
Originally Posted by
Sindhol
I fully support your goal, but you've not done nearly enough to make block/parry/evade/incoming healing viable. Nor are resistance/crit def worth much, let alone outgoing healing/crit for an alternate captain build, for example--tanks are morale-bags with some mits and a tiny bit of finesse to avoid the most embarrassing missed interrupts/corrupts/taunts.
Here's the situation in a nutshell:
(1a) The block/parry/evade caps are way too high individually. Mainstats do not appreciable contribute and a single essence provides only a tiny increase.
(1b) Block/parry/evade/resist often do not work against attacks, especially boss attacks. If they do, they aren't reliable.
(2a) The mitigation caps are much lower than the BPE caps.
(2b) Mitigations do work reliably against most attacks. So does morale.
(3a) Morale and mitigations are a much higher priority than block/parry/evade/resist/inc heal/crit def/all other stats (the "luxury" stats).
(3b) We're short on stats. Equipment is poor in quality and stat caps are very high. In many cases (dev chance, crit magnitude, outgoing healing, block/parry/evade), the caps are too high.
(3c) We never get to the luxury stats.
(4a) If I have less mitigation and morale because of an update, I need to get more morale and mitigations.
(4b) Now I'll definitely never get to luxury stats.
Overall, you need perhaps 2m points in block/parry/evade to get it the point where it's about as valuable defensively as 200k-300k points of physical mitigation, and even then, the more reliable defence is mitigation. That is, I would trade physical mitigation for block at a rate of 1:10, perhaps 1:7, depending on the fight, and only if I already had enough mitigation to survive any hit that gets through my b/p/e, and my overall damage taken wasn't mostly unavoidable special attacks. As of 120 cap, this includes basically no situation at all (and few enough cases at 115 cap), and small changes like this aren't going to change that.
If you really want to "encourage more variety of itemization in defensive builds"--that is, balance tank stats--you can do the following:
(1) Halve the partial block/parry/evade chance and mitigation caps. Reduce the full block/parry/evade/resist/inc heal caps by a third.
(2) Grant 5 points block from might/vitality, 5 points parry from might/agility, 5 points evade from agility/will, 5 points resist from vitality/will, 5 points inc heal from fate. This ensures a somewhat more solid base to add buffs and essences to.
(3) 50% of armour applied to tactical/orc-craft mitigation (instead of 20%) and critical defence (instead of nothing at all--crit def isn't affected by anything, though it's a bonus stat on shields, of course).
If you implement changes that big, we might actually start favouring block/parry/evade for some fights. It'd be a welcome change, for sure.