Except this “vast array” of DR is very mediocre and conditional and requires more points investment.
Not to mention that choosing Not feel a Thing locks you out of Unstoppable, so you lose the toughness replenishment. You think that having 12% TDR is worth giving up 120% toughness replenishment? Never going to happen in my builds.
And remember that different sources of DR stack between themselves multiplicatively, so diminishing returns the more you have.
I may not do the math right so please feel free to check my calculations.
If we assume for example we chose Pumped Up (15% DR when above 75% stamina) that seems to me the most reliable of the trio, Delight in Destruction (now stacking up to 32% DR) and for some reason decided to pick Don’t Feel a Thing (12% DR at 8 stacks), supposedly we are getting hit for 100 DMG we would bring that down to 50.9 . So 49% DMR with 3 point investment and having to fulfill 3 separate conditions.
With the current tree, just having the 6 stacks of Delight in Destruction would mean 48% DR with 1 point investment and only one condition to fulfill.
That’s toughness on kill. 120% of kill toughness is 6% toughness per kill in extra replenishment.
Also, do we even know for certain if those 2 upgrades are going to lock each-other out or not? Might have to wait and see for that.
As for the Delight in Destruction nerf: Going from 48% to 32% DR essentially means you lose 23.5% multiplicative damage reduction during perfect 6+ bleeding enemies situations. Now let’s compare that to some new ogryn changes. The ogryn’s innate double dipping 20% DR passive is getting buffed to 25%; combine that with the new Pumped Up 15% that most left tree ogryn builds will always grab naturally and you have 23.3% damage reduction. This is about the same as what was lost from delight in destruction, but more versatile since it doesn’t even require bleeding enemies nearby in the first place. Don’t Feel a Thing at this point is just a pure net gain.
Yes, I didn’t specify, and that’s much better than a mere 12% TDR considering I kill things every swing but I don’t get hit every swing.
Can you clarify how you got those numbers?
6 stacks of Delight in Destruction = 48% DR
4 stacks of Delight in Destruction + Pumped Up 42,2%
To my knowledge the passive was listed as 20% DR and 20% TDR, but with how things worked in the game, that would effectively translate in 36% TDR, now it’s unclear if the passive would be changed in 25%+25% or just 20%+25% but this would mean at best increase in 7% TDR without other buffs getting the passive TDR up to 43%.
In the end the counts round about the same but with much more conditions and higher points investment, points that I can’t use to make the build better.
I tried to make the same build with pre rework:
I have to trade Furious for Soften Them Up and Slam for Dedicated Practice: it a slight improvement overall but not significant. Loyal Protector is slightly buffed but compensated by the Bruiser nerfs: i’m not sure there is a gain here.
Of course I can now trade the useless Lyinchpin for something better in the tree.
Light attacks are a bit buffed, DMR around the same.
Overall the build is slightly improved but I don’t think it makes that big of a difference.
Yee I’ve not commented on the oggy since he’s my least played character, but I did play around with the updated talents on Games Lantern. Between the new level of freedom for picking talents and the considerable overall buffs to light attacks , ranged & utility & defenses, pretty much everything I tend to build for with my oggy was massively upgraded.
taking 52% damage is 23.5% less than taking 68% damage.
Tips for the new skill tree for that build. Don’t grab bruiser. Just grab the +25 toughness above it and stop there to save 3 talent points. Take the Go Again!! Upgrade for your ability instead of Valuable Distraction so you have even better and more consistent cooldown recovery. You can then grab Payback Time to get back the damage lost for yourself at a much more consistent rate. You now have 2 remaining skill points to spend and have the damage and more ability spam potential.
Yeah, I feel at least for the ‘Loyal Protector’ Ogryns out there, this has been nothing but an insane buff due to this. Sure, you lose out on the ‘team killing’ potential, but Loyal Protector already failed to work on Monstrosities, so the only real team gain point is rather moot.
Instead, one can grab the 25 toughness, grab slam for Pumped Up upkeep, Payback to make up the damage difference, and still have one point left you can throw where ever you want. If No Hurt Friends end up working on toughness damage, can grab that for even MORE DR and damage both. If not, can grab attention seeker for more taunting/taunting of ranged targets with shield, could grab the heavy hitter attack speed or Frenzied Blows for continual attack speed upkeep. Grab the extra toughness node to be simple and max out on toughness, or upgrade the rock even!
A whole host of options, which I think is the whole point and makes me excited for the tree (where as before the tree was just, not good at all xD AND no choices). so I think the only thing that one can say did receive a strict nerf was Indomitable Ability spam, since you can’t do that with bruiser nearly as effectively anymore. Beyond that though, the gun one only ever used it’s active sparingly regardless, and Loyal Protector can now take Go Again! and feel happy about it, so you’re pretty much set. Just gotta wait longer for your charge now.
I don’t see much usefulness in Loyal Protector without Valuable Distraction. Just aggroing enemies on you doesn’t bring much value, your team will be able to kill them regardless to who they are aggroed.
I use the ability for debuffing elites lowering their TTK.
At that point if you don’t want Loyal Protector for the utility or the toughness replenishment then just use Indomitable and spend the points you don’t use on cooldown on more damage instead. You’ll probably have better results.
I use it precisely for the debuff, for example as of now I can one shot crushers with folded shovel +25 carapace thrust 3 stacks.
Actually now, I’m not sure if this breakpoint can be reached so reliably since a lot of the oggy damage has been gated by conditions.
It will work if Beat them Back is active.
If you want 1 shot breakpoints and are using a Thrust blessing weapon then consider taking the newly reworked Crunch! talent. It stacks mechanically identical to Thrust now and no longer requires holding down a heavy attack for the full duration.