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Originally Posted by Mendoza
Am I missing something?
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No you're not missing something. He chose a bad analogy. Which does not apply.
Because +crit, +hit, +dodge ... are kinda
absolute in a sense, that they are inherently capped. They all have to fit in one (capped) hit-table - dictated by a chosen combat mechanic.
To illustrate this, one has only to look at how "+hit" works. The miss chance when dualwielding against higher level mobs (+3) barely scratches 25%. So having +25hit IS hitting the cap. (Almost) No point in aquiting new gear with +hit on purpose if you are past that.
The same could not be said of AP, +HEAL, +DMG, +Mana/Health REGEN ... as these are
relative to your or your enemys stats. There is no max cap which you can hit. These stats already are degrading as content advances because the referance point (e.g. players health, your mana bar, ...) is changing on the way.
So Blizzard had no choice othen than to bring the absolute stats back in line to relative stats, by making them degrade with player level. So in effect at least make them somewhat relative.
I know, nothing new to that. Just wanted to put it in (hopefully) another perspective.
regards