As we first discovered in our Critical Oversight in Public Quests Gear? article, the progression from solo quest gear, to Public Quest gear, to Group Instance gear, and on to Raid gear, has not made a whole lot of sense. In particular, Critical Mitigation has been all over the map.
Silius has announced some upcoming changes in the Critical Mitigation numbers of various gear throughout the Velious itemization range.
From the EQ2 Forums:
Greetings Everyone,
I wanted to take the time to give you all a heads up about some rebalancing we are doing in regards to Velious items. As many of you have seen a few items launched with improper critical mitigation values and we have made steps to resolve these problems as they come up. Tomorrow will be what I hope will be the last set of changes. These changes affect the dropped armor pieces in various instances and public quests. In all cases the items had values that were too high for their slot and have been adjusted down to the appropriate levels.
Critical mitigation is a very important stat and if a lower end item has too much it has a cascading affect on the reward structure of the game. Some of the items being changed here had 3 times the amount they should have making them hard to replace.
To illustrate the problem here is an example:
Blood Lordโs Prodigious Barbute
- Kael instance drop helmet
- Critical mitigation is 14%
Barbute of the Ragebourne
- Kael quest reward helmet
- Critical mitigation is 26.5
The crit mit values are extremely different making the quest helm significantly better than the instance item. This is not the intended gameplay and so that quest helmโs critical mitigation value will be reduced to a value that is closer to the instance drop item.
I apologize for the error and hope you understand why a change of this type is necessary. If there are any questions about this or any other item related things feel free to PM me and I will try to respond when I can.
Did they go through with this change? I didn’t see any change in my CM yesterday.
It was supposed to go live today, but it’s not in the notes.
i still dont understand why level 80 glove have 10 crit mitigation while most of destiny of velious glove have 7 or 8 crit mitigation. They nerfed it way too much. Should be 14 or 15…
All i understand is i have 100 crit mitigation and i cant get more as caster who dont raid, while i do Kael zone that requierd 155 crit mitigation minimum so i m criticaly hited everytime.
Yellow adorns = 5% per adorn. Besides, I am fairly certain you, as a caster, should be able to get to > 100 even with PQ / Velks gear.
Great just what I needed. ANOTHER reduction in Crit Mit. What on earth is going on over there? How can you make Crit Mit so important and then just start stripping it away every chance you get? Are you trying to make it so only like 4 people on a server can tank these zones?
These crit mit changes need to happen. When legendary dropped forearms from Ascent have 22 (or was it 24, I forget now) crit mit and the raid dropped have 15 there is an issue. 10 crit mit level 80 gloves would be raid drops, and best in the game for TSO at that. DoV raid gloves are 15 crit mit for the lower quality ones. At least compare apples. As for tanking the zones, I’ve done the majority of them on my Zerker alt wearing last expansions gear T1/T2. I did the x2 access mobs on him pre-nerf. It’s all doable. Even with <90 crit mit.
These should have been addressed pre-release, before people started using and adorning these items. Sadly there is always going to be people that don’t understand itemization changes. Its quite simple really, Raid gear > group gear > solo gear. When something stops fitting that form they need to fix it.
Etruscus
as caster with superior adornment and best gear a non raider can get i cant spend yellow adornment on crit mitigation, anyway i will not get 50 crit mitigation by them
I already use 4 armor piece with better crit mit than PQ armor ๐ i really cant get more than 100.
It’s ridiculous to focus and say : watch this forearm have 24 crit mitigation nerf them ! in next zone the same forearm have 26.5 crit mit. While caster forearm have 8 …
PQ glove got nerfed to 7 crit mitigation, we just dropped a glove with 26.5 crit mit on them from kael…
What is the point of giving crit chance to mob and in same time dont give possibility to player to not be killed when hit ?
As caster :
SF T3 Helm 15 crit mit (PQ as 14)
SF T3 Shoulder 15 crit mit (PQ as 14)
70 Shard Ry’gor Boot 8 crit mit (PQ as 7)
Ascent Forearm : 7
PQ Chest : 24
PQ Glove : 7
PQ Leg : 24
15+15+7+7+8+24+24=100
PQ gear give 97 crit mitigation and you ll not find anything with more in ToFS or Velk zone …
Beside spend an insanie amount of shard for gain 5 crit mitigation from gear or burn all yellow slot your doomed.
And as caster i keep my yellow slot for critical chance ๐ very very hard to get 200 without raid gear.
with ALL ethereal superior adornment and all yellow adornement i just get 185.
SF raid gear is better than instance gear ๐ and T3 SF was really easy to get, on our server those item was to sell everyday.
And for TSO best raid thing… most of those zone can be done by single groupe now, and they was pretty common, i dont raid, i m in tiny guild and i have them…
They need to stop change item by item.
What is need is redo the crit mitigation of ALL of them. Not one by one.