Postby Scarlet Adept » Wed Apr 11, 2001 11:28 pm
On this issue of HPs vs the combination of dodging, parries, AC, etc - I think you need to talk about "tanking ability" rather than just one if its combinatory aspects, such as HPs.
Tanking ability would be damage mitigation determined by AC, damage elimination via dodging and blocking, and HPs to absorb what gets through.
I suspect that the general goal of "tank" will be to reach 600+ HPs(w/o vit),-100 AC and master skills.
Barbs have a great bash (and trolls better!) but I am not calling this part of "tanking ability" that being the ability to stand up to punishment. Hopefully a halflings lack of great bashing skill will be balanced by her ability to avoid some bashes, i.e. damage elimination.
If more damage elimination can be added to the "tanking character" then by definition she becomes a better tank. Smaller races might end up being better in Soj3 if the damage avoided exceeds the extra HPs gained by being a larger race, assuming the halfling can still reach the 600+ HP safety margin.
With an equal set of "choice eq" a caster will have more HPs than a warrior-type, but players of Sojourn know that a casters can't "tank" worth beans. Thus HPs is not the paramount concern comprising "tanking ability" If not HPs then, damage reduction and elimination must be what makes a better tank.
If high dex races end up getting extra blocks and dodges for damage elimination then they will become the tanks of choice.
There will always be value for the "meat shield" tank however. This is the Trogar with 1000+ HPs that charges the Utgard gatehouse. He might have a lower damage roll than other tank types because he centers on HPs above all but you know hes gonna be alive by the time the clerics finish casting Full Heal. A Soj3 Elf might last longer in the gatehouse if not bashed because hes avoiding more damage than the dwarf has extra HPs, but you wouldn't want this elf charging Frost giant magi, luring dragons, Kost & pals, etc.
A third type of tank is a fighter that really isn't trying to be the best tank or meat shield, but trying to be an unstoppable source of best possible melee damage output. Sojourn needs these "hitters" as well because invokers won't always have every spell in memory. Damage over time is a concept that Everquest players should be very familiar with. Its the hitters and tanks that make battles longer than 30 seconds survivable but its the casters that tip the scale in favor of the PCs vs the mobs
Hitters serve the invaluable function of damage over time.