The new defense chart is still wrong - why?
Monk - Greenseed Top = 159 defense
Warrior - Greenseed Top = 319 defense
That's more or less exactly +100% defense for the Warrior/Knight-w\o-shield. Since the monk with Steel Body gets 150% 200% defense boost (not 100%), there is no way that he ends up with the same defense rate as the Warrior. I hope you'll correct that.
another reason why i didn't include damage reduction is because there have been no sufficient research, that i am aware of for that matter, about how damage reduction skills are applied
I'm not totally sure either. Because Gravity has changed the representation of the defense statistics, you don't see anything right now... this might have been different before the change, but I'm not quite sure. All I know is that neither an armor rune nor defensive skill can bring you up to 100% damage reduction... but both reduce the damage if you're below the cap. So unless Gravity has done something strangly, it wouldn't matter if you first apply damage reduction and a defense rate afterwards, or vice versa. Multiplication is cummutative and associative.
but the graph for "Defense Rate" will still stay the same
And there is the point. You stated a conclusion that is dependant on the chart. If you skip certain parts, this chart alone can't be the basis to judge whether or not the defensive/protective capabilities of a character has changed. You wrote: looks similar post-AoV => ergo no issue. But due to the different light/heavy armor calculation, the Monk has suffered significantly... he is now unable to compete.
Earth Shield is a party buff and is available for every class to use
That's only true if you look at parties or raids. Neither is it true if you're leveling alone, nor in regard of Coloseum or non-raid PvP. Even if you compare the raid ranking (f.e. the Threat-meter), those skill matter. Just because a Wizard's INT buff affects the whole party doesn't mean that you can left this out of the equation... it still raises his DPS output in comparison to non-magical classes.
Blindness is a different matter since it does not reduce the damage taken or increase the caster's defense but reduces the damage output of the target.
Yes, it's a party buff in a certain way and of course it's not exactly the same thing as damage reduction or defense rate. However, if you want to determine the survivability of a crecentia in comparison to other classes, you have to take this into account.
Your charts f.e. send out the wrong signal: => that a DPS-Warrior takes less damage in combat... but that's not the case. A Crecentia using Blindness on an PvE-Boss could have ended up in a better shape... AND granting the bonus on other members as well. Just keep in mind that charts like yours might be delivered to the Community Managers and used by other forum members to vote for certain 'fixes'. But the argumentation behind it might be deluded.
that phrase only applies if you are not aware with how the statistics was made
No. The phrase tells you that representation and the lack of certain information can lead to wrong impressions. F.e. you stated that the HP difference - and you've used plain numbers here - has started with 4445 HP and gone up significantly.
In the same way, a company that produces car tyres could phrase that with their product, a full break would grant you a 5m benefit. That sounds like a huge improvement. But if they would have said that it's 50m vs. 55m... meaning only a ~10% improvement, it's questionable if costumers would be willing to pay twice the cost.
So here is another one:
the overall ranking is almost the same with a bit of reshuffling for the tanks
Here, you're using a ranking instead of a percentual observation.
Let's make an - obious exaggerated - example between two classes:
pre-AoV
25% vs. 26%
post-AoV
6% to 46%
The ranking would have been the same... but the percentual differences changed a lot.
Your visual presentation favors a ranking system and leading to a certain impression. Well, there might not be such drastic change as in the example above, that's because you've excluded certain facts (see damage reduction) AND haven't use a plain defense (not defense rate).
pre-AoV
Greenseed Top - Monk = 159 defense
Greenseed Top - Warrior = 319 defense (about twice as high)
post-AoV
Osiris Top - Monk = 446 defense
Osiris Top - Warrior = 1784 defense (about four times as high)
the overall increase is an issue
I never doubted that. But you made it the primary issue.
However, due to the fact that the defense VALUES have changed, the benefits granted by certain skills have a different impact right now. F.e. a monk's Iron Skin is now pretty much useless... as is the Sorcerer's Earth Emblem. In my opinion, THAT change ruined the balance much more than if we could return to a pre-AoV calculation, granting all classes a fixed 10~20% defense rate bonus.
@ Blessing chart
You make a mockery of what I've said. If I want to do a certain quest in WoE all by myself and I'm attacked by an enemy priest, do I get the party buff? - of course not. Does that buff make the character better? - of course it does.
So if I would have to argue whether or not it's easier for me to fight against a priest or a soulmaker, I would take the blessing into account... as I would with any sort of damage reduction... even the strange Blindness skill.
@ HP comparison
Well, it seems you haven't understood my point here. There are TWO-PARTS.
- increasing the number of HP per VIT
- different VIT stats on Osiris gear
Gravity altered the stats on Osiris gear before, so it shouldn't be a real issue to twitch them once more.
So the question is, whether or nor the increased HP benefit per VIT would have ruined Ragnarok if it would have been the only change in AoV. And my answer is - Probably not.
Yes, the HP difference would have been greater, but a beastmaster would still have 65% more HP, because that's what the skill says.
Do I think that the Osiris gear is balanced - Of course not.
You might mistake me here. I honor your efforts and like the charts. BUT - and this is an important BUT - I wish you would have printed a warning about hasty conclusions.
See, f.e. taking the defense chart, a developer might think to nerf the Beastmaster DEF bonus to +1 DEF per VIT. Sure, that would be a fix, but in my opinion, it wouldn't remove the cause.
What would happen, if Gravity would half the STR and VIT gear boni instead? Suddenly, the Beastmaster would get a lower defense bonus as well... actually the same decrease than with the first idea. The warrior would profit less from +3 PATK per STR and would fall down the 'ranking'. But would that be a better fix? - I doubt so.
Why? - Because both ideas are only viewed with the current gear in mind. However, with the next gear that would also get more STR/VIT, the symptoms would come.... getting worse and worse with each additional statpoint (same with honing, better cards, titles, situational boni). Therefore, my advise would be to remove the class-based stat-boosts all together as they are too hard to handle. F.e. it's VERY hard to balance ATK with PARRY and DEF with CRIT.
Edit: Changed the monk defense bonus
Edited by Greven79, 03 April 2014 - 09:19 AM.