
Originally Posted by
Wrastion 
We are assuming the downbolstering has logic to it, which it never did from the start
So I spent a couple hours last week talking to the systems team about downbolstering and trying to understand it. There is definite logic there, but there are some challenges. Basically downbolstering has to accommodate a bunch of different builds and playstyles, in a way that normal gearing doesn't because you pick gear that supports your build when it's available. This creates a situation where downbolstered gear may be effectively equivalent, but it will rarely be equal because it doesn't follow the same logic that dropped gear does. This is the source of any perceived variance between downbolstered gear and gear that is naturally at the highest level allowed, the question then becomes is any perceived variance significant? We try to minimize this potential significance as much as possible, but because PvP is such a varied environment it's not as easily reduced to something like parsing on a dummy. Now the team certainly recognizes some opportunities for potential improvements in the current way this is all handled, and has ideas on how to address it more completely long term. But the difference is very small at the moment, and typically differences in player skill and builds, or even connection and machine performance are all far more significant to real world RIFT PvP outcomes than any differential between dropped and downbolstered gear.
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Ocho: Warmonger Update
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