05-22-2007, 10:16 PM
(This post was last modified: 05-22-2007, 10:17 PM by TheDragoon.)
Quote:Why exactly would they require a total of 103% to push off crushing blows when 100% does it just fine?It depends upon the baseline that you're looking at. I was assuming more than 100% because bosses will generally be +3 levels so they get +15 weapon skill which gives 4x0.6%=2.4% (miss, dodge, parry, block) more mitigation required => 102.4% ~ 103% (I rounded up). :)
If you already account for the higher level bosses, then you would say 100%. However, I figure it makes more sense to base it off of what you read on the character screen (versus an equal level mob) so I go with the higher number.
Quote:You're forgetting an important point: The durations of these abilities are determined solely by the attack speed of the boss involved.I didn't forget, I just discount it because few mobs fall in that category, as I recall. If you're talking about *really fast* attacking bosses, then warriors will still win due to higher life total (more leeway) and more predictable avoidance (shield block can be used twice as often as holy shield so there are shorter periods of time when you're susceptible to crushing blows). If you're talking about moderate speed mobs, Paladins will generally not run out of charges, but they still have substantially less life, fewer panic buttons and they have much more draconian gearing requirements than warriors. Oh, and paladins can't really push off crushing blows while in resistance gear, take more spell damage, are susceptible to silence, can be rocked by mana burns, and cannot spell reflect; those are additional strikes against them.
So I guess if you separate mitigating crushing blows from everything else in the game, Paladins might actually be better for those two or three fights with really fast attacking bosses. But if you take it as a whole, they really don't compare well to warriors, as currently implemented. :(
-TheDragoon