You know, I can totally understand how dampening would devalue a defensive cooldown with an offensive tradeoff, because buying a few seconds for recovery becomes less viable when incoming healing is cut in half.
There definitely comes a point where your better option is go down swinging and hope that your team can work off that (or just take your hands off the keyboard because the game isn’t close at all).
But that is an arena exclusive problem.
Only works into physical, guts output, short duration, nullified by stun
It’s just truly bad into almost every realistic scenario and not really worth trying to theorycraft
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well thank god that’s finally settled.
My guess is the devs wanted to undo the ability prune committed by their predecessors, then completely failed to understand which abilities the players actually wanted baseline and just gave them random picks instead.
Its more generally cantrips that have an on use activation. Unless they forget to blacklist the weapon. Kharnalex was swappable in combat until season 2
I’m pretty sure block uses the exact same K value as armor, which was reset to its season 1 value with pre patch.
Damage reduction from armor = armor/(armor+k)
Similarly, damage reduced on block = block value/(block value + k)
K normally scaled based on ilvl in the case of pvp, or content level in the case of pve. Against a 528 ilvl player, k would have a value around 35,840. I don’t know off hand what ilvl raids were considered. Since pre patch, K is currently using its season 1 open world value of 11766. Raids are using the k value of the season they launched in instead of season 4 values, but the character sheet will only update while inside those raids.
.6588=x/x+11766
.6588x + 7751.4408 = x
7751.4408=.3412x
X=~22718
x=22718/22718+35840
x=22718/58558
x=~.3880
So from 38.8% damage reduction to 65.88% damage reduction just because of the change in k.
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