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Ap Mp Resi Trophies

By drayr#6261 March 15, 2014, 20:46:56
Something I've been noticing lately in kolo that has been frustrating me a lot is the fact that it's not possible to stack ap or mp resi trophies against a team that has class to steal both ap and mp. The trophy system right now allows you to stack ap or mp resi by losing the other. This means against a team that has a xelor on it I can stack up some ap res trophies and get 100 or so resi vs most xelors having 120+ ap rape it saves me from being totally incapacitated. But when I fight a team, for example an eni with ap steal trophies, wisdom feca, and cra with high mp steal, the most resi I can get, being a non wisdom build, is about 60-70 in mp and ap res vs their 120+ steal.

This is just one example of a team I fought but any combination of cra, enu, sadi, feca, xelor, eni are impossible to get decent resi against. Even one match I kept getting raped down to 0mp by an iop because I'd stacked ap res trophies for their xelor.

I'd say just take of the maluses of the ap mp resi trophies or at least make them something different than the opposite resi. If anyone has a better suggestion for this I would appreciate your feedback.
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Score : 93
In my opinion it's working as it should. You're forced to make a choice between being at risk of losing MP or AP. If you could have both it would make it too easy to ignore abilities that certain classes have to limit enemies from moving / attacking.

Just my 2 cents.
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To be honest, you already have the advantage of Resist trophy,s being higher then reduction ones, which is immensly unbalanced, anyhow I advice you to only use 16% resist trophy,s, along with your allister set giving ap/mp resist you should be fine.
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Having resist trophies give higher bonuses than reduction trophies is definitely not immensely unbalanced. When a character is dedicated to ap/mp steal they will necessarily aim for a higher reduction stat. The issue is that any non-wisdom character that wishes to guard against that steal will never be able to feasibly stack enough reduction to make a difference when both ap and mp steal is present in the opposing team.

An extreme example would be facing a team with two characters, one with 120 ap steal, another with 120 mp steal. It isn't possible to stack enough resi in both stats to avoid being crippled by at least one of them. I can do the actual probability calculations if anyone wants to see what happens even when a character's resi is 90 ap resistance and 90 mp resistance.

It is worse when their steal can reach numbers as high as 140.
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Score : 1690
PsiCow|2014-03-16 02:30:36
Having resist trophies give higher bonuses than reduction trophies is definitely not immensely unbalanced. When a character is dedicated to ap/mp steal they will necessarily aim for a higher reduction stat. The issue is that any non-wisdom character that wishes to guard against that steal will never be able to feasibly stack enough reduction to make a difference when both ap and mp steal is present in the opposing team.

An extreme example would be facing a team with two characters, one with 120 ap steal, another with 120 mp steal. It isn't possible to stack enough resi in both stats to avoid being crippled by at least one of them. I can do the actual probability calculations if anyone wants to see what happens even when a character's resi is 90 ap resistance and 90 mp resistance.

It is worse when their steal can reach numbers as high as 140.
Which is fine. You shouldn't be able to just swap into a few trophies to severely cripple two+ members of the opposing team.
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The idea isn't that you negate their steal totally. There just needs to be a more effective response to steal at that magnitude. With very high resists, you still cannot hope to stop a dedicated ap/mp stealer from overpowering you. Even fully stacked ap/mp resi still results in an excessive amount of steal in the situation we are describing.

Steals stats for end game characters often exceed 120. With Nevark and 2 major resistance trophies you might get equal mp resistance with a well built character. This still leaves you incredibly vulnerable to the ap steal from his buddy.

Take for example the following extreme case, where I have 70 ap resistance and 100 ap resistance (a mixed trophy setup), and my two opponents both have 140 steal in ap and mp respectively:

Probability of steal is:
11 AP: 100% (90%) 6 AP: 55%
6 MP: 70% 3 MP: 35%

When I max ap resi to 100, the resulting mp resi is 50:
11 AP: 70% 6 AP: 38%
6 MP: 140 (90%) 3 MP: 70% 1 MP: 23%

When I max mp resi to 130, the resulting ap resi is 20:
11 AP: 350% (90%) 6 AP: 191% (90%) 1 AP: 32%
6 MP: 54% 3 MP: 27%

So while I can achieve reasonable resistance in either stat (say around 70% on the first AP) it leaves you shockingly vulnerable in either of the others. This is the intent of game design, which I agree with, but the gap needs to be closed just a bit.

Simply raising the amount of resistance from gear would be unfair, and similarly lowering reduction would also be unfair. In those cases teams which use single stealers would have those stealers marginalized.
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Score : 538
justapie|2014-03-16 02:39:55
PsiCow|2014-03-16 02:30:36
Having resist trophies give higher bonuses than reduction trophies is definitely not immensely unbalanced. When a character is dedicated to ap/mp steal they will necessarily aim for a higher reduction stat. The issue is that any non-wisdom character that wishes to guard against that steal will never be able to feasibly stack enough reduction to make a difference when both ap and mp steal is present in the opposing team.

An extreme example would be facing a team with two characters, one with 120 ap steal, another with 120 mp steal. It isn't possible to stack enough resi in both stats to avoid being crippled by at least one of them. I can do the actual probability calculations if anyone wants to see what happens even when a character's resi is 90 ap resistance and 90 mp resistance.

It is worse when their steal can reach numbers as high as 140.
Which is fine. You shouldn't be able to just swap into a few trophies to severely cripple two+ members of the opposing team.
I'm not quite sure what you mean by crippling two of the other teams members. Even if I am able to throw on a couple trophies (4) to resist two of the other teams characters ap/mp rape they will still be able to steal my ap and mp (look at the formulas for ap/mp steal Click here). Taking away a classes ap or mp steal doesn't necessarily cripple it as any class can still deal damage/shield/range rape while using 4 trophy slots is a severe sacrifice to any opponent. A good example of this is a str feca. While I may have limited their ability to ap rape by stacking trophies they will still be able to do this to some extent while still fulfilling the purpose of their class which is to shield and still dealing good damage.

I'm not saying that the completely removing the mauluses of the ap/mp resi trophies is balanced. I'm simply saying that I should have that option to avoid losing all my ap or mp or half of each. No class can be effective with half their ap and mp or none of thier ap/mp and thats what it seems the choice is to me.
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People that have 120 ap/mp reduc have their points in wis mate, while you can throw everything on vit they actually sacrifice alot more then you realise, i could ge about 4700 vitality but i sacrifice this for AP reduc, and the ap/mp res is not too bad either, but for people to get the same resist via trophy,s while their points are in another stat is unbalanced, no matter how you look at it.
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