Taproot should be nerfed

    • health scaling is quite insane when matched with Solo play because most weapons in this game do not have innate healing in their kit

      with exceptions like axe and spear line.
      spear line autos with 3 spear spirit actually "heals"

      increasing the values on "healing received reduction" modifier would be fine
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    • The_Support_God wrote:

      health scaling is quite insane when matched with Solo play because most weapons in this game do not have innate healing in their kit

      with exceptions like axe and spear line.
      spear line autos with 3 spear spirit actually "heals"

      increasing the values on "healing received reduction" modifier would be fine
      Thing is potions and lifesteal wont get affected as ppl said, this should be addressed imo xD
    • ViniciusSanctus wrote:

      The_Support_God wrote:

      health scaling is quite insane when matched with Solo play because most weapons in this game do not have innate healing in their kit

      with exceptions like axe and spear line.
      spear line autos with 3 spear spirit actually "heals"

      increasing the values on "healing received reduction" modifier would be fine
      Thing is potions and lifesteal wont get affected as ppl said, this should be addressed imo xD
      Technically the potion healing is reduced by healing reduction effects (I believe), but due to the heal being %hp, it actually heals more with taproot. This effect applies to Culistist Robe as well.
    • All of you look in the wrong direction. It is not an issue with taproot, it is an issue with general game mechanics and offhands.
      If we compare all defense options from offhands, taproot gives several times more effective HP (HP multiplied by armor) than the Avalonian shield. no need to say that all other shields are even more useless. So there is only one option if you need to make your character tankier - taproot.
      But if you strip half HP from it it will be as useless as shields, any dd offhand will bring more value than taproot.
      And roots of this issue are in the defense formula. Armor rating has linear scaling but damage rating has exponential scaling. To compensate the difference all armor pieces has HP bonus scaled with IP. But shields provide only defense bonus, not HP and even this small defense bonus has a huge diminishing return because it is calculated after the armor.
      So basically EVERY shield should provide not just defense rating, but defense rating and HP or armor rating and HP. And combined strenth of defense rating + HP on shields should be matched with taproot HP bonus.
      But then there is another issue, the difference in damage between two-handed and one-handed weapons should not be a joke as it is now.

      The post was edited 1 time, last by Sethis ().

    • Sethis wrote:

      But then there is another issue, the difference in damage between two-handed and one-handed weapons should not be a joke as it is now.
      The difference is exactly one tier (100 IP) in terms of damage and CC numbers.

      Another issue is that the maximum possible ip is over 2k nowadays, and not 1360, like it was before, which makes such a difference negligible. It's more of a scaling issue with huge IP values for which the initial scaling formula was not written, not a 1H weapon issue.
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    • Hattenhair wrote:

      The difference is exactly one tier (100 IP) in terms of damage and CC numbers.
      Another issue is that the maximum possible ip is over 2k nowadays, and not 1360, like it was before, which makes such a difference negligible. It's more of a scaling issue with huge IP values for which the initial scaling formula was not written, not a 1H weapon issue.

      Yes, everything goes to IP scaling. If the maximum IP would be 1300 there is no issue. But a damage progression curve rises faster than the defense curve (with HP) and on 1600 IP you deal 20% more damage on the same armor than on 1000 IP. And this damage is multiplied by damage modifiers. And damage modifiers from offhands provide up to 30% additional damage. So you get up to 35% additional damage on one-handed weapons and a flat 9.8% on two-handed weapons. And this additional damage from offhand cannot be compensated by defence bonus from offhands, because they provide up to 10% of effective HP. And only taproot provides up to 30% of effective HP. So in reality, only taproot scaling matches damage modifiers scaling. And everyone should ask developers not to nerf taproot, but to boost shields and two-handed damage scaling. Or nerf taproot and mistcaller/candle at the same time.