Feb 26, 2008, 02:03 AM // 02:03
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#1
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Academy Page
Join Date: Mar 2006
Profession: W/R
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How important ARE those small armor bonuses?
I've noticed so many skills like watch yourself! and other items/ect that give little +12 armor bonuses, now I've been playing GW a pretty damned long time, and I've never really given it much thought till now, but how useful are skills like watch yourself and other armor bonus things? This question is aimed towards all classes in general, but warrior especially. Sorry for the noob question, I feel tainted asking it
Edit: Oh wow my spelling is really off today, especially the thread title 0.0
Last edited by Coolquest; Feb 26, 2008 at 02:07 AM // 02:07..
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Feb 26, 2008, 02:08 AM // 02:08
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#2
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Forge Runner
Join Date: Mar 2006
Location: Mableton, Georgia
Guild: Guild Ancestors Reunited [ギルド]
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well, try the kuz/lux skill called "save yourselves" if you have a very fast adrenal-gaining skill in your build. if you are the type who has long fights for single mobs, you will definately notice the difference. "save yourselves" gives +100 armor to all OTHER party members within earshot for X amount of seconds. this skill, i may as well mention, does require a tad bit of faction into your title to use it affectively. @ r12 (the highest rank, which is 10,000,000 faction), it only lasts for 6 seconds, so, intense adrenal gain is a MUST to have this up at all times.
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Feb 26, 2008, 02:09 AM // 02:09
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#3
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Banned
Join Date: Jan 2008
Profession: E/Me
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Well i use conviction in my grotto runs without id be dead [gives +24 armor]
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Feb 26, 2008, 02:10 AM // 02:10
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#4
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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A +20 AL "WY!" is ~30% damage reduction.
The blue and green table here should tell you roughly how much damage is reduced...
http://gw.gamewikis.org/wiki/Armor_%28rating%29
And for the record, "Save Yourselves!" is l33tsauce - ~85% damage reduction.
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Feb 26, 2008, 02:15 AM // 02:15
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#5
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by JonnieBoi05
if you are the type who fights anything, you will definately notice the difference.
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Fixed.
Quote:
this skill, i may as well mention, does require a tad bit of faction into your title to use it affectively.
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You only need rank 1 for SY to be effective.
__________________
People are stupid.
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Feb 26, 2008, 02:18 AM // 02:18
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#6
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Forge Runner
Join Date: Mar 2006
Location: Mableton, Georgia
Guild: Guild Ancestors Reunited [ギルド]
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Quote:
Originally Posted by Savio
Quote:
Originally Posted by JonnieBoi05
if you are the type who fights anything, you will definately notice the difference.
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Fixed.
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eh? confused. what was there to fix? O.0
Quote:
You only need rank 1 for SY to be effective.
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6 second duration > 3 second duration
Last edited by jonnieboi05; Feb 26, 2008 at 02:21 AM // 02:21..
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Feb 26, 2008, 02:19 AM // 02:19
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#7
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Academy Page
Join Date: Mar 2006
Profession: W/R
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So wait, please correct me if I am wrong but when a skill such as WY gives you +18 to your armor, that gives you +18 to every piece of armor you have or what? I didn't realize that such a little bit of armor gave such a large bonus!
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Feb 26, 2008, 02:19 AM // 02:19
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#8
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Krytan Explorer
Join Date: Jun 2006
Profession: Me/
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Quote:
Originally Posted by Coolquest
I've noticed so many skills like watch yourself! and other items/ect that give little +12 armor bonuses, now I've been playing GW a pretty damned long time, and I've never really given it much thought till now, but how useful are skills like watch yourself and other armor bonus things? This question is aimed towards all classes in general, but warrior especially. Sorry for the noob question, I feel tainted asking it
Edit: Oh wow my spelling is really off today, especially the thread title 0.0
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Try an experiment:
- Play in Random Arenas with your monk and use only staffs or wands without any armor bonuses.
- Play in Random Arenas with your monk and use a defensive set with +10AL vs damage type shield.
- Observe the difference.
- Draw a conclusion.
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Feb 26, 2008, 02:19 AM // 02:19
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#9
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Quote:
Originally Posted by Savio
You only need rank 1 for SY to be effective.
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Agreed.
Dragon Slash says 3 seconds is plenty.
As does Cyclone Axe, "FGJ!", Focused Anger, Triple Chop, Flail, Aggressive Refrain and all the other things you can use to build adrenaline fast.
But mostly DSlash.
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Feb 26, 2008, 02:19 AM // 02:19
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#10
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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Quote:
Originally Posted by JonnieBoi05
eh? confused. what was there to fix? O.0
6 second duration > 3 second duration
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True, but it's good enough at 3 seconds. And who wants to grind all that much?
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Feb 26, 2008, 02:19 AM // 02:19
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#11
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Jungle Guide
Join Date: Dec 2005
Profession: W/N
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You never tanked in your life?
+20 is the bridge between life or dead...
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Feb 26, 2008, 02:20 AM // 02:20
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#12
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
6 second duration > 3 second duration
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Thanks for clearing that up, but he said you only need r1 for it to be effective. I think it's quite obvious that a 6 second duration is more effective, but a 3 second duration is still effective.
Anyways, armor bonuses can save a life, and they can be quite useless. It all depends who you're playing with and what you're fighting.
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Feb 26, 2008, 02:23 AM // 02:23
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#13
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Forge Runner
Join Date: Mar 2006
Location: Mableton, Georgia
Guild: Guild Ancestors Reunited [ギルド]
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Quote:
Originally Posted by Cherng Butter
True, but it's good enough at 3 seconds. And who wants to grind all that much?
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hey.... ... that hurts. i didn't grind and i have savior of the kurzicks took me 3 1/2 months to get
on a side note;
yes, i understood after reading more clearly on what he meant. 3 seconds is still good. ^^
Your titles have nothing to do with the topic, don't go off topic.
^sigh to 'not' going offtopic anyways, i got my savior via hFF. i did a consistant 50k a day which takes roughly 4 1/2 hours to do.
to the OP, as "Arkantos" said,
Quote:
Originally Posted by arkantos
Anyways, armor bonuses can save a life, and they can be quite useless. It all depends who you're playing with and what you're fighting.
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it all depends on what you're doing and your style of play.
Last edited by jonnieboi05; Feb 26, 2008 at 02:44 AM // 02:44..
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Feb 26, 2008, 02:42 AM // 02:42
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#14
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Wilds Pathfinder
Join Date: Jun 2007
Profession: N/
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Well, the difference between the "squishies" and the "tanks" are 60AL vs 80(96-116)AL. So getting +25 and whatever does make a difference.
Someone has got calculations above.
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Feb 26, 2008, 02:48 AM // 02:48
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#15
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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They're important when your 60AL target is taking 1/3 less damage from your auto attacks, and SoA is making that damage even less.
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Feb 26, 2008, 03:05 AM // 03:05
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#16
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Coolquest
So wait, please correct me if I am wrong but when a skill such as WY gives you +18 to your armor, that gives you +18 to every piece of armor you have or what? I didn't realize that such a little bit of armor gave such a large bonus!
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Actually, you're misinterpreting the way armour works. The individual pieces of armour don't stack - wearing, say, 5 pieces of 60AL armour doesn't give you 300AL armour.
Instead, each attack has a chance of hitting each piece, and the attack uses the armour level of the piece that is hit. So if you have, say, 70 AL on one piece and 60AL on a different piece due to having different insignias on each piece, it will calculate damage based on 70AL if it hits the first piece, 60AL if it hits the second. The torso piece and leggings have higher chances of being hit - the torso has a 3/8 chance of being hit, the leggings have 2/8, and the head, gloves and feet have 1/8 chances of being hit each. (This is why insignias that don't give a defensive boost such as Radiant have greater effect on the torso and leggings - you're giving up more by not having an armour insignia there due to that area being more likely to be hit.)
Skills that give an armour boost give it to every piece. So in the example of the piece that has 70AL and the piece that has 60, a +20AL skill will boost them to 90 and 80AL respectively.
I hope that clears thing up a little
For more information, there is a wiki page here - which also includes a link to the damage calculation equation.
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Feb 26, 2008, 06:15 AM // 06:15
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#17
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Lion's Arch Merchant
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What is that place called? Isle of the Nameless? Try your damage against the 60, 80, and 100 armor dummies and see for yourself.
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Feb 26, 2008, 08:38 AM // 08:38
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#18
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Laymans terms:
Those "small" armor bonuses are worth it. Hence, you should not underestimate them and use them.
As said, decently speced WY! is 30% damage reduction. Which is awesome.
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Feb 26, 2008, 01:13 PM // 13:13
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#19
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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There are limitations though. No amount of armour will reduce the health lost from skills like Energy Burn/Surge, Deep Wound, degenerative conditions and hexes or armour-ignoring damage skills. I think it's overrated but so is health and energy.
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Feb 26, 2008, 01:17 PM // 13:17
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#20
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WTB q8 15^50 Weapons!
Join Date: Nov 2006
Guild: アoo アugs アlan [ァアァ]
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Little bonus is important like 8 armor from caster shield. little but important. same with insgihias ofc depends on builds
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