Aug 08, 2011, 06:19 PM // 18:19 | #21 | |
Lion's Arch Merchant
Join Date: Jan 2010
Profession: D/
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Aug 08, 2011, 06:47 PM // 18:47 | #22 | |
The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id???]
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Aug 08, 2011, 07:03 PM // 19:03 | #23 |
Krytan Explorer
Join Date: Aug 2010
Location: UK
Guild: Gil Worz Is Srs [Bsns]
Profession: W/
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Nobody said "You must use vamp", they said that Vamp is generally better (which it is), yet you deemed it "being elitist". If anything your Unique Snowflake attitude more resembles a form of elitism.
Last edited by Outerworld; Aug 08, 2011 at 07:06 PM // 19:06.. |
Aug 08, 2011, 09:36 PM // 21:36 | #24 |
Krytan Explorer
Join Date: Aug 2010
Guild: Gameamp Guides [AMP]
Profession: W/
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If you really think about it, Vamp increases your "DPS" by a little bit. The degen on your end is trivial.
Sundering is a chance mod, vamp is all the time. |
Aug 08, 2011, 11:20 PM // 23:20 | #25 |
Wilds Pathfinder
Join Date: Mar 2009
Guild: FILA
Profession: P/
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When playing my para, I run around with a furious spear most of the time and for a quick first attack if I have no adrenaline, but then switch to vamp for the fight. The difference is negiligible over single attacks, but that little bit of extra damage adds up over 10 or more attacks.
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Aug 09, 2011, 07:33 AM // 07:33 | #26 |
Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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The 3-5 life steal takes care of the -1 pip of hp regen and you should always be hitting something when a vamp modded weapon is equipped. Its also constant armor ignoring damage.
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Aug 09, 2011, 06:41 PM // 18:41 | #27 |
Krytan Explorer
Join Date: May 2005
Location: Ohio
Guild: Archons Ascendant [Arch] - Leader
Profession: W/
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Do you lose time switching weapons? If so, how much? Is it around 1 attack's worth? Against short encounters that may negate the advantage of a weapon change if it nets you less than 30-40 dmg...
If you don't lose time then that's a point in favor of switching to vampiric. |
Aug 09, 2011, 10:11 PM // 22:11 | #28 |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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Generally speaking, you don't switch out the vamp between targets - the health loss during battle is not a concern - you just switch out after the battle, between mobs. So, switch time is not a factor, when it comes to using vamp.
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Aug 10, 2011, 12:21 AM // 00:21 | #29 | |
Desert Nomad
Join Date: Mar 2006
Profession: W/
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Using daggers as an example, as that was the OP's weapon of choice, that 20% armor penetration is applying only to the 7-17 base damage, resulting in a very small increase in damage versus a high damage weapon like a scythe or hammer [where Vampiric is still preferred, but at least its closer]. Daggers strike fast, occasionally dual strike for two hits at once, and generally rely disproportionately on armor-ignoring bonus damage to actually kill anything since they are balanced by such low base damage. They are the textbook case where Vampiric is vastly, unarguably better than Sundering. As for switching out of battle, why bother? -1 health degen is very negligible; all it takes is a 5e heal from my hero, which the AI is quite happy to cast automatically, every few minutes. Last edited by iridescentfyre; Aug 10, 2011 at 12:26 AM // 00:26.. |
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Aug 10, 2011, 02:02 AM // 02:02 | #30 |
Desert Nomad
Join Date: Nov 2010
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The only weapon mod that actually has a large effect on battle is Zealous. If you don't need Zealous, Vampiric is then the one that increases damage the most (ignoring special elemental resistance vs elemental mods or condition boosters).
Sundering is anywhere from about 1/2 to 1/5th as effective as vampiric in outputting damage, depending on weapon used and enemy armor level. There are exactly zero situations in which sundering is better since the derv update (which drastically nerfed scythe base weapon damage and boosters), other than for the prospect of putting the mod on a weapon to make idiots pay more for it. |
Aug 10, 2011, 05:25 AM // 05:25 | #31 | |
Desert Nomad
Join Date: Nov 2010
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e.g. for scythe 9-41 base damage +15% mod +20% customization (I'm not entirely sure where cracked armor applies in the equation, I think its before sundering which is good vs 60-80 AL but bad for higher AL) Sundering applies here +damage from everything else I can think of here, all of it armor ignoring Very, very few things will boost your base damage other than politely requesting your opponent remove their armor. Furthermore, even though one would think that %armor penetration would scale better with higher armor, it actually gets worse. -16 armor on 80 armor is actually a lot better vs -32 armor on 160 armor because the 160 armor character takes 1/4th the damage in the first place. So even if you are hitting 50 base damage on average per strike, since most enemies in high end PvE (and PvP for that matter) have boosted AL often of at least 80 if not 120 armor, you actually need to hit around 100ish base damage for sundering to start catching up with vampiric. Reason it was useful before the derv update was because the damage equation on the pre-update skills looked like this: 9-41 (scythe sin crits for 58...) +15% mod +20% customization +75% Aura of Holy Might (+41% against things like warriors with +armor vs phys but not holy) +75% Asuran Scan (note this is all stacking multiplicatively, looking at a max of nearly +500% damage against warriors) Sundering bonus goes here. 20% chance of an extra 100ish damage per strike made sundering useful Last edited by Kunder; Aug 10, 2011 at 05:35 AM // 05:35.. |
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Aug 10, 2011, 08:10 AM // 08:10 | #32 | |
Wilds Pathfinder
Join Date: Jul 2008
Location: Italy
Profession: Mo/
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ED = [([RD ?? DScale ?? AE] + DShift) ?? DMult] + DNeg Armor penetration's effect is inside AE, while the +damage from attack skills is inside DShift, so AE affects only base damage (RD) with damage scaler (% mods, like customization). However, some time ago i was posting inside a thread on gladiator's, asking if the sundering mod was maybe better in a spike situation (we were talking about a warrior in PvP, not an assassin in PvE, just to clarify), because if you got lucky you could produce a better spike thanks to the 20% triggering. So the idea was to use a vamp mod while doing pressure (autoattacks in frenzy), and switch to a sund just before unloading the full spike or the micro-spike. The answer, if i remember correctly, was that in theory it could work, but often people choose to spike with vamp too, not to be bothered with changing weapon continuously..however, i don't remember well that discussion, it's likely that i'm forgetting something.. |
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Aug 10, 2011, 02:48 PM // 14:48 | #33 |
Desert Nomad
Join Date: Mar 2006
Profession: W/
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I think its also useful to point out here, if your daggers are hitting for 7-17 on a 60 AL target, you're going to hit for 3.5-8.5 on a 100 AL target (0.5x). Then let's say your Sundering mod kicks in, your base damage becomes something like 4.8-11.8 instead (~0.7x). On average that's only a few points more damage, and only happens 20% of the time. Compare to 3 lifestealing--every hit--sometimes twice if you dual strike.
That's how I understand it anyway Last edited by iridescentfyre; Aug 10, 2011 at 02:50 PM // 14:50.. |
Aug 11, 2011, 05:14 PM // 17:14 | #34 |
Krytan Explorer
Join Date: May 2005
Location: Ohio
Guild: Archons Ascendant [Arch] - Leader
Profession: W/
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In a way superior runes are like uber vampiric, constant -75 hp for skill buffs, which may mean a good bit more dmg output. How do the folks that heavily favor vampiric mods feel about superior runes? I personally wear one almost all the time because I'm aggro that way, but I wonder if there's a philosophical difference (or practical, even) between going with one and going with the other.
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Aug 11, 2011, 05:29 PM // 17:29 | #35 | |
Krytan Explorer
Join Date: Aug 2010
Location: UK
Guild: Gil Worz Is Srs [Bsns]
Profession: W/
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Aug 11, 2011, 11:09 PM // 23:09 | #36 | |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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One determining factor is the difference in effectiveness of the skills used in your build when going from 15 to 16 (or +1) in the relevant attribute. If the difference is small (and it usually is), the health loss may not be worth it. It also helps to check the "break points" in skills where the effects go in discrete steps. Much of the damage/degen/whatever is done these days by PvE-only skills that rely on titles instead of attributes. And, of course, like so many things, it depends upon you team make-up, the effectiveness of your healers, and the overall DoT of the group, and, most important of all, what floats your boat. |
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Aug 14, 2011, 06:31 AM // 06:31 | #37 |
Academy Page
Join Date: Feb 2009
Guild: Brotherhood of the Shadows [bots]
Profession: W/P
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Using a vamp mod, daggers deal slashing damage (physical damage) except for some that do piercing damage.
So, if your target has +armor versus physical, avoid vamp mod. If your target has +armor versus elemental, avoid elemental mods. This applies in Pvp versus other players, so it may not apply in Pve versus monsters. |
Aug 14, 2011, 10:23 AM // 10:23 | #38 | |
Desert Nomad
Join Date: Mar 2006
Profession: W/
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If you're trying to suggest that Sundering gets stronger (versus Vampiric) against high-armor targets, this thread already established that it doesn't. Your base damage goes down to nothing against high armor. A buff to nothing is still basically nothing. Last edited by iridescentfyre; Aug 14, 2011 at 10:26 AM // 10:26.. |
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