[Suggestion] Adding Damage Resistance to Dummies in Training Grounds
The current damage display cap is 2147m. The recent skill changes and the barrage of new (and ESPECIALLY player designed) gear means that end game players are dealing damage way above that cap.
This makes the Training Ground Dummies fairly ineffective for damage testing purposes. They don't reflect the damage reduction of standard MVPS (90%) or high-tier instance MVPs (99%+) which gives players a poor idea of their actual damage output against their main targets.
I would like to propose increasing the training ground dummies damage resistance to 99%. This will help in two ways:
- Give a clearer picture of actual damage output against boss monsters,
 - Allow players to check their maximum damage output without having to waste their instance entry cooldown timer.
 
This change also won't prevent newer players from continuing to make use of the damage testing functions.
In addition, I would like to propose decreasing the cooldown of the dummies using Full Heal to 0, essentially allowing the dummies to spam Full Heal as often as they can, instead of once every 5s. There isn't any good reason to try to kill the dummies, and the dummies cause an annoying visual bug if they die anyway, so it's better if they are able to stay alive for as long as possible.
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