![]() ![]() But I'm not sure that's what you'd actually want from a gameplay or balance perspective. We of course could make abilities like Shield of the Righteous increase block value as well as armor, so the "block %" stayed similar. In all cases, gaining more armor will further reduce damage from both blocked and unblocked hits. Block just happens to be called out as its own % on the character sheet, so this is more visible. the way armor as worked for the whole history of WoW. This is no different from how gaining a buff for X armor would appear to add less mitigation (as a %) if you had Shield of the Righteous up-i.e. So adding a fixed amount of armor, which is essentially what block is doing, translates to a lower %. When you gain a massive amount of armor from Shield of the Righteous, you're now at a higher point on the armor DR curve. I'll keep using Shield of the Righteous as the example since it's a large temporary armor change.īlock now uses similar scaling to armor itself, for the reasons mentioned in my other post (briefly-it's more gear-driven and makes upgrades matter, and allows content to be tuned around higher block values as you proceed further into the game). ![]() Since there have been a lot of questions about this-īlock seeming to decrease when you gain armor is mostly an artifact of how we're currently presenting it on the character sheet (which might be worth revisiting). Block as a mechanic still scales somewhat linearly throughout the expansion, instead of double dipping with the increased survivability from having higher armor contribution on top of it. The value of block now passively increases as you get more and more gear, most notably from shield.
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