May 01, 2011, 03:53 PM // 15:53 | #1 |
Academy Page
Join Date: Apr 2009
Guild: aYe
Profession: Rt/
|
Armor Math: +9/-2, or +10
Hi guys, just got a unfortunate drop, a +9vDemons/-2while Ench Amber Aegis
I've been told by those who are no doubt right about it that the one extra armor from a green is better than the +9/-2 combo.... Just interested in the math behind it; Assume the -2/+9 are always met, same with the +10. Looked at wiki, and either I'm misreading the tables or I don't understand what I should be looking at. Thanks for the insight |
May 01, 2011, 04:01 PM // 16:01 | #2 |
Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
|
I will assume you were looking here: http://wiki.guildwars.com/wiki/Armor_rating
The trick is to find the amount of damage where these two situations negate the same amount of damage (the resulting damages are equal). -9/-2: Armor based damage is reduced to 85.56% then reduced by 2 -10: Armor based damage is reduced to 84.09% Let x = incoming damage Let y = resulting damage y(-9/-2) = .8556x - 2 = y(-10) = .8409x x = 136.05 If x < 136 you would want the shield with the -2, if x > 136 the other is preferred. Then again, there is also the +30HP to consider, which outweighs the slight difference in damage. Note that between these two scenarios, it takes an incredible amount of incoming damage to make a difference with these two equations. For example, for the discrepancy to equal 10: (.8556x -2) = (.8409x) + 10 x = 816.33 You can see there that you are much, much better off with the shield with a Fortitude mod.
__________________
Currently active in GW1 as of February 2015!
Last edited by Ariena Najea; May 01, 2011 at 04:08 PM // 16:08.. |
May 01, 2011, 04:04 PM // 16:04 | #3 |
Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
|
Keep in mind that the -2dmg mod will only work while enchanted (duh) but will, more importantly, also only work against physical damage.
Last edited by Dzjudz; May 01, 2011 at 04:07 PM // 16:07.. Reason: ninja |
May 01, 2011, 06:45 PM // 18:45 | #4 |
Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
|
Basically this is a good shield if you use enchantments and are facing demons, other wise your not going to get much more then the base armor on that sheild.
|
May 02, 2011, 01:34 PM // 13:34 | #5 |
Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD???]
Profession: E/
|
Don't let people put you down, that is an awesome shield, and I know a couple people that might want to buy it.
Now to answer your question. The difference between a +10 and a +9 armor mod is ~1,47%. This means that if you take 100 damage without the redux, you will take 1,47 damage more with the +9 shield. Put otherwise, that one armor doesn't change a thing, and the only thing the +10 does is look prettier. Also, @ the nice calculation above, I beg to differ. When tanking DoA, most of your incoming damage will be physical, because you will have Shadow form up, and the only thing casters can do is wand you. This leaves you with Rangers, Paragons, Warriors and Dervishes trying to pound your head in with all their might. The only moment a +30hp mod will be better is when you are hit less than 15 times. Other than that, the -2 redux will have vastly outdone the +30hp mod. My +10vDemons -2ench Outcast shield has saved my ass countless times when tanking, when things where getting a bit too sketchy. You did your calculation wrong in such a way that you took a +9/-2 and a +10 monomod, without the -2. So actually you get: y(9/-2) = .8556x - 2 = y(10/-2) = .8409x - 2 Which is of course never the case, but we can calculate the difference in damage you take nonetheless. So, let's say a Margonite Anur Vu is on your tail, swinging his hammer at you, and he hits you for 100 damage. You have the following: Blessed armor, Shadow Form, Shroud of Distress, +9/-2 or +10/-2 shield, no bonds. First of all, the -2 negates your damage to 98. Furthermore, Shadow Form and Shroud reduce this to 88 damage. Then you have either +98 or +97 armor depending on which shield you are wielding. With the +9/-2 shield, this damage will be reduced to: 88 . .5267 = 46,3 = 46 damage. With the +10/-2 it will be: 88 . .5176 = 45,5 = 45 damage. Because of how damage is calculated in Guild Wars, in many occasions, it will be rounded off to the same numeric number. As such you will take the same damage using a +9 or a +10 shield. It does not make a significant difference. I am not a 100% sure as to whether or not the order in which my calculations took place are correct, if I am not, please point it out, and I will update this. Last edited by Bright Star Shine; May 02, 2011 at 02:04 PM // 14:04.. |
May 02, 2011, 03:51 PM // 15:51 | #6 | |||
Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
|
Quote:
Quote:
I doesn't have to be calculated that a +10/-2 is better than a +9/-2. Also, forgive me for being annoyingly pedantic: Quote:
The 9 armor compared to the 10 armor will take 0.8556/0.8409 x 100% = 101.75% damage, or +1.75% damage. You can also read this in the table at the -1 armor multiplier value. Last edited by Dzjudz; May 02, 2011 at 04:07 PM // 16:07.. |
|||
May 02, 2011, 04:08 PM // 16:08 | #7 | |
Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
|
Quote:
I should note that I would probably use the Amber since the skin is amazing. That kind of stat disparity hardly matters except in a competitive setting.
__________________
Currently active in GW1 as of February 2015!
Last edited by Ariena Najea; May 02, 2011 at 09:03 PM // 21:03.. |
|
May 03, 2011, 11:57 AM // 11:57 | #8 | |
Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD???]
Profession: E/
|
Quote:
At the Gloom prep, I've had quite some occasions where I saw my health drop to ~50 because of the Sanity's and the Spirits hitting me whilst burning. I can safely say that the total damage my -2 mod had absorbed was far more than 80 damage, so I might've died with the DoA green. At big ball you can have occasions where your Emo drops your bonds because either he wasn't paying attention and ran out of your range, or for some reason his energy drained (the latter shouldn't happen, so if it happens you were either being too fast or he was being too slow). At this moment what you need to do is survive long enough for the Emo to bond up the other tank and die afterwards. The only reason surviving there is hard is because you don't have balth spirit, and the Margonites scream FEAR ME very loud. So you will die due to lack of energy. Now, in this situation you will have quite some foes hitting you. These range from Hammer Warriors to Dervishes, to Rangers, all dealing physical damage. The damage my shield reduces there goes in the range of about ~300-1000 damage depending on how long I stay there. Shroud of Distress is the big savior there, because it will regen as well, so with the DoA green you will survive about equally long as someone with a -2 shield. Not much to say about first ball, the only reason you could die there is due to a slow team. Now, in trench, I can also safely say that my shield has saved my ass there multiple times, because the only things you will have hitting you, or the main things are Fiends, Earth/Flesh Tormentors, Sanity's, Spirit Tormentors and Stygian Brutes, Horrors and Golems. All of which deal physical damage. The difference between taking 2 damage and 0 damage is quite big and quite vital when doing trench, so also there, a -2 shield will vastly outdo your +30hp shield. Don't let anyone ever tell you a +30hp shield is better than a -2 shield in DoA. I'm not saying that without a -2 shield you'll die, or with it you will be a better tank, but it is vastly better, whether you want to admit it or not. |
|
May 03, 2011, 12:48 PM // 12:48 | #9 | |
Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
|
Quote:
__________________
Currently active in GW1 as of February 2015!
|
|
May 03, 2011, 01:17 PM // 13:17 | #10 | |
Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD???]
Profession: E/
|
Quote:
|
|
May 03, 2011, 02:03 PM // 14:03 | #11 |
Wilds Pathfinder
Join Date: Sep 2008
Guild: Terra Noise [Zraw]
Profession: N/A
|
I prefer +45hp for trenches. The only time you will die is when pulling mesmer lord, and here you take damage only from flesh/earth/sanity tormentors.
Earth tormentors do earth damage with their attacks, so the -2 won't trigger. When you pull you should have everything running after you until the point where you stop to shadow step. Here you take 1 hit from the earth, 1 from the flesh and 1 from the sanity. Then you keep running, and the sanity will hit you maybe 3-4 more times before you cancel stance out. So in total the -2 shield is going to save you like 15hp or something. |
May 03, 2011, 02:26 PM // 14:26 | #12 | |
Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD???]
Profession: E/
|
Quote:
I seem to find that fiends don't hit for an aweful lot, I get like 95% of their hits as 0's, the rest are 3-5 damage, so my guess is the -2 makes a couple 1 and 2 damage hits to be 0. When you pull the patrol that's moving up to the ele, the only thing from that patrol that should ever hit you is a Sanity or a Spirit tormentor, the rest shouldn't even reach you. When you dc into the fiend group and jezus pull them all the way up the empty trench, you will get hit by the fiends like 10-15 times. Also, there is usually also a flesh tormentor in that group, which will hit you once or twice. The fiend damage is usually 0, the Flesh hits you for like 20's. Now, imagine all those fiend hits were instead 2 damage, you would take more damage (nothing special, but still) and you will lose more health than without the -2 mod. This does NOT imply that without the -2 shield you would've died, but it still states that the -2 shield is superior. But agreed, the mod doesn't do an awe full lot, it's just a cool shield to have imo. |
|
May 03, 2011, 03:14 PM // 15:14 | #13 | ||
Ascalonian Squire
Join Date: Sep 2009
|
Quote:
If you are curious, here's what I have recorded for my findings (and was too lazy to ever put up on the wiki). Skills on lines with a bunch of slashes basically take effect in whatever order they were cast. A couple of the comments are obviously outdated (old Aura of Holy Might and old Mysticism). This was before the Shadow Form change, but my guess is it's damage reduction would go on the same line as Shield Stance. Quote:
|
||
May 04, 2011, 10:29 AM // 10:29 | #14 |
Wilds Pathfinder
Join Date: Sep 2008
Guild: Terra Noise [Zraw]
Profession: N/A
|
Fiends do 0 dmg even without a -2 shield. Also, we obviously do something different because I don't bring dc for trench.
|
All times are GMT. The time now is 11:29 PM // 23:29.
|