Tattoos and effectiveness (in General)


TheHatchetman December 14 2008 4:33 PM EST

RoS lvl 6m is twice as effective as RoS lvl 3m...
ToA lvl 6m is twice as effective as ToA lvl 3m...
xF lvl 6m is twice as effective as xF lvl 3m (where x = the familiar of your choice)...
RoBF lvl 6m is a little less than twice as effective as RoBF lvl 3m (due to the magic resistance barely moving at all)...
ToE lvl 6m is about 5% more effective than ToE lvl 3m...

While most tats give a 100% increase to effectiveness when the level is increased by 100%, The RoBF and ToE do not (though with the RoBF, the primary function of damage works as other tats do). However, the ToE and RoBF are still just as liable for PR weighting as any of the others...

The ToE quickly becomes out-dated after about 1.5m MPR now... Both because of the fact that most don't use tanks (due to the expense and difficulty in being effective without dual-damage), and because while the other tattoos continue to grow and grow in effectiveness, the ToE effect is pretty well locked in place...


It would seem that the ToE would be in for a reduction in PR weighting (perhaps connect weighting to effectiveness?) or for a rescale in effect (Though I've no clue how to go about this without making ToE the must have for any top team that it previously was)...

Thoughts?



three4thsforsaken December 14 2008 6:28 PM EST

well, by that logic a ToE that has 50% reduction should have 100% reduction by doubling the level.

ToE is weak right now, and kinda obsolete, but I seriously doubt Jon's intention when rescaling ToE was a permanent fix. It was simply to get rid of the old endurance and it's brokenness with defensive stacking.

iBananco [Blue Army] December 14 2008 6:34 PM EST

Just because the number doesn't move doesn't mean that its effectiveness doesn't scale. 597 AC is 597 AC, whether you're at 10M MPR or 100B. The reason damage and stats should scale linearly is because that's how damage and stats are expected to grow for any normal minion as PR increases. Flat damage reductions should scale likewise. On the other hand, percentage reductions work properly regardless of the incoming damage, and the benefits already scale up with your HP.

Cube December 14 2008 8:37 PM EST

Okay, so what is the point of a 6 mil ToE, when a 1 mil ToE can get the job done just as well? To sacrafice PR for no reason?

Wizard'sFirstRule December 14 2008 9:56 PM EST

ToE effectiveness should NOT scale linearly, but there really need to be something that makes it worthwhile to have a big ToE right now. The other tats actually do things when it is bigger, but ToE, is a little bit behind. Give it back a damage reduction cap or something would be interesting. :P

Zaekyr December 15 2008 12:56 AM EST

I suggested before that the wearer could perhaps gain regeneration like tsa at same base level.That would help it and since you cannot wear a breastplate with a tat it would not be OP.

BootyGod December 15 2008 1:34 AM EST

Now, as far as I know the ToE's damage reduction effect doesn't really go up, but it's cap does. A 1 mil ToE won't reduce a large attack's damage at all. But a large one will reduce even a huge hit by a large amount.

{EQ}Viperboy December 15 2008 2:25 AM EST

okay i'm sure the poster doesn't mean to say that TOE should do 100 percent reduction. No. What he means is that it makes no sense for Toe to increase in its effect on PR if its effect is the same. Basically he is suggesting that a TOE wich is also considered weak now cause it doesn't even deflect magic damage contributes to PR with same affect which is unfair, cause for that same PR perhaps imagine if it was exp on your minion trained it would actually be more effective that way. So if you compare two minions at high PR and equal PR the one with TOE will be weaker cause he has empty PR contributing but he is weaker cause that extra PR doesn't do anything or make minion stronger. So a PR weight for Toe needs to be substantially be removed. perhaps not even having a level on it at all, like ROE, for most part past a certain point all TOe are about the same there is like only a 5% difference or so as you hit the cap.

Sickone December 15 2008 7:40 AM EST

"well, by that logic a ToE that has 50% reduction should have 100% reduction by doubling the level."

Actually, no, that would be 75% reduction for double effectiveness :)

Sickone December 15 2008 7:47 AM EST

"Now, as far as I know the ToE's damage reduction effect doesn't really go up, but it's cap does. A 1 mil ToE won't reduce a large attack's damage at all. But a large one will reduce even a huge hit by a large amount."

Not anymore.
That was the old ToE, it had a fixed percentage damage reduction and a max reduction cap based on level.
The new one only has a variable percentage reduction (without any caps), but the percentage reduction levels off very fast and then pretty much doesn't noticeably change anymore... yet the PR addition keeps piling up.
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