> Forest of True Sight > Questions & Answers Reload this Page Does +5 defense on a weapon really makes a diference?
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Old Jul 08, 2005, 02:11 PM // 14:11   #21
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Well, that's lucky. I think I paid like 1k total for both of those.
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Old Jul 08, 2005, 02:35 PM // 14:35   #22
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nice never knew +5 armour is so useful spent to much on fortitude mods
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Old Jul 08, 2005, 02:50 PM // 14:50   #23
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I had been wondering about this topic myself. This has been most enlightening. I guess I now have to go look for an armor mod for my staff.
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Old Jul 08, 2005, 03:11 PM // 15:11   #24
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Now what *I* wonder is if I would be better served with a +7 shelter or a +5 defense. Ranger armor already has a pretty high resistance agaisnt elemental damage (100) so adding +5 to it might not make much difference, but on the other hand the additional +2 vs phys. doesn't seem terribly significant either.
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Old Jul 08, 2005, 11:13 PM // 23:13   #25
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Quote:
Originally Posted by crazy diamond

You must mean +7, since thats as high as you'll ever find. Even shields max out at +16.
Nope. +17 armor bow.

The bow comes with +10 and you add the +7 upgrade.
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Old Jul 09, 2005, 12:07 AM // 00:07   #26
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This to me seems terribly slanted... hmmm, BTW thanks for the formula's but

Considerations...

How does a +X defensive mod compare to a +XX health mod?
(can some one show a matrix)

How does the players roll play a purpose?
(Does a different roll make one better than the other?)

How would this affect skills and party dynamics?
(Monks perspective) (Castor perspective) (Tanks perspective)
(Skills that require an amout of damage to be taken to be returned to the dealer, thinking smite: Retribution Aura as an example.. maby some one can find a better example.)


How does this apply to each primary role?
(Blood necro's the obvious build would perfer a helth mod, no?)

I have found this interesting and usefull ... please..... continue....
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Old Jul 09, 2005, 03:37 AM // 03:37   #27
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Quote:
Originally Posted by Asrial
Nope. +17 armor bow.

The bow comes with +10 and you add the +7 upgrade.
This makes me think it's a collector's bow.

Enlighten me.
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Old Jul 09, 2005, 05:29 AM // 05:29   #28
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It's a 13-25 bow from the weaponsmith in Henge of Denravi.
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Old Jul 17, 2005, 06:47 PM // 18:47   #29
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Interesting, thank you.
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Old Jul 17, 2005, 07:25 PM // 19:25   #30
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Damn good read from Ensign...

I'm heavy armor type so I guess hitting the +30ish fortitude Axe Haft would definitely make me more effective...

I was thinking going the -of axe mastery route, but 10% chance of me doing a tiny bit extra isn't worth it.

What's the highest fortitude upgrade an axe can recieve? So far, I've seen as high as 20.
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Old Jul 17, 2005, 07:36 PM // 19:36   #31
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yukito, it doesnt matter how much armor you have, it will always come out to +8%ish damage reduction. btw, you can save about 100k getting the armor +5 instead of the +30 (max) fortitude, and the +5 is more effective.
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Old Jul 19, 2005, 05:07 AM // 05:07   #32
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On a staff for a necro or elementalist, if I add a staff HEAD of defense, and a staff WRAPPING of defense, I'll get a total of +10 defense....so this means I get around 16% dmg reduction right?
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Old Aug 25, 2005, 01:55 PM // 13:55   #33
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For a warrior The fortitude mod is more beneficial

For a Caster The defensive mod is more benficial

Rangers can go away as they are awkward
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Old Aug 25, 2005, 02:34 PM // 14:34   #34
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Quote:
Originally Posted by KuTeBaka
yukito, it doesnt matter how much armor you have, it will always come out to +8%ish damage reduction. btw, you can save about 100k getting the armor +5 instead of the +30 (max) fortitude, and the +5 is more effective.
Let the inflation of armor mods commence! Thanks for letting the dark little secret out.

Mentalmdc, I am assuming you meant to say "Rangers can go either way..." correct?
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Old Aug 25, 2005, 02:37 PM // 14:37   #35
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Quote:
Originally Posted by Night Daftshadow
i think it's useless, get a health mod.

then you obviously haven't picked up on the fact that this game is all about damage reduction and energy regeneration.

You only have 1 hitpoint that matters in this game...the hitpoint that takes you from 1 health to 0 health. All other hitpoints are basically a buffer to absorb your monks mistakes/lack of energy/shortcomings....The slower your health drops to 1 the better it is for your monk. The +5 defense (against physical attacks) causes you to lose HP slower. Your monk doesn't know how much health you have....all he knows is how quickly your bar is dropping.
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Old Aug 25, 2005, 03:09 PM // 15:09   #36
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You guys have said that +defense is no good for warriors but aren't their defense vs elements not that great? So a +7 warding modifier would be better than the standard +5 defense would it not?
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Old Aug 25, 2005, 05:31 PM // 17:31   #37
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It's simple armor is for physical damage and hit points are for elemental damage which neglects armor. You need both depending on the situation.
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Old Aug 25, 2005, 08:30 PM // 20:30   #38
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Quote:
Originally Posted by KuTeBaka
yukito, it doesnt matter how much armor you have, it will always come out to +8%ish damage reduction. btw, you can save about 100k getting the armor +5 instead of the +30 (max) fortitude, and the +5 is more effective.
That's an interesting question. Does the damage reduction for armor scale, or is it a flat % reduction based on the added armor value? If it does scale then it may very well make more sense for a heavy earth magic warrior to grab the fortitude over the armor; she's already got plenty, and it would help with that build's weakness againt DoTs.

And yea, that unmodded 10AL bow will cost you a whopping 2 plat and a few materials.
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Old Aug 25, 2005, 08:38 PM // 20:38   #39
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Quote:
Originally Posted by Red Sonya
It's simple armor is for physical damage and hit points are for elemental damage which neglects armor. You need both depending on the situation.
Actually there's diferent types of armor: some effect elemental only, some physical only, some both, others are for specific types of damage (lightning, piercing, fire, etc.).

Upgrades are offered as max of +5 vs. all types (defensive), or +7 vs. either elemental(warding) or physical (shelter).

I don't think armor is effective at all vs. DoTs (spells that do damamge over time or conditions that inflict dammage like poison), or against certain necro spells (shadow damage).
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Old Aug 25, 2005, 09:19 PM // 21:19   #40
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Armor doesnt help against poison, bleeding, hexes....

And when you have major and superior runes, you gonna need more health.
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