The new armor stats raise dex or strenght by a percent equal to the +. But thats the natural dex and strength on the minion not the dex or strength gained by a ToA. So to really take advantage of the new armor, you should raise dex and strenght on your minion and not use haste and GS. The ToA causes you to lose that because of the experience it soaks up. :/
Mags
May 11 2005 1:25 PM EDT
Yep. That's why I continue to say the +50% chance to_hit is the biggest advantage to using a ToA at this point. And it's a doozy, so I don't see anything wrong with that except for when you're on the receiving end of the pain.
QBRanger
May 11 2005 1:29 PM EDT
Possibly some of the changes to tank armor was to give those who do not have a TOA some chance to get a Dex/Str close to that of a TOA tank. To compensate TOA tanks now have the extra 50% chance to hit per round.
Just my thought.
bartjan
May 11 2005 1:40 PM EDT
Repeat after me: Tattoos do not soak up experience.
QBRanger
May 11 2005 1:46 PM EDT
Bart,
He is saying that most TOA tanks use the TOA to increase their str/dex so the changes made to tank armor will not help them much. To take advantage of the Dex/Str additions of lets say the HoE, a TOA tank will need to spend xp on building his NATURAL str to get a bonus.
That will make you use xp to build it up (the natural str).
At least that is how I read it until his last sentence from which I am lost as his meaning.
i said this a while ago, STR granted armor adds to trained exp, DX penalties take away from trained DX.
I think, Make STR/DX grants add to ToA STR/DX but take DX penalties away from trained DX ony.
=)
Arorrr
May 11 2005 2:41 PM EDT
hahaha, smallpau1, you are sure funny on your last comment.....
make +str/dex items grant boost to str/dex from ToA... what a thought
Ranger, you succintly reiterated my main point. But I did erroneously believe that a tattoo took away some experience from the character. I'm glad I was mistaken there. But the reality is that although you can rely on a ToA to boost strength and dex the new armors will not be all that helpful if you don't train native strength and dex. And even though I have Haste and GS learned, the experience is just not there to do all that. It truly is a dilemma, because you COULD get a tremendous boost to strength and dex if the native stats were very large.
Arorrr
May 11 2005 8:47 PM EDT
Well, if you have 2 uber range weapons like ELB: do TT team
1st T: 3/4 HP, 1/4 AMF+Archery, ToA, HoD, MS, DB, and Beleg
2nd T: HP/DEX/STR split + Archery, MC/MCM, HoE, EC, EB, EG/Beleg/Tulka, MS
Reasonable upgrade:
HoE+15 => +15% str
EC, EB => +20% dex easily
If you go with EG => another 8-10% dex
If you go with Tulkas => another +10% str
or just go with Beleg for best effect.
MS = debatable.
This is killer strat. People like DAWG can just drop his CBF and pump them into this strat = instant success.
Stay true, stay a pure tank.
ToA tanks got a gigantic boost. I'm seeing vastly under-pr ToA tanks even within 2 and 3 minion teams beat me with less PR than those nasty SMTOEs. I'd rather see them not stomp my team any worse ><
onlyyouknow
May 12 2005 9:39 AM EDT
Yup. I noticed that I'm able to beat some opponents with higher PR. Also getting triple hits against mages and enchanters.
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