ToE and LToE discussion (in General)
March 8 2005 2:08 PM EST
I have read in some older threads a discussion about the ToE effectiveness and the possibility of it having a cap of some 70% or so.
If it is true then i am lead to come to 2 conclusions:
- on the long run ToE and LToE will not differ much
- again on the long run, ToE will be weak comparing to other ever-growing tattoos.
What do you think?
March 8 2005 3:19 PM EST
Eliminating 70% damage (including AMF backfires) is a huge thing. Damage inflicted will far out-pace what 70% of a LToE can handle, so I disagree that they will be the same.
Also, even though the ToE takes up body armor and cloak slots, it has no magic or dexterity penalties. That's pretty nice too.
The percent of damage prevented is directly tied to the level of the (L)ToE's, so a LToE will fall behind at upper levels unless you take steps to keep it up with your main character.
Keep in mind that the ToE prevents 70% of applicable damage, which means the higher PR you are fighting, the more damage it prevents. Couple this with the fact that it prevents AMF backfires, and I see the ToE becoming one of the major items used by single mage teams. With that in mind, I don't think it would be "weak" in comparison to other tattoos, just different.
70% damge reduction is like having ~333 AC on a mage. not to mention the AMF backfire reduction.
March 8 2005 6:43 PM EST
The thing is... if it is capped, then it will not grow beyond a certain point. In that exact point ToE = LToE and both will stagnate when other tattoos continue to grow.
Cossadinha, you are missing the point. You would need a high level ToE to prevent 70% of 500k damage, thus taking only 150k damage (thinking a bit down the line). ToE will be far from weak.
March 8 2005 7:42 PM EST
so it works like dispell magic? the higher the damage/endurance ratio the less it works?
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