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Old May 31, 2005, 05:16 PM // 17:16   #21
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It looks like the armor guide is outdated. Almost all of the numbers are different than what I see in the game now.
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Old Jun 01, 2005, 05:59 AM // 05:59   #22
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Is it better to wear one piece of armor from knights with the rest in plate armor or the full set of plate armor ? Which one will give more dmg melee reduction ? Thanks
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Old Jun 01, 2005, 11:10 PM // 23:10   #23
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OK pple - don't talk about things you have no clue of.

It's NOT enough to wear one piece of Knight's/Ascalon armor.

Read my post here:
http://www.guildwarsguru.com/forum/s...ad.php?t=12481

For all the unbelievers on rune/armor stacking. Test your armor against some fixed dmg guy. Put the absorption rune (Major or Minor one) on either your boots or gauntlets (Ascalon or Knight's Set of Course) and look at the damage - what you will notice is that the damage will vary because of hit locations - but that's not all, now use the set WITHOUT the rune (you have to have another clean pair of boots/gaunts) and note the damage again.

I don't want to go into details, but the results you'll get will CLEARLY show that runes and armor dmg reduction DOES stack and that you have to have a WHOLE set if you want to benefit from it 100% of the time.

It's funny how people claim things without testing them correctly. It's just like with the Hale Staff Heads and the Staff Wrappings of Fortitude - how many pple claimed that the boni don't stack, heh? Well - try to put both upgrades on your staff and start to wonder. -.-

P.S. My information is not only based on MY test, but it was later confirmed through an almost official channel... If you want to use your Platemail Armor - go ahead, I won't stop you, I'm using it myself, nevertheless don't freaking claim that the Knight's/Ascalon sets are useless just because some smartass once claimed that they were and everybody belived him/her - now just about EVERYBODY is sure that it's useless because nobody took the trouble of trying it out properly or asking a person who would know for sure. Maybe it was the same smartass to claim that Dragon Swords are better than anything else...
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Old Jun 02, 2005, 01:27 AM // 01:27   #24
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I've rarely seen Ensign get his data wrong.
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Old Jun 02, 2005, 10:02 AM // 10:02   #25
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Well - as much as I honour his work elsewhere this time he apparently IS wrong. If you still don't belive me, then I will have to post some screens - this would mean a lot of work though, cause I would have to show you around 20 damage samples for each armor piece and several combinations.
Nevertheless I don't feel obliged to do this as I actually bothered to ask the GW-Support Team this very question and their answer proved my being right.
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Old Jun 02, 2005, 10:17 AM // 10:17   #26
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Kindly share your question to and the reply from the GW Support team for the benefit of everyone?
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Old Jun 02, 2005, 04:49 PM // 16:49   #27
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Ok even if one piece does not blanket the whole set, what does it matter? It was shown earlier in this thread that the extra 5AL on platemail is better than the -2 damage reduction from knights, and it always keeps its effectiveness even when hit by a 100dmg lightning orb. Why would you possibly want do use Knights armor?
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Old Jun 02, 2005, 04:58 PM // 16:58   #28
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The calculations were based on wrong data. It's true, that the 5 AL more will be more effective when it comes to high-damage attacks, but they will be less effective when it comes to low-dmg attacks. It will also come in handy when it comes to attacks that omit armor (IW). Just like I said - it depends on what you'll be using your armor for - I'll post the replies from ANet when I find them in my gigantic E-Mail archive. ^^

P.S. Don't forget the lightning orb's armor penetration - I'm not so sure about the figures there.
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Old Jun 02, 2005, 05:09 PM // 17:09   #29
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Straight Platemail is better than straight Knight's on physical attacks that deal 35 damage or more and magical attacks that deal 41 damage or more. Knight's becomes better when using a shield or other defensive buffs as well.

Platemail with Knight's boots or gloves is the combination with the best defense, period.

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-CxE
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Old Jun 03, 2005, 05:38 AM // 05:38   #30
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Do the effects of any absorption rune (Minor/Major/Superior) stack with the effects of Knights/Ascalon armor?
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Old Jun 03, 2005, 08:11 AM // 08:11   #31
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I belive this is just what I've said - YES they do.
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Old Jun 03, 2005, 08:59 AM // 08:59   #32
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Quote:
Originally Posted by Quietus
Do the effects of any absorption rune (Minor/Major/Superior) stack with the effects of Knights/Ascalon armor?
No. Only the strongest relevant effect works. If you have a Superior Absorption rune in Knights you'll see -3 damage from physical damage and -2 damage from all other damage. Minor and Major Absorption runes have no effect, as the Knight's reduction is at least tied for strongest effect.

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-CxE
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Old Jun 03, 2005, 12:35 PM // 12:35   #33
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I'm going to wait for them to reskin the 15ks and hopefully make the 15k gladiator look like I'm not a Chip n' Dales dancer.
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Old Jun 03, 2005, 05:14 PM // 17:14   #34
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I'm going to re-test Knight's / Platemail / Absorption tonight to see if they've changed it to work properly. Results will be posted shortly.

Peace,
-CxE
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Old Jun 03, 2005, 05:44 PM // 17:44   #35
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Does Spectral Agony hit your W/ for 1 damage? It hits mine and I'm wearing that useless armor with a useless Superior Absorption rune stacked on it. It is easy to get +armor bonuses from skills, you can't get absorption bonuses.

The above example citing 30 damage attacks is a single point in a non-linear graph (non-linear for anyone with absorption). Lets just say we have one person with -7 absorption and they reduce all damage to 50% and some other guy with 0 absorption and they reduce all damage to 25%.

Damage <> Absorption / Non-absorption

100 <> 43 / 25
50 <> 18 / 12
30 <> 8 / 7
20 <> 3 / 4
15 <> 0 / 4

So what is absorption good for? It is great for taking lots of smaller hits, while your Platemail warrior can get overrun by 50 Charr Axe Fiends I can go take a nap and come back tomorrow while they all wildly swing away.

The testing people have done is completely flawed because not all attacks have a random dispersion of location (i.e. some spells always hit the chest, so do some attacks, if some mobs fire a bow from higher elevation they have a higher chance to hit your head, etc). The only way to really test this is by using fixed damage skills that have a random location dispersion in a GvG against a scrimmage guild. I'm not going to go into details about how you can get fixed damage on melee attacks but it can be done.

As AC goes up and the % reduction goes up the absorption becomes that much more powerful because it continues to have a flat reduction rather than a gradually reducing percentage.
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Old Jun 03, 2005, 06:00 PM // 18:00   #36
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Quote:
Originally Posted by Lim-Dul
Well - as much as I honour his work elsewhere this time he apparently IS wrong. If you still don't belive me, then I will have to post some screens - this would mean a lot of work though, cause I would have to show you around 20 damage samples for each armor piece and several combinations.
Nevertheless I don't feel obliged to do this as I actually bothered to ask the GW-Support Team this very question and their answer proved my being right.
And you good sir, must realise that you are completely incorrect. Do check my reply to your post over at gwonline. And please, if the devs were going to publically confirm/release the dmg equation, I would of been the one of the first to get hold of it.
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Old Jun 03, 2005, 06:20 PM // 18:20   #37
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Quote:
Originally Posted by SonOfRah
And you good sir, must realise that you are completely incorrect. Do check my reply to your post over at gwonline. And please, if the devs were going to publically confirm/release the dmg equation, I would of been the one of the first to get hold of it.
Could you show us the link to that post on gwonline ? Thanks.
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Old Jun 03, 2005, 06:44 PM // 18:44   #38
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Tested a few minutes ago.

One piece of Knight's Armor gives a universal -2 damage modifier. Multiple pieces of Knight's Armor do not stack.

Absorption runes now stack properly with the bonus from Knight's Armor.

Superior Absorption plus Knight's Boots stacks for a total of -5 damage per hit.

Peace,
-CxE
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Old Jun 03, 2005, 07:06 PM // 19:06   #39
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Ensign and Lim-Dul are coming up with two different suggestions on this armor discussion. Looking at the posted information it seems like they have butted heads on this with no conclusion before.

They seem to agree that in the high end you are better off with plate mail, but according to ensign one piece of knight/plate is still beneficial, as well as outfitting an absorbsion rune.

As a relatively new player without the fundage (or the amount of time needed) to test these theories is it possible to come to a final conclusion? I don't know if the developing team reads any of this stuff, but armor seems to be one of the big mysteries out there.

As I see it items with inherent abilities such as the head items increasing an ability are able to be augmented by additional runes, I know that is true. Also if an item has inherent bonuses, such as additional health, other upgrades stack. So, using that logic I would assume that an absorbsion rune would stack with the inherent effect of absorbsion in knight/ascalon armor. However my question is whether the ITEMS effects are cumulative. I know that the AC is accounted based on the spot hit (chest, legs, hands, arms, feet), but is ONE knight/ascalon item all that is needed or will the dam reduction only be applied if the damage hits the site for that item.

Lastly I understand that based on ALL other runes that multiple absorbsion runes will not be effective, but I could do with some numbers on that as well. This could all be taken care of with a numerical stat like health and energy...could be VERY beneficial...this is my first post. I will post in the GW suggestions forum later.

-Lament
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Old Jun 03, 2005, 08:12 PM // 20:12   #40
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Quote:
Originally Posted by Lament Messon
They seem to agree that in the high end you are better off with plate mail
Well, no, I'm firmly in the camp that Platemail is utter trash. Gladiator's is like 10,000x better.

85+10 vs. Physical or 80+20 vs. Physical is a debate we can and did have for months after Dragon Armor (the original 85+10 armor) was introduced to the game. At the time Rangers and Warriors were buff stacking to victory so I had a preference for the 80+20 version, but I digress. The point is that it was a perfectly valid debate with points for both sides.

So what do they do? They crank Gladiator's through the roof by giving it the +20 vs. physical bonus on top scaling up the energy bonus! I don't think the debate is even remotely close when you add +8 energy to one side of the 85+10 vs 80+20 debate. Take the energy. Your class is starved for it, you're not reliant upon it but it's still useful in a pinch...oh, just stop trying to justify asthetics and use it already. This is even more cut and dried than Druid's vs. everything - just take the energy. Warriors and Rangers are low priority targets, already have plenty of defense, you get the point.


Quote:
Originally Posted by Lament Messon
but according to ensign one piece of knight/plate is still beneficial, as well as outfitting an absorbsion rune.
One piece of plate is not beneficial, since it has no overall modifiers, just local ones. Knight's does have an overall modifier which is why the 'one piece' argument exists. It's also the reason why full Knight's is useless.

As for the argument for one piece of Knight's, I think it's pretty brainless once you take hit locations into account. For Knight's vs. Platemail: which is better, -2 damage from each attack, or 5/8 of an armor point? That's a straight -2 damage per attack vs. 1% damage reduction, which means straight Platemail is better than the mixed set only against attacks that hit for 200+ damage after armor.

Right.

Knight's vs. Gladiator's: which is better, -2 damage per attack or +1 energy? I don't think that's close any way you cut it. -damage is just too valuable, especially when you're already stacking it with heavy armor.

One piece of Knight's, Stonefist Gauntlets if relevant, +1 weapon attribute helm, Gladiators everywhere else. Have fun.


Quote:
Originally Posted by Lament Messon
As a relatively new player without the fundage (or the amount of time needed) to test these theories is it possible to come to a final conclusion?
Well there's still disagreement about how the mechanics actually work it seems. If you want to test it and come to your own conclusions you can do so fairly quickly by attacking Ghouls and Rift Wardens with Paladin premades.


Quote:
Originally Posted by Lament Messon
As I see it items with inherent abilities such as the head items increasing an ability are able to be augmented by additional runes, I know that is true. Also if an item has inherent bonuses, such as additional health, other upgrades stack. So, using that logic I would assume that an absorbsion rune would stack with the inherent effect of absorbsion in knight/ascalon armor.
When I first tested this during the korean beta event, this was not the case, as only the strongest effect functioned. Sometime between then and the current date this has been fixed, and an absorption rune *does* stack with the inherent bonus from Knight's Armor. I tested this a few hours ago.


Quote:
Originally Posted by Lament Messon
However my question is whether the ITEMS effects are cumulative.
They are not. Again, tested a couple of hours ago.


Plain, repeatable tests. Make a Paladin premade, equip per iteration. Enter tombs with a henchie team, train your henchies on one Rift Warden or a Ghoul or something, go solo another Warden so that he attacks you in melee.

Do not cast any enchantments or use any skills. Attack to normalize facing.

Equipment: Recieved melee damage

Full Knight's Armor, Major Absorption Rune: 2-3 damage per hit
Full Knight's Armor, No Absorption Rune: 4-5 damage per hit

Full Dragon's Armor, Major Absorption Rune: 3-4 damage per hit
Full Dragon's Armor, No Absorption Rune: 5-6 damage per hit

4 pieces Dragon's Armor, Knight's Boots, No Rune: 3-4 damage per hit, rare 5 damage hits


Do the math.

Peace,
-CxE
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