DarthBuckets Posted September 25, 2012 Share Posted September 25, 2012 While researching the efficacy of tanks in PvP, I did a significant amount of testing of Guard mechanics in Outlaw's Den. I found interaction with DoTs and effects that do not appear to be working correctly, resulting at Guard being less effective, or (in some cases) resulting in higher overall damage to the team (instead of the opposite). When DoTs or effects are applied via a proc/skill on a Guarded target, the *FULL EFFECT* of the DoT or effect is applied to the primary target and the Guard tank. For regular (non-Proc or added via skills) DoTs and effects (such as Juggernaut's Shatter or Operative's Corrosive Dart), effects are only applied to the primary target and the Guard tank takes half the damage of it normally. My guildmates and I were able to test several class ability interactions that prove this (1.3.8 - 1172.7.0) using a combination of flytext, buff/debuffs, and a parser. For example, for a Juggernaut: Impale with Eviscerate - DoT added to ability via skill. Primary target takes half the damage, Guard tank takes 1.5x the damage (a full DoT plus the half damage of the primary target's DoT).Force Scream with Draining Scream - DoT added to ability via skill. Primary target takes half the damage, Guard tank takes 1.5x the damage (a full DoT plus the half damage of the primary target's DoT).Saber Throw with Sundering Throw - Sunder effect added to ability via skill. Primary target and the Guard tank both take stacks of Sunder Armor. For a Pyrotech: Combustible Gas Cylinder - Attacks proc a Burning DoT. Primary target takes half the damage, Guard tank takes 1.5x the damage (a full DoT plus the half damage of the primary target's DoT). For Shield Tech: Ion Gas Cylinder with Ion Overload and Neural Overload - DoT and snare effect added to IGC proc via skill. Primary target takes half the IGC effect, half a DoT effect, and gets snared. Guard tank takes half the IGC initial effect, 1.5x the DoT damage (a full DoT plus the half damage of the primary target's DoT), and is snared.Ion Gas Cylinder without Ion Overload with Neural Overload - Snare effect added to IGC proc via skill. Primary target gets half the initial IGC effect and is snared. Guard tank takes half the initial IGC effect and is *not* snared.Ion Gas Cylinder with Ion Overload without Neural Overload - DoT added to IGC proc via skill. Primary target takes half the IGC effect and half the DoT effect. Guard tank takes half the IGC initial effect and 1.5x the DoT damage (a full DoT plus the half damage of the primary target's DoT). Link to comment Share on other sites More sharing options...
Xaintis Posted September 25, 2012 Share Posted September 25, 2012 I find this to be interesting. Link to comment Share on other sites More sharing options...
Clausy Posted September 25, 2012 Share Posted September 25, 2012 I was there it really happened Link to comment Share on other sites More sharing options...
TheMystik Posted September 25, 2012 Share Posted September 25, 2012 I was the Juggernaut present during testing, and I can confirm that Impale and Force Scream (talented with their corresponding improvements) do apply an additional DoT to the person guarding the target. True story. Snug'gles - The Snuggles Legacy <Memories of Xendor> - Prophecy of the Five Link to comment Share on other sites More sharing options...
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