I think they simply forgot to add a soft and hqrd cap in Tiering
In the other Hand:
The reason of wearing a armor is to protect your self from mobs
A armor gets more value if it enables you to protect your self from a wider range of damage types
The armor does not deside what loot you get , The lootpool desides what loot you get , when ever mindark feels like they change The loot Pool
That way it makes sence why tier costs increase for armors that offer a wider Spec of Protection rather then one very high Protection
In the end the stats play together even when you protect ur self 1 dmg more combined with evade/dodge liveleach and ur kill speed. it actualy makes a diference when it comes to grinding speed
In Theory crafting ( what i used to Do a lot in diablo times) every stat counts to the Total product.
Entropia works similar, atleast to my eye
Like for example ( easyest to explain)
Liveleach everyone wants it but almost all forget the fact that you overheal with it and overheal is a wasted ressource, makes more sence to keep it mid range that way your HP converts into a Buffer zone, since you dont need to be 100% full HP.(now you can spend more for damage stats) Mixed with peotection and your kill speed you can master this in order to grind fester, even if this 1 dmg protection Leads into 1 more kill in 1 hour (because you dont need to waste time healing) after 300 hours (about 1 month grind) thats 300 more mobs you killed in same time
This is just a very basic example to illustrate.
I prefer linear
But armors are overvalued in General for me ,because i fight mobs while using long range (bought armor for crit increase)
Diference if you hunt for example desps with 20k armor or 120k armor
For someone else they are the essence of theyr gameplay because they need the protection (melee, pistol, to Bored to hit keyboard Keys etc)
But in General "the 1x1" damage allways outplays protection
This opens up a complete New topic we culd discuss somewhere else
In the other Hand:
The reason of wearing a armor is to protect your self from mobs
A armor gets more value if it enables you to protect your self from a wider range of damage types
The armor does not deside what loot you get , The lootpool desides what loot you get , when ever mindark feels like they change The loot Pool
That way it makes sence why tier costs increase for armors that offer a wider Spec of Protection rather then one very high Protection
In the end the stats play together even when you protect ur self 1 dmg more combined with evade/dodge liveleach and ur kill speed. it actualy makes a diference when it comes to grinding speed
In Theory crafting ( what i used to Do a lot in diablo times) every stat counts to the Total product.
Entropia works similar, atleast to my eye
Like for example ( easyest to explain)
Liveleach everyone wants it but almost all forget the fact that you overheal with it and overheal is a wasted ressource, makes more sence to keep it mid range that way your HP converts into a Buffer zone, since you dont need to be 100% full HP.(now you can spend more for damage stats) Mixed with peotection and your kill speed you can master this in order to grind fester, even if this 1 dmg protection Leads into 1 more kill in 1 hour (because you dont need to waste time healing) after 300 hours (about 1 month grind) thats 300 more mobs you killed in same time
This is just a very basic example to illustrate.
I prefer linear
But armors are overvalued in General for me ,because i fight mobs while using long range (bought armor for crit increase)
Diference if you hunt for example desps with 20k armor or 120k armor
For someone else they are the essence of theyr gameplay because they need the protection (melee, pistol, to Bored to hit keyboard Keys etc)
But in General "the 1x1" damage allways outplays protection
This opens up a complete New topic we culd discuss somewhere else
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