positively viewed by the majority) the speedrunning of cz would be closer to the conventional run in terms of gameplay requiring you to engage in challenging and difficult encounters clearing out rooms properly. Is this feasible? Maybe not, would it be more fun than the current system for the average player? Maybe not, but you gotta dream a bit
i dont see the vision
You still tank but slow
and damage
I see the vision
👍
just put curse of crippling 10 on all the pickaxes 
So why punish player for not killing mobs fast enough to break a spawner @-@
Basically you can’t really play it where you guys wanted to prevent its use
i too would also prefer a world where the most optimal ways to play the game aren't by cutting out engagements and disrespecting enemies
You’re forced to kill mobs and stay above a certain health percent or you literally can’t mine the spawners
I can see it
+1
Yea, colosus Y-Y
I think balance said they aren't changing pickaxes until 1.20.5+ though
Just that it'd work normally on any non steadfast set
I really hate it
instead of waiting arbitrarily
I just dislike the monthly aspect of balance changes
How do I get balance 
I can fix the game

blame the early r3 generation that complained about balance patches coming out too often
start with build shard access I guess
Does build have custom items
I alway feel like monumenta delve want you to break a spawner first and kill mobs later
yeah
You can make them
you have all the tools on there
Like can I recreate a pick but change the efficiency, chance the build etc
mhm
Can I run content on build
Ugh
you can make your own mobs put them in spawners
You can’t really test then can you
yeah no, not when arcanic + carapace is a thing at high point
it does not have a testing environment, no
yes
Well that’s good
we have two beta testing servers internally
Alright well I’ll apply for build
Arcanic + Carapace + Assassins

Well, the only high point content i do is cz
And i frush cz :))
Do you think I have a chance 
Nope :3 !

as long as your reputation is not absolute shit 
so your original point is irrelevant then
It is
lol, lmao even
No harm in trying
oh well not wrong
I think I need to start experimenting with other classes
Might be time to learn warlock 
the whole name for "build shard" is one big lie
REAPER
Anyways wtf off topic
ok!
creating mobs is much more fun
So my life is a lie, i though people build in build shard
kinda burnt out at the moment but still
theres been more mob creating than building recently
who snows
i wonder if the amount of lootrunners actually would decrease if you didnt have to spend so much time doing mundane stuff
aka spawner mining and eating
can i apply to beta test and then run shifting on test server constantly

I second this person's plans. What if Shifting actually is not fixed but that it is super rare?
Must make random mobstest!
insta-eat soon
that was a new record I think
speedrun any%
🗣️
free niamN 💔
late but I still think this is dumb
why do I have to wait until the imaginary 1.20.5 update that's never gonna happen just for the opportunity for Boilerdrill to be good like all the other options are 💀
you kind of can? you’d have to make the mobs and spawners by hand, you could probably steal the layout from an SKR room or the copy of quelled that we have sitting around… or ask a dev to copy the environment over
its okay I got rejected lol
wow i wish i could test balance changes!
off the table 
kind of expected it but I thought I'd try
I just need to get my rep up and apply later
It would be fun if we ignore lring
Not when lootrunning gives you x5 efficiency idk
It’s fine if people enjoy that but it shouldn’t give you that much more resources
idk though I don’t really lootrun it looks like a lot more loot
we could nuke lootrunning by setting a mininum time for content to open the loot room and then ignore it and then itd be fun
Sentenced to cutscenes
wait they'd like that
It is not that bad :))
I'm a player who has reached endgame and only casually play R3. I don't bother with Hexfall, high level CZ, any content above 18 points, nor have any R2 or R3 QoL Epics. I play a lot of Tank from both extremes of high HP and low HP to have a high amount of EHP. I can defintely agree with Healing Bloat. PI feels wayyyy too powerful with how it can save your life. Being able to rapidly use potions without shifting through your inventory reduces a lottt of the challenge of inventory management compared to when you started out and makes recovery feel trivial. I feel like all healing, whenever it be from eating food, regen, sapper, etc should also be standarized to only heal based on HP% rather than flat HP. And defintely have a cooldown on healing pots. As for EHP stacking, that's where I have issues with. The great thing about Monumenta is all about making the build you want. You want to make a Tank for better survivability? You can go ahead! You want to make a Poise Set with high Armor with low HP but benefits a lot from Flat Absorbence to syngerize with eachother? You can do that, and discovering that magic is wonderful. That synergy is what allows Tanks to also invest some of their secondary stats into attack since a Tank set that takes 3-4 hits to kill a common enemy sucksssss. I do think rapid lootrunning is an issue, but I feel like that more in so is because it feels lie there no punishment for blitzing. By the same coin, it would be like nerfing all DPS weapons because someone is able to kill Silver Construct in 12 seconds with a bunch of buffs.
The tools your armour give for better EHP is important since it makes decision making for your build or what niche you want to make, all the more impactful. Instead of punishing the tools the game gives you like your skills that excel in AoE combat, the game should present a greater challenge, like reduced loot for not killing X enemies, or the more rapidly you spawn enemies in quick succession, maybe have mobs spawn in greater numbers or speed? I don't want the new players into R3 or players who don't have all endgame items to make things a breeze to be negatively impacts by those that do, and make it feel less fun and squish for those that take our time or want to try out harder content but find they are so squishy that they either feel forced to invest into full DPS that it feels like R3 is pushing towards.
Holy
reading through
I will put it in subway suffer video
I support this post because it conforms with my preconceived ideas
They did give the nerf treament to DPS stacking with hard DPS/damage per hit caps pretty much everywhere, as well as additive. I really dislike hard caps exactly for the reason that it kills build variety. Its impossible to justify running full glass, even if you want and are able to, when it does literally 0 more damage than another build because of a DPS cap. That being said theres obvious limitations you should never reach in any catagory.
You shouldn't ever be able to kill bosses 5x faster than their intended runtime (see: hexfall, vesperidys, broodmother, etc...). You also shouldn't ever be virtually immortal, no matter what synergy you use. The only exception I can think of is for a dedicated tank class, since that is the entire point of the class. But this should be independent of the armor, and built-in intentionally to the class abilities.
Theres needs to be limitations, preferably soft, so that these obvious overpowered builds can't exist. Soft, so that you can still stack full tank gear and benefit for it, if you really want to, but not so much that you never die because of it.
I tend to jumble a lot of my thoughts in full sentences xD
Tl;dr, don't harm player's choices because of a population of high end player because it harms players at the more normie side who want to discover how to use and specialize the tools given
As far as this goes, solutions like rewarding less based on mobs killed is again another bandaid to the actual problem of stat bloat. Bandaids by their nature are going to be arbitrary, highly specific, and hard to balance (and then keep balanced through ever change forever after). What you'll almost certainly end up with following this path is a suboptimal solution and a harder time balancing around your overfitted solution. You aren't harming any average player by making overpowered builds unobtainable. If you're taking advantage of overpowered builds, you aren't playing in the average.
i personally believe bosses designed with a dps cap in mind are going to be easier to balance, and it encourages build variety if anything
jus referring to this btw
And personally, I prefer keeping gameplay variety. For example you chose rapidly spawning enemies as an example of bad behavior, but why? Its perfectly reasonable to want to play faster paced and activate more spawners. The problem only appears when you don't get punished for it because youre in a 600EHP armor set with 3 AOE abilities to kill things with.
it wouldn't be a perfect solution alone (nothing presented so far would be), but i think tying rewards more toward enemies can help in certain areas of the game
I don't think it encourages build variety, the meta just becomes: hit the dps cap, then min-max some other stat. You should be able to run full glass if you want IMO, hard DPS caps prevent this. Full glass doesn't need to be 2x optimal, but even allowing 5% extra damage gives a reason to run it, compared to none at all.
I do agree that it makes balancing a boss easier, I just think theres better less-restrictive ways to accomplish that
What is hard dps cap?
Like 750 damage per second, all damage above that is pointless
or 500 damage per hit, bigger hits get rounded down
Theres never a point in building above that with those types of hard caps
It does that? Idk about that
i just don't see why not having a cap to enable full glass is a stronger form of build variety over the idea of minmaxing less straightforward aspects of a fight
hm but idk i guess i can see it
losing out on the glass i suppose is technically a loss because the game would just hard enforce it being pointless versus "oh you're not max dps ig you can contribute or something"
I think if general EHP was worse and damage pieces felt more impactful then we'd see a shift in going towards mixed sets
For the majority of bosses running 5% damage in exchange for all your EHP is not going to be worth it, but someone might want to anyway just to shave those seconds off their perfect run. Its not stronger variety to run full minmax damage its just a different choice that should be avaliable
i understand i think what you're getting at
but i think like i said if dps caps make balancing the boss easier, i'd say it's a worthy sacrifice
I've tried playing a full tank set without any infusions on Warrior and it felt awful to play, because it took forever to kill an enemy, and when an enemy lives longer, the more damage you will often take. So unlike the DPS race, where you can be immortal since no one punishes you if they're dead. For Tanking, you are immortal with the astrik that if you don't have the damage, it's unsustainable. And again, I am speaking as a player who just does Fragments to improve their gear, I don't have any infusions or Consumable Epics/Rares other than KApple, so I feel like a lot of the issues come in to the mass ease that comes QoL Epics, which in that case, it fair since the player took the time to grind for that.
and I brought up that example because if you are just able to murder everything on sight with just a single melee hit, you never get punished because enemies are dead before they have the time to punish you for your squishiness. So if your faster paced and never get punished, where is the challenge, compared to Tanky players having to outpace enemies for their lower damage.
Full tank generally isn’t applicable for normal gameplay though
esp not on warrior which doesnt have non-standard forms of dmg
That’s more of an r1 thing though
And cwatchers existing partially
the meta is different there compared to elsewhere imo
ye, that is true, but if you nerf one aspect, it nerfs players that use some Tanky pieces to become more well-rounded, to where you don't want to bother using it
Not necessarily no
You can nerf something without it impacting other things
Targeted changes are a thing
changes dont have to be a blanket true or false, all or nothing
The simplest way for example would be to just start applying diminishing returns to ehp past a certain amount of defense
This has not been my experience. Especially with basic infusions existing, a virtually-immortal build is actually only like half the damage of a more standard DPS build. And you can easily activate and group like 5 spawners at once. 5x efficiency at half the DPS is faster, and this is my played experience too (not just in zenith). You also aren't really outpacing anything, youre immortal- you have all the time in the world.
It doesnt kick in unless you go above a certain amount of tankiness regular gameplay will never achieve
Idk about that being a good or clean solution, to clarify, it was just an example of a simple method of nerfing tanks without impacting more standard builds
doesn't that already exist with the more Armor/Agility you invest, the less returns it gives? Or is the deminishing returns so slowly gradual that it's no-existent? :O
It is not dimnishing
defense is exponential
Every defense results in 4% more ehp than the last
ehp can roughly be calculated as 1.04 * defense
not really related but i feel like warrior is one of the best classes to build tanky gear on anyway
For example here's a very DPS centered clear set, versus its zenith tank set counterpart (steadfast 4). With full infusions you are still dealing over half the damage, and have like triple the effective EHP. They are zenith sets but honestly you can put berserker charms on them and they would function very well in overworld too
has so much inherent damage
Every 17 defense doubles your ehp
Another maybe valid solution is to have defense start scaling linearly as defense goes up
So at some point it’s adding 4% ehp instead of x1.04 ehp or something once you hit a silly enough amount
is this counting full infusions on the standard damage set in fairness?
neither numbers have infusions active, you can just image they have the +42.5% or whatever it is, plus more from delve
ngl i dont see a large difference in the ehp values for these ss
steadfast is hard to show
It’s without steadfast
What do you mean by this? It always will be a (1 / 0.96) multiplier on your EHP per armor/agility (assuming no mixing)
makes sense
.
Oh, I play on Guardian and only used Brute Force as my only offensive Skill to go full defensively build, got no idea how well Beserk does offensively :O
using Damage Reduction would be a much better measure for it
if you want to mess around with the hp sliders:
tank https://ohthemisery.vercel.app/builder/m=EX Corrupted Scalawag's Hatchet-4&o=Crimson Tithe-4&h=Uriddan's Legacy-4&c=Stalwart Protector-4&l=EX Ironscale Leggings-4&b=EX Chains of the Damned-4&charm=None
normal https://ohthemisery.vercel.app/builder/m=EX Corrupted Scalawag's Hatchet-4&o=Aggripa's Gearshredder-4&h=Tarri's Windeater-4&c=Darkstar Pauldron-4&l=Melded Bronzeskin-4&b=Shrouded Sabatons-4&charm=None
You can calc that with steadfast 4 applied to the whole HP bar though it’s like a 2.5x ehp boost total
Ah, as a proposed solution. I can see that, but it might be a bit harsh
i personally already understand the difference as an avid steadfast player
quite tankful
For reference its 154 ehp at 50 defense and 1185 ehp at 100 defense
We are in fact approaching the point where it’s possible for tank builds to lean towards 100 rather than 50
I do not want to think about the issues mw 5 will bring rn
I have seen it before: it is an exponential curve when considering the relationship between armor and EHP
Well...half the MW 4 items will just lose some stats lol
yea it seriously is not sustainable to have armor remain on this curve with masterwork increasing values
don't need to get to a point where standard enemy damage output is like 70
At mw6 we will likely have gotten over 100 defense
The only reason it’s not possible rn is there’s not enough double situational items that arent mutually exclusive
i just had a realisation
As items keep getting added and they run out of options more of them will trickle in and at some point you’re wearing 5 pieces of 5 defense + double situ non-mutually exclusive pieces
the steadfast 10 build
if “looting chests without killing mobs gets me more loot”
why isn’t the solution “move loot drops to mob kills”
because thats not our game
its not necessarily the issue honestly even if it'd probably help in some cases
We have this, it’s called RoD and gallery
You can still kill mobs while rushing, whether that's from 1 click 1 shots or things like flame spirit/DoT
Ohhhhh, that explains the difference. I use Offhand Shields, not offhand swords, so everytime I play Tank it feels like it takes 3-5 hits xD
this exactly
But also tank builds in fact do not have issues with killing
maybe it ought to be a little more
Rushing lets you gather all the mobs at once to clear them all instead of spawner -> cast -> spawner -> cast
DoT builds, thorns cleric, blizzard stack for example all causes problems
blizzardstack got shot thankfully
Even with Offhand Shields? :o
its one of the unique things thats makes us special, i'm not so sold on moving any further away from looting chests than we already have
not sure if it's something i want to discuss here it may be too offtopic
Personally i think im fine with this playstyle existing
i dont find it as a "trait" that makes the game "special"
Im not adverse to lootrunning existing even
I'd be fine with it if it wasnt so easy
I just dislike that its so much more optimal than the alternatives
itd hurt my soul a bit but thus is life
This is close to accurate btw
Yeah I also think its a natural skill progression, if you can handle more mobs you can spawn more mobs and deal with the punishment. The problem comes from the negation of the punishment in a tank set, so much so that its unironically just easier to rush than it is to normal clear
In this tank set, with steadfast fully active, you're going to have 67-75 armor depending on prots
eh thats not so much armor maybe we should let steadfast stay 🥺
I think there's something nice in greeding an extra spawner so that your AoE can clear it all but you should feel the risk in doing so
its a valuable skill to have, although its kinda forced with chrono as a modifier when your playing with it
very relevant in cz where, you just cannot kill mobs without abilities so spawner rush is often not just the best but the only answer to problems.
A double situ item has around 6 defense and 2 situ for 18 per piece
90 defense
Toss in a weapon with a situ for 96
part of the problem is this armor being taking much further by things like wordly prot and class abitlies.
That’s the theoretical hard limit for mw4
mw5 would put us at 100 once these items exist
Also potions, a casual starbrew potion puts in insane work on a steadfast set
its so many things working together to create invincibility
So we’re already ungodly tanky and not even close to the theoretical limit allowed yet
This doesnt account for carapace, tenacity, class passives, umm
potions i guess
I love carapace infusion, but its acutally so broken
anyway basically, your regular tank builds are starting to look a lot like full gallery tank armor
people really out here running placebo +8.5 damage infusions instead of getting free ethereal on their sets.
Carapace being 1.25 armor in question:
Every bit adds up
Its only really silly in situ stack
I think we'd only apply a softcap system to armor/situationals first because those are the easiest to stack and it'd be simpler to handle
Where 4% more ehp is uh
Other sources are more a bit more managable
I think the problem stuff like steadfast, reflexes and second wind have is that they dont have weaknesses, so they arent really that "situational" in the first place. For example evasion can make you very tanky, but your vulnerable at close range.
Some of it is other things yeah
Those are being discussed in the delve mod thread
Reflexes should really probably get nerfed to have more granularity imo though
Esp if the legionary change goes through
My previous suggestion was have it scale to mob count past 3 up to a cap of 20%
Reflexes is weird since its weakness is supposed to be that, it is not active when theres only a few mobs around. But monumenta is literally build around sending waves of enemies at a time; so it ends up being only inactive in boss fights only.
5% per mob so u need 7 was my initial proposal
But those are just example numbers and can be freely changed
Steadfast.. i think second wind is honestly probably the bigger problem with it
Stead’s theoretical weakness was supposed to be getting nuked without it procing
second wind being both better value than regular defense and retroactively applying at 50% to conveniently put u at 40-50% hp range kinda throws that out the window?
Yer situ is no longer situ
1 level of second wind is worth 2.5 defense to clarify iirc
stat budget wise i think it might be around 2 defense when we were comparing items but obviously i do not have the budget values TM uses
it doesent help that second wind items, typically have like level 3 or level 2 of the enchant
I dont hate the idea of making reflexes scale based on the acutal amount of mobs present, although it makes the enchant much more complicated to play (which is maybe a good thing too)
I dont have any good solutions for second wind either
Nor have i seen anyone make any good ones
Im kinda leaning towards it just getting shot at this point and replaced with 2 defense
Secondwind becomes an agility situational so it no longer can be (easily) combined with steadfast
As someone who loved Ability Healthstack (before it got nuked), I would have loved a buffed Reflexes ;w;
Second Wind feels so free with how you can reach highs and lows so easily on Cleric T<T
this also makes the enchant no longer block stuff like fire damage
Another issue 2nd wind would have with a theoretical defense soft cap is its not defense
since ya it can just do that apparently. DOT effects which are supposed to counter situational stacking don't counter second wind.
It should probably maybe modified a bit to fit better
We can make it be treated as equivalent armor/agility
Yeah
Ah right this
Stuff that would be hard to fit in is more so resistance effects since those exist in a different system
I think that should probably go
I do not really like second wind personally
It retroactively applies, so it’s not any different from pure armor besides making you get below 50% easier
If this (or the things Lucent said) is not enough, go with full rework route instead
.
For which we don’t really even have anything that incentivizes you to play below 50% HP except for steadfast (and toughness u)
Prismatic shield
maybe make second wind, give like a temporary power boost when you reach below half health. so you have to manage your HP carefully to use it but at the cost of it being a risky play style and reliant on positioning to be powerful.
So it’s more or less just a roundabout way of giving items more defense that specifically works with steadfast and other tiny things
yes I am suggesting to make an armor enchant give buffs, its out there but I think its time for armor to get fancier things to do
Its also run with sustain builds
second wind is also budgetarily cheap asf
You condense your hp bar into the last half so that each point of hp from lifedrain/regen is extra effective
At the cost of saturation being bad
Yeah it’s kind of the ultimate cheat really
can we nuke all current tank viability but also implement ewrath in overworld
ewrath is kinda bad tank design tho u just press button the tank is just professional afker
please dont nerf armor scaling just make steadfast not ridiculous
I think armor scaling nerf is an inevitable thing eventually, personally
esp as items keep getting added resulting in builds steadily approaching the worst case scenario for minmax tank build having 1000+ ehp
So for me, it’s more of a question of how it will happen, ideally I’d prefer it not affect normal use cases and only kick in for extreme scenarios where ppl are approaching silly numbers like 100 defense
A lot of the problems in both this thread and the other one kinda boil down to “exponents r bad for balance”
for delve mods it’s interactions resulting in exponential damage and enemy spawnrates
For players its exponential stat gain resulting in ridiculously large values
I imagine one way of doing a softcap would be "each armor past X gives 0.97x, past Y 0.98x, past Z 0.99x" etc
Yes something like no penalty up to xx armor otherwise sqrt(xx)*sqrt(armor) (or any other decaying formula)
halved in effectiveness after level 40 and halved again after 70
40 is way too low what
It depends on how future proof you wanna be i guess
90% DR (56 armor, 200EHP/20hearts) seems like a reasonable tax-free zone
Given a healing nerf is also being looked at in the other thread
I think something like a mix of linear + logarithmic scaling might work
So that early levels of defense give more value but fall off when stacked while not also becoming completely worthless to keep adding more defense
(For gallery)
If we’re losing a bunch of healing glassier builds will be even glassier so this would offset it slightly
Out of curiosity this is "1 armor counts as 0.5 armor past 50, and 0.25 armor past 75" graphed for 20 max hp ehp
😒
How about something like regionalcoefficient * 10 / (10 + defense stat) for DR
set regional coefficient to 2 for r1, 1.5 for r2, 2 for r3
20 r1 defense results in 60 ehp, 30 r2 defense results in 120 ehp, 50 r3 defense results in 240 ehp as starting points
Mmm 100 defense puts you at 440 ehp in r3
Any1 got any squishy builds i can plug in
What does this value represent exactly
Bleh starting over sorry
Its for linear damage scaling, your damage taken would be divided by that much
So the full dmg formula is basedmg / regional coefficient * 10 / (10 + defense)
Idk how this performs at lower levels of defense for a given region
May need to insert a log component so glass builds arent too glassy
Mastering the defense scaling formula (The
lossus of Chaos tears me in half regardless)
bis r2 agility dmg has 23.5 defense and 25 hp
Plugging that in…
Er
I think i typed that out formula out wrong somewhere
Let me figure out where i made a mistake one second
shrug
c being cutoff?
Yes, also the scaling factor if you want to do the same for r1/r2
1 / 1.5 * 10 / (10+23.5) * 25 hp = 125 ehp hm
ok regional coefficient doesnt work, that’s too linear
An issue in all these suggestions would be how the cutoff(s) might change from powercreep, so maybe a fully continous calculation would be more future proof
Yes that is what im trying to do rn
why dont you interpolate between a fully exponential function (current) and a linear or diminishing function
although that would make the equation look terrible
I suggest u actually read my msgs maybe 
monkey pawl curls, it's logarithmic now
i had a rework idea for second wind that i think would make it more interesting while still preserving its synergy with current builds
-Second Wind (Rework): Taking damage equal to or exceeding x% of your maximum health multiplies all damage taken by .9%^LVL until health is recovered to the threshold this effect was triggered or until x seconds have passed. This effect cannot stack.
it should probably have a semi short duration
i’m gonna be real i think most hits are 15%
the number i threw there isnt really the point
for clarity if it was procced within its active duration it would just overwrite the threshold as it does not stack
Damn i wish
Most hits feel to me like 45%
scout speech bubble
most hits are *more than 15% mb
cee zee
me who support earth
earth... gigachad
about how much effective armor is it to have 95% damage reduction?
?
~73.5 (more specifically, 73.385)
They asked for DR%, not % Damage Taken
i do personally play a couple builds for r3 warrior that surpass 90% damage reduction
the guardian set i've had fun with in particular sporting like a little over 95% against melee in the best case
90% DR is much easier to achieve, especially with the existance of protection and situational enchants
yea for sure
oh
it isnt to be biased but i do honestly worry if theoretical soft cap changes would deal significant harm to my playstyle
at least playing like max point that sort of bulk with mega slow attack speed feels mandated
i mean in overworld if that were to take into effect
it would make tanking much more harder
in a pure tank build
its like 3 tank pieces (2 still have damage anyway r3 item design moment)
@silver thicket If you want a general equation for the amount of armor/agility needed for a given DR% (assuming no armor-agility mixing or enchants), solve the equation 1 - y = 0.96^x, where y is the DR% and x is the amount of armor/agility
Not necessarily no
tyyy im bad with complex math <3
These hypothetical changes arent being done in isolation
There’s 3 different feedback threads going over 3 different components for a reason
You can also treat a protection level as 2 armor/agility without mixing and a fragility level as -2 armor/agility without mixing
ya ik that much at least but ty ;3
situs are also 3/6
Notably, a bunch of delve mods are getting nerfed and then having caps applied to prevent exponential runaway interactions
i think the problem is also you being able to deal damage on a tank set because dmg infusions are additive now
so you get like 100% magic dmg on a tank set
That sounds like a build issue
no you just get 35 from threadbound
10 from cocoon
and like 55 from infusions
I mean, a lot of tanky pieces so happens to come with small amounts of damage stats, and additive changes benefits tankier builds
which is 360% damage
yea or threadbound
which is tanky with metric fuckton of damage
which btw without infusions turns into a glassy set
💀
Add more items with ineptitude, they seem to have extraordinary amounts of stat budget!
cowl aradian energized tome is 105%
cloak is a bit overrated tbh
ineptitude is very real
Alchemist:
Rogue:
Probably most melee classes:
I dont think that many builds can just ignore increased cds?
like what play berserker or smth
rogue ironically is the class that cannot ignore inept
nothing else comes to mind that gets inept unscathed
Brute force stack or gb spam probably get the closest
It honestly doesn't really feel any different with or without aptitude, so I assume the same can be said about ineptitude
mscout?
whirl
Your aoe and mobility both get kneecapped
No?
which part of mscout’s aoe is not on a cooldown again
Like, ~10-11% CD increase does not do much for an ability with a 6s CD
and thats where you would be incorrect
because of how rounding works
its now 6.75s
flame spirit lole
Does it even matter? Practically, the ability just recharges by the time you reach the next encounter anyway. I say this in regards to <= 25 pts of R3 content
i think the solution is to further nerf stoneborn 💔
last time i played mscout in high pts without whirl you have mid asf damage
I said <= 25 pts
isnt mscout without whirl just like 20% atk spd and like 70% from fully charmed swift cuts or sum
A number of delve mods result in encounters having their length significantly increased
also ee vuln
but yes
60%
oh yeah
The longer you spend in combat with no downtime the more painful it is to have cds increased
and it’s like 25% atkspd now sad
With <= 25 pts, you have a lot of leeway in what mods you can choose
i mean okay but you could have like 60pt and just not pick legionary 5
mscout only selling point is aoe i think
mscouts selling point is stun spam
yeah
one hit one kill every mob and use mass stunning to defeat crowds
onehit every mob part fail
I always found it weird how scout has more impactful debuffs then warlock does
I dont consider those items to be issues personally
It really depends. If you are dealing with lower-point content, CDs matter much less. You will clear the encounter by the time the penalty from ineptitude matters at all. I, however, can agree that it will become more painful in higher-point content
you still have to trade away bits of ehp for them
like warlock has one stun on a 30 second cooldown 
issue is armor becomes much better with every point you have in it
gets funny with situationals that are in given situation perma active
For reference, using threadbound as a measuring point
paladin alch
Erm, everyone knows that the Law of DiminishingIncreasing Marginal Utility must be followed
If you could acquire 5 pieces of armor similar to threadbound putting you at 75 def, you’d still have half the ehp of a full tank build
and you still would have enough ehp to tank all content in the game with few exceptions
We’ll ignore the +50% cds there
It might be less than half actually
x5 pieces of threadbound would put you at ~400 ehp and +175% magic dmg
...
alchemists must be happy
For reference, agility buzz warrior floats around 400 ehp and +168% melee dmg without the ineptitude 10, in exchange for needing to constantly get hit
thats situstack with bblood?
Yes
Eth stack
But thats also bcuz its has x1.2 hp
Its more like 300 ish without warrior passives
And your effective hp cries just a bit
What is the point of these what ifs
There were some claims threadbound was overstat’d
And i was giving reference points for how normal builds vs actual full tank builds compare
idk if it was explicitly stated anywhere that slot base balancing was a thing
it is overstatted on classes inept does not matter for
eg alch
but otherwise its fine
Anyway my point is
However strong your “tanky build using strong items with dmg” build looks like
We dont really particularly care, they still dont match up
As new items keep getting added, the ehp cap approaches looking like a full set of gallery tank items
At 100 defense you have 1180 or so ehp
I dont think we're ever reaching 100 def
and we’re significantly closer to 100 defense being achievable now than we were initially
you can kinda tell it exists naturally
probably 70 max
We went way over 70 ages ago
are you just counting situationals being active?
are you talking about steadfast?
That is one of them yes
I just don't consider situationals like they're always active
Lootrunning builds generally sacrifice ehp for speed normally but
If you wanted to just solely concentrate on being incapable of dying
You could for example run reflexthereal stack
90 defense, 912/840/714/840 ehp
ye but obviously in the same instance
you could just as easily get 1 shot because non of the situationals could be active
and if you dont you're losing 90% of your ehp
humble first hit from 3 mobs around
If you seriously ask me to consider “but what if reflexes dont activate” i will clown you
the singular arcanic carapace mob
you dont think an arcanic mob can deal more than 75 dmg?
you're not asking me that right
and even then, that build might be immortal but it'd likely be horrible for clearing if it wasn't for certain other issues
Without ethereal active you still run 400 ehp
That build is not for clearing
I dont know why you’re bringing up clearing at all whatsoever
was rhetorically asking LucentGlow
ya jus making sur ty
Just because then the build has no real use
well people are talking about steadfast builds being used to clear cz faster than others
multiple points can exist within a topic
my point is that its not soo much a steadfast/situational issue as it is other minor stuff that enables those builds
like infusions giving +50% dmg
and certain abilities just having bloated damage allowing the semi tank builds to just kill everything
and sapper on adze
which have all been discussed
and pointed out
And addressed
But i’m not talking about any of those currently
and in any instance where for instance the build doesnt have enough damage to clear the mobs around it
or interested in repeating those conversations either
being "immortal" really doesnt help
and even that immortal part is a big if
unless you use a lot of potions
Again i have no idea why clearing the mobs is relevant
what is the purpose of that build
It was purely a showcase of high ehp can be pushed if needed
I guess its relevant depending on the context
Which atm isnt needed
but generally if you dont have clear, you'll also be in more danger from the amount of mobs attacking you
Lootrunning already achieves effective immortality by just outrunning everything way before that point
what if enemies started dealing true dmg 
the issues involving that with spawners not repriming and mobs despawning have also already been brought up too
yea i think the main painpoints with spawner rush isnt even necessarily how tanky you can get at the end of the day its moreso the other stuff previously discussed i feel
are you talking about non cz lootrunning?
all of those other things have already been discussed to death
because yeah honestly reaching absurd ehp values basically serves to enable next to nothing in this game
im including it yea
question was for LucentGlow regarding this
in my opinion the only content that really has actual "lootrunning" is dungeons
yea because they have 0 protections to enforce playing them or engaging with the mobs
it at the very least is at its purest form there
zenith lootrunning is just speedrunning tbh
It’s not just lootrunning
Though lootrunning probably showcases the problem I’m trying to point out
Have you been paying attention to damage mechanics in content releases over the long term
wdym by damage mechanics
Hexfall just one shots you in lieu of doing damage, for a lot of attacks and you have set lives instead
Hunts has banish/spoil mechanics
Godspore has Vitality
Vesp Corruption
Noir boss also corruption
if you kill mobs and break spawners is that a lootrun
etc
ye but how does that relate to situational stacking sets
that is more instaheal influence i think
The problem that resulted in the increasing reliance on gimmick specific alternative hp mechanics
Is that however much damage they deal, you can just build tankier and than immediately full heal via pots between attacks
so you think those gimmicks exist because of situational tank sets?
and there is a lot of leeway to just keep building increasingly tankier due to ehp scaling exponentially
So they just dont bother at all
Healing is also a huge problem but that is its own thread right now
i feel like most of these bosses present enough threat outside of these mechanics to say that these mechanics were likely not made for the sole purpose of countering tank sets
If you want to talk about that problem, go talk about it there
i feel like its r3 now and standards for boss mechanics have just increased
This thread is specifically about the ehp side of things
theres also the most important mmorpg mechanic of optimizing your own spent time
This was explicitly a stated goal of hunts having stuff like banish/spoil mechanics
Directly quoted from the devs involved
how does banish and spoil counter tank playstyles though
The recent buff to frostbite meter was explicitly because that fight is trivialized by being sufficient tanky, for example
i think on paper its fairly obvious but idk its whatever
"counter" in the most literal sense of "you cannot sit afk and do nothing"
the devs were understandably not particularly happy you can full on afk fights in some scenarios
Anyway
Part of why this conversation is happening is that healing nerfs are looking pretty likely
in theory they do counter it but in practice not at all
yea idk how to describe it
And the somewhat obvious alternative to being able to heal less, would be to make your heals more valuable with more DR
right its not like they're dps checks or anything
like yes it would one shot a tank build but
that doesn't like really change anything
They were experiments at doing it in a variety of ways that arent a dps check
uamiel u drink a pot afk, core elemental ire up hit it and afk, shulker .. afk perma, hawk take fall dmg and like walk around