#Summon Protection

1 messages · Page 1 of 1 (latest)

late smelt
#

A long time ago in a galaxy far far away, there was a brand new class line (Summoner) added to Orna. It was so hard to hit that t7 players were defeating t10+ players and maintaining their holds on (the old) settlement and territory system. Too long for some and not long enough for others, summon protection was heavily nerfed in PvP and added to more gear

A long time later, enter Call of Jord, enter Bone Mammoth, enter Coral Reef and we have many block or ward spam options available to all non-summoner classes

And add in Strikes of Ursa and Blood Ray as “can’t be blocked” abilities

So the question for discussion is 2-fold

  1. Do we know the math of what happens to summon protect chance in PvP?

  2. Is it time to suggest a small increase to its PvP efficacy? Is there an amount that would allow its use without returning the shenanigans to an entire fight of Ancient Dragon protected them prompts

odd fox
#

Just curious, what's the protect chance now?

late smelt
# odd fox Just curious, what's the protect chance now?

Somewhere between low and very low. I believe Odie said it's higher than Arisen Stone Garm's base Follower Protect Chance but also isn't particularly buffable in PvP content. For instance, holding a celestial weapon full of Summon Protect augments + Rift Summoner Chest + Nekhaka for as much as you can get on GS or GSA and you still rarely see a Protect go off in PvP

I tried it out for a little while and originally thought it was okay as I got a few lucky protects off but the more I've tested the more I realized it was just luck

But all to say, I don't know. I just know it's either capped or has a significant negative multiplier on it somewhere for PvP purposes

#

And another issue is - if it depends on number of summons, that also becomes a confounding issue if buffed too much but nigh useless if too low

odd fox
#

Or even with the gears.

sterile palm
# late smelt A long time ago in a galaxy far far away, there was a brand new class line (Summ...

Regarding the old summoner protection rates... there's no way logical T10s were losing to T7 attuners XD

1 mage dance and it's over

Regarding now, even if summon protection was buffed to a viable spot for pvp, it's still VERY easy to work around, it's not the same as a follower negating dmg, AOE is garenteed to hit the summoner cannot be protected from, and single hits you'd be able to kill the summons and leave the summoner wide open

however I do think summoner could use more summon protection for PVE reasons at least, we'd get more use out of it then pvp tbh

late smelt
#

ALs and gear were not nearly what they are now and AoE abilities were added after Summoner so it definitely happened- though the bigger issues were t10 vs t10

#

You just could. not. hit. summoners

#

(Personal experience)

#

But anyway, do we know the math of current protection and how it works?

sterile palm
cyan kiln
sterile palm
#

But overall atm summon protection would only be best for GSH, and that has no summon protection chance on its passives

Gsa it wouldn't matter much

Base GS it would be interesting? But AOE eats it alive and summon protection does not protect against AOE moves only single target

#

That's regarding pvp reasons^^^

twilit flame
#

if I remember correctly pre nerf max summon protection was 90%, after nerf i remember somewhere it was said it capped at 30% in pvp with all 5 summons out

atomic condor
#

Would be interesting if specific GSA builds could reach close to 100% introducing bodyguard style of play

#

However, Summon survivability is especially important to auriga

#

Dex stat could become a huge factor of influence for summons of this play-style assuming summon survival cannot be improved beyond ascensions