Mitigation Bug Fix on Test

Written by Dethdlr on . Posted in Game Updates & Maintenance, Grouping, Itemization, Raiding

For a while now, there have been items that give a bonus to mitigation.  These bonuses are shown as the blue stat on gear that says +x% Mitigation Increase.  Apparently, for a long time now, there has been a bug with how this bonus is calculated which has been granting more of an increase than intended.

A fix for this has crept its way onto the test server which is lowering the mitigation of most tanks.  So, on the test server, if you have any of this gear and yesterday you were barely able to survive during a given fight, chances are, today you’ll go splat.  Xelgad posted an explanation on the EQ2players.com forums.

Xelgad says that they aren’t in a rush to get this to live and that they will take the time to get it working right.  Hopefully this means tweaking other things if needed, like mob damage output.  Xelgad writes:

You may have noticed that currently on test mitigation numbers seem lower. There was no notes in the Test Update notes because it was pushed to Test a little sooner than we expected.

We’ve been evaluating all of the systems in the game to find out what is working and what is not working correctly. During this investigation, we found that there was a bug with the blue stat “Mitigation Increase” causing it to give noticably more than the listed amount of mitigation. This bug has been fixed and is currently on the test servers.

A mitigation increase of 10% was increasing plate mitigation by about 30% and leather mitigation by about 54%. This has been fixed so that the mitigation increase that says 10% will increase your mitigation by 10%. The addition of mitigation to the brawler self buffs was to be in tandem with this bug fix. This change is important because reaching the cap on mitigation causes some abilities, advancements and gear options to become irrelevent. That is obviously detrimental to gameplay and it can be detrimental to balance as well. If some classes have been balanced around having abilities to boost their mitigation and players end up capping out that stat then that element of balance is lost.

This bug has been in the game for a long time so the fix will reduce the mitigation of most tanks. For the sake of being able to balance the tanks in the future, we needed to correct the formula that was used to calculate the effectiveness of “Mitigation Increase.”

We’ll try to address questions and concerns regarding this fix and we aren’t in a rush to get this change to Live. If it looks like there may be problems with it, we’ll take the time to get it working right.

Update: Xelgad just posted this on the official forums:

As stated earlier in this thread, we’re taking our time with this change. It is looking like it is going to wait all the way until the expansion, and we’ll have the expansion beta to test the changes. Of course, we’ll still be looking into Sentinel’s Fate content, gear and alternate advancements in conjunction with the fix.

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Comments (4)

  • Xalmat

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    Unless mob damage output is changed, this will have a *gigantic* impact on raiding. Hopefully they tweak raid mob output to compensate.

    I’m frankly amazed this bug has been in the game as long as it has.

    Reply

  • Kruzzen

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    The worst part is that they built the encounters to that level. So now that they are fixing this all the encounters will need to be fixed as well. I know my guard on test lost a full 6% mitigation going from 72% to 66%. That hurts to say the least. Additionally the wis line, which this is supposed to make more needed is weak to say the least. 10 points gives 504 mit. a whopping 1% for 10 aa. 🙁

    Reply

  • Murfalad

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    Its a great change for the health of the game since my legendary (T2 void shard at the time too!) geared guardian was at just over 71% mitigation in a Veeshans peak raid. It should also benefit BG’s a little too.

    The extra 4% mitigation I could achieve would only mean a reduction in damage of 16% from a mob, so in theory I reckon I could have tanked anything if I could keep aggro…

    For the solo and group game this should be a no brainer to fix in, for raiding it does sound like some adjustments to mobs may be needed I guess. I like hard, but there is a point when it becomes impossible (or we rely on avoidance so much that winning becomes freaky).

    Reply

  • zerigo

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    dont mistake this as a bug fix. this is a bgs fix..

    Reply

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