If Resist Has Diminishing Returns, Albion Online Heavy Armor Obsolete Stat Wise?
New player here, trying to learn as much as i can before starting this awesome looking game on CBT.
Trying to decide what armor to wear mostly (when i have the choice) and so have been checking stuff out on the forums etc and found:
"The armor system uses a diminishing returns formula which is Reduction% = Armor / (Armor + 100)
So for example if you have a PR of 80 then your Physical Reduction would be 44%. In the examples I use PR to avoid confusion but in the game the stat is actually just called Armor. This is important to remember because it means that as you go higher and higher up in Tiers, the differences between the armors even on the Class Level reduces further, meanwhile Weapon damage continues to progress on an even scale if I am correct."
Now for example if i wanted to go leather heavy or medium, these are the current differences stat wise:
Medium Leather - 145 resists, all auto attack and damage ability so damage across the board increased by 25%
Heavy Leather - 204 resists, threat gen +50%
And some minor differences between life regen/sec, health increase, energy etc
So basically following the above formula, you can either go:Heavy, with only notable stat of 67% dmg reduction
Medium, 59% dmg reduction, trading a whole 8% damage reduction for a total across the board damage increase of 25%.
Or Light Leather, 53% dmg reduction, trading either 6% dmg reduction for a further 25% dmg increase across the board, or 10% dmg reduction for a whopping 50% dmg increase across the board.
Is it just me or am i missing something? Maybe:
1 - Damage numbers are so high in this game that 5% - 10% really means alot.
2 - 5% - 10% etc is alot more valuable than it looks since this is mostly seems to unfortunately be a zerg fest pvp game, not so much 1v1 or smaller fights so i guess when your being hit by 10 players at the same time that 5 - 10% dmg reduction on each really does matter?
3 - the differences between the extra stats that i mentioned above that dont seem to change much between armor categories, are still pretty valuable? increases in health increase, life and energy regen a sec etc.
Also, of course each different type of armor category has its own specific specializations like heavy has extra threat gen if you wanna pve tank and then skills and passives like heavy having a shield skill and extra resistances, (though of course medium and light have their own as well to negate this being an advantage, especially the aforementioned extra resistance passives with this diminishing returns thing being not nearly as good as on paper, but are those 2 things together with minimal extra dmg reduction, worth trading for such high dmg across the board increase?
Again new player so im genuinely wondering if im missing something here. It just seems with resist diminishing returns, it makes armor worse as it gets heavier (literally, in theory with *diminishing returns*) unless used for very specific purposes in larger fights or pve.
Albion Online Silver unnecessarily high?
A fix to that could be forcing the player to always buy at-least 1silver per of the stack at a time. So maby you will be getting 2-5 of the resource for your 1 Albion Online silver instead of 1.
Nothing i suggested is a total overhaul or rework to the core ideas of albions
albion would be a much better game if all the cooldowns were between 1-20 seconds. people want to use multiple skills and have there skill as a player shown.
Fast Travel for the New World opinions
I would like to personally see boats and ships in game, but crafted by players. These should take some time to build and need lots of materials
A Fun Way To Farm Silver And Gold Easily In Albion Online
Look, we know that there is a million sites out there that claim to have the magic dust that will make getting Albion Online Gold or Albion Online Silver very easy.
Albion is in a unique situation since there is a gear ceiling determined by tiers
By this what I mean is that the fundamental game mechanics were designed to be so complex that it could take a player hours to figure out how much each skill in an individual weapon tree could potentially do for damage
Albion Online dagger/Flamberge Rapier and Sword breaker/Estoc Warrior
I'm avoiding numbers because I don't know what they are now, let alone what they will be. This is purely conceptual, fitting new weapons into the current system and what their role would be.