Dec 07, 2009, 03:47 PM // 15:47
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#81
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by traversc
The problem with that is on an AP bar, you don't have enough damage alone to guarantee a kill. You are reduced to finishing off weakened targets, which, even then does not guarantee a kill when facing healers.
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Well if you are not sure of achieving a kill in less than 7 secs you shouldnt use AP , thats for sure.
Quote:
Originally Posted by traversc
First of all, weaken armor is a weak skill in any setting, but especially in HM, counterintuitively, but precisely due to the high armor and level bonus everything has.
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Ultralol'ed about those 2 statements.
1- Saying that taking 20 armor off a target is weak lol
2- Saying is worse in HM than NM ( holy christ ) due to high armor lvl.
wiki quote : "Increases damage by about 41% on someone with at least 80 armor." Wich happens in HM about 90% of the time in all classes. So boosting your non ignoring armor damage by 41% is weak . Yeah..... so bad.
Quote:
Originally Posted by traversc
Secondly, YMLAD and FH are both weak without the recharge of AP. The crux of the skill combo is shutdown by AoE daze. Most of that function can be recovered by just taking Technobabble.
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Yeah , 10 sec rech of YMLAD is so annoying ...... seriously is there any rational measure in there ?
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Dec 07, 2009, 05:49 PM // 17:49
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#82
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Jungle Guide
Join Date: Apr 2005
Profession: N/A
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Quote:
Originally Posted by Tenebrae
Ultralol'ed about those 2 statements.
1- Saying that taking 20 armor off a target is weak lol
2- Saying is worse in HM than NM ( holy christ ) due to high armor lvl.
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It's true.
In HM, things have higher armor. The level bonus also acts exactly like additional armor. Cracked armor (CA) works by increasing non-armor ignoring (NAI) damage by a fixed percent. Since NAI damage accounts for a smaller percentage of damage in HM, the increase of damage due to CA also is a smaller percentage.
PS: Besides noob island and <lvl 20 places, almost everything in NM has >80 AL as well.
Quote:
Why on earth would I have Weaken Armour when I have FH?
My build is:
12+1 SR, 12 Illusion, 3+whatever Curses.
FD, Fragility, YMLAD, FH, CoP, Enfeeble, Rip Enchant, SoLS
SoLS is not really necessary, but there's not much else I can bring (the poison from Fetid Ground maybe, but a MB with Death Nova fills that).
FD provides repeated dazed, YMLAD cripple, FH cracked armour and deep wound, Enfeeble weakness and Rip Enchant can provide bleeding (provided target is fleshy).
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Ok, my mistake.
Quote:
Don't take this to mean "SS got me the furthest, therefore it's better" - I'd already made several attempts by then and had more experience before I went in with that.
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Ok, then if not, what objective measure do you have to qualify that FD is better? It just seems to me that technobabble would be "enough" shutdown and SS would bring a LOT of damage that FD lacks.
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Dec 07, 2009, 06:54 PM // 18:54
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#83
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Forge Runner
Join Date: Sep 2007
Location: Right here
Guild: Ende
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Dont forget. A skill bar consists of more than 1 Skill, you can actually take SS, MoP and Barbs on one bar (I usually do). A good mix of casts will take down whole groups when done correctly.
MoP on a high HP/Armor foe (Warrior, Derv, Prot Monk or Boss) in the middle as a group to AOE Nuke,
SS on a offtarget Caster such as Monk if they dont have Hex removal (always bring a Cover hex such as Reckless or your choice of hex to pressure or to degen in this case),
Barbs on the one target that always seems to be left over because to was smart enough to either stay away from the AOE or the caster with SS. Because everything else has gone down and your caster with SS has been too busy healing himself to take care of the others in the group, you can now cast barbs on the caster if this is still needed or just let the physicals mop up.
You should not concentrate on pro-active or reactive hexes. Just use both types, because one type of hex alone can always be countered too easily (For Example MoP can be countered by one Hex removal or Blind, Eles have some mean AoE Blind spells). Adding to that, SS, MoP and Barbs are all Curses Skills, so you dont even have to waste Attribute points to use more than one of them.
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Dec 07, 2009, 07:12 PM // 19:12
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#84
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by traversc
It's true.
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Its not
Quote:
Originally Posted by traversc
In HM, things have higher armor. The level bonus also acts exactly like additional armor. Cracked armor (CA) works by increasing non-armor ignoring (NAI) damage by a fixed percent. Since NAI damage accounts for a smaller percentage of damage in HM, the increase of damage due to CA also is a smaller percentage.
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Is not a fixed percent , it depends of the armor lvl . The more armor foe has , the more % damage it adds so even if you consider this skill weak , theres no way in hell that is weaker in HM than in NM , its the exact opposite.
Quote:
Originally Posted by traversc
PS: Besides noob island and <lvl 20 places, almost everything in NM has >80 AL as well.
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Wrong. You tell to the whole factions part with 20 or even lower faction VQ places.
Foes have 3*foe lvl +armor bonus so yes , some of them have .... 12 more armor ? a lvl 24 caster class will have 74 that makes weaken armor almost useless since it cant lower armor beyond 60 ...... unlike in HM ; where weaken armor can make HM foe armor lvl almost the same than NM .
Is not like weaken armor increases % of damage ..... it lowers defense on the damage calculation wich is hella better. If you were a non-caster most of the time you wont drop stuff like that i can tell .
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Dec 07, 2009, 08:00 PM // 20:00
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#85
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by traversc
It's true.
In HM, things have higher armor. The level bonus also acts exactly like additional armor. Cracked armor (CA) works by increasing non-armor ignoring (NAI) damage by a fixed percent. Since NAI damage accounts for a smaller percentage of damage in HM, the increase of damage due to CA also is a smaller percentage.
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Quote:
Originally Posted by Tenebrae
Is not a fixed percent , it depends of the armor lvl . The more armor foe has , the more % damage it adds so even if you consider this skill weak , theres no way in hell that is weaker in HM than in NM , its the exact opposite.
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Cracked Armour reduces AL by 20. That reduction means that:
Damage Dealt = Damage that would have been dealt × 1.4142 (sqrt(2)).
This makes it clear that Cracked Armour basically increases damage by (up to a maximum of) 41%. If the damage done before CA is trivial, the damage done after will also be trivial.
It is a flat percentage increase. If a target has 80 Armour, you'll notice the effects of Cracked Armour. If the target has 200 Armour, you'll notice bugger all. Obviously that's an extreme, but I'm trying to paint the picture here.
Quote:
Originally Posted by Rushin Roulette
Dont forget. A skill bar consists of more than 1 Skill, you can actually take SS, MoP and Barbs on one bar (I usually do). A good mix of casts will take down whole groups when done correctly.
MoP on a high HP/Armor foe (Warrior, Derv, Prot Monk or Boss) in the middle as a group to AOE Nuke,
SS on a offtarget Caster such as Monk if they dont have Hex removal (always bring a Cover hex such as Reckless or your choice of hex to pressure or to degen in this case), ....
More stuff...
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And yet, whenever I do this, SS feels pointless. The damage it does is insignificant next to the damage done by the other skills (as I have just demonstrated to myself).
And a Monk should not be considered an off-target. They're more of a "kill this guy now" target.
Quote:
Originally Posted by traversc
Ok, then if not, what objective measure do you have to qualify that FD is better? It just seems to me that technobabble would be "enough" shutdown and SS would bring a LOT of damage that FD lacks.
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Hard to do. If I feel up to it later and my ping stops jumping up and down, I may head into Vloxen later.
But for the moment, I simply did the following:
Headed into ToPK twice to clear the 2nd level. First time with an SS build, the second time with my FD build. Both times were in NM because I'm tired, laggy and I wanted to get this done.
Both were done with the following H/H setup:
Vekk - ER
Whispers - MB with Divert (not really necessary, but I couldn't be bothered to change)
Ogden - RoJ + Smite support
2 Ele henchies, 1 Ranger hench and 1 Monk Hench.
1st Run was done in 17 minutes, 2nd in 14.
With SS the majority of the damage came from Barbs and MoP. Technobabble prevented a few of the Meteor Showers from the Dryders, but the ones that did get through didn't really hurt (which is really unusual for me).
I should note I used my +2 Curses headpiece with my Tormentor's set, instead of my Survivor's with my +3 Curses piece. Used a 40/40 set.
With FD, enemies balled a lot more against the minions and I had more minions on average. Biggest threat was really MS again, and heroes were pinned down once. Majority were interrupted and one or two hit minions when they decided to over-aggro. Missed the ability to open with AoE weakness on the Grasps, but Aegis was around.
I can only assume the speed was due to the enemies clumping more and being hit by the enemy nukes. Or that CoP+Deep Wound along with Fragility does more damage than I initially thought.
+1 +2 Curses headpiece (because I lack a +1) and Tormentors.
Spear with +5e and a 20/20 Illusion offhand - I really need to get a Silencing mod for that.
FD shines more when healers are about. The ability to be simultaneously pressuring a mob and keeping their healers and other casters shutdown is useful. Not to mention weakening their physicals.
I regret that the last image didn't take properly for some reason. The time got cut off in the chat box when I did /age and I didn't notice until after I left. So I retook the shot in my GH with as much of the chat overlaid as I could get.
Edit: Oh, and if you don't like my SS bar, then feel free to suggest something better. I was following on from traversc here with Technobabble.
But I'll laugh if you suggest Arcane Echo.
Last edited by Xenomortis; Dec 07, 2009 at 08:24 PM // 20:24..
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Dec 07, 2009, 08:59 PM // 20:59
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#86
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Jungle Guide
Join Date: Apr 2005
Profession: N/A
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Xeno:
I tested both SS and your FD bar in vloxen HM. They both worked very well and I had no deaths at all. I can admit that I severely underestimated FD and the amount of damage and shutdown it can do. But it's still hard for me to decide which one I think is better. It's probably because the playstyles are so different. The SS build works to overwhelm healing by damage. FD shutdowns healers to make killing easier.
Also, with IP, you can tank easily to hold aggro, which is a big plus IMO.
PS: Here is my SS bar.
SS
necrosis
Technobabble
IP
Barbs
SoLS
Enfeebling Blood
Vampirism
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Dec 07, 2009, 09:26 PM // 21:26
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#87
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by traversc
Xeno:
I tested both SS and your FD bar in vloxen HM. They both worked very well and I had no deaths at all.
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I'm surprised at the good SS result. Wouldn't have thought it strong enough to push through their defense before they pushed through yours.
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Dec 07, 2009, 09:51 PM // 21:51
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#88
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Jungle Guide
Join Date: Apr 2005
Profession: N/A
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Quote:
Originally Posted by Xenomortis
I'm surprised at the good SS result. Wouldn't have thought it strong enough to push through their defense before they pushed through yours.
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Why is it so surprising? If you throw SS + IP on a target, it basically auto-attacks itself for ~90 DPS. Then if you throw barbs ~15 DPS (I only had 1 physical) and ~30 DPS from necrosis... it's not going to last very long no matter what it is. Basically, the biggest problem with SS was the ranger interrupts, which admittedly wasn't as much of a problem with FD.
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Dec 07, 2009, 10:20 PM // 22:20
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#89
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by Xenomortis
Cracked Armour reduces AL by 20. That reduction means that:
Damage Dealt = Damage that would have been dealt × 1.4142 (sqrt(2)).
This makes it clear that Cracked Armour basically increases damage by (up to a maximum of) 41%. If the damage done before CA is trivial, the damage done after will also be trivial.
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Ofc if you were doing 3 dmg before CA , the damage done after will be BS but any melee or non caster hitter that plays HM with 15 weapon att is doing about its weapon range base damage against non W foes and holy christ i swear CA does matter there.
Quote:
Originally Posted by Xenomortis
It is a flat percentage increase. If a target has 80 Armour, you'll notice the effects of Cracked Armour. If the target has 200 Armour, you'll notice bugger all. Obviously that's an extreme, but I'm trying to paint the picture here.
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Yeah well , now that you are rounding it up to make CA bonus dmg to a 41% ( wich is not true btw but go ahead ) lets round HM foe lvl.
The average HM foe lvl is 24-28 and thats about 12-24 bonus armor for HM ..... with CA you are effectively ERASING that bonus armor for at least 80% of the HM zones/missions in this game .
If your game is always "haha 90% of my damage is armor ignoring damage" ok pal , but for those who dont play like that ...... weaken armor is NEVER a bad skill. It never was , maybe in some team builds ( armor ignorinf dmg based ) is not noticeable but because of those few you cant call a skill bad or useless.
Seriously , use a physical team (and or AoE eles ) and add cracked armor and a much faster killing ratio will be noticeable.
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Dec 07, 2009, 10:55 PM // 22:55
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#90
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Tenebrae
Yeah well , now that you are rounding it up to make CA bonus dmg to a 41% ( wich is not true btw but go ahead ) lets round HM foe lvl.
The average HM foe lvl is 24-28 and thats about 12-24 bonus armor for HM ..... with CA you are effectively ERASING that bonus armor for at least 80% of the HM zones/missions in this game .
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Ok, your Maths (or lack of) is confusing me.
How is multiplying by 1.4142 not the same as a 41.4% increase?
Reducing AL by 20 means that the damage multiplier is multiplied by 1.4142.
I didn't argue that it was a trivial reduction in armour - that was traversc. I have not argued either way. I just confirmed that traversc was correct when he said a percentage increase.
Here, read this: http://www.wiki.guildwars.com/wiki/AL#Armor_tables
What is not just a flat reduction in armour is Armour Penetration. 20% AP will mean that a targets armour is reduced by a percentage, not just a flat number and hence becomes more powerful for higher ALs.
Quote:
Originally Posted by Tenebrae
Seriously , use a physical team (and or AoE eles ) and add cracked armor and a much faster killing ratio will be noticeable.
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The majority of a physical team's damage output is armour ignoring. Unless you spend all day auto-attacking that is.
The bonus damage from skills and any buffs (and there should be several) all ignore armour. Only the damage from a Hammer or a Scythe crit really becomes noticable and that's where the damage increase is from CA.
Last edited by Xenomortis; Dec 07, 2009 at 10:58 PM // 22:58..
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Dec 07, 2009, 11:28 PM // 23:28
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#91
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Jungle Guide
Join Date: Apr 2005
Profession: N/A
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Quote:
Originally Posted by Xenomortis
What is not just a flat reduction in armour is Armour Penetration. 20% AP will mean that a targets armour is reduced by a percentage, not just a flat number and hence becomes more powerful for higher ALs.
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Actually, even that is wrong. Even though it will affect a higher percentage of damage on higher AL targets, it will still be less.
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Dec 07, 2009, 11:31 PM // 23:31
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#92
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by Xenomortis
Ok, your Maths (or lack of) is confusing me.
How is multiplying by 1.4142 not the same as a 41.4% increase?
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Because is not like that. That multiplier depends on target current armor , check the web you just used. Taking 20 armor of a 80 AL target doesnt have same multiplier than doing it on a 100 armor target. The table you used is for a standart 60 AL.
Ofc those are extremes , range goes from 0 to 200 or so , its rather pointless so i understand why you "round" it up to standarts .... thats why i did the same with HM foe lvl and im not lacking maths , im pretty accurate but thanks anyway.
Quote:
Originally Posted by Xenomortis
What is not just a flat reduction in armour is Armour Penetration. 20% AP will mean that a targets armour is reduced by a percentage, not just a flat number and hence becomes more powerful for higher ALs.
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And stacks with CA wich makes it even more powerful with some skills and or setups.
Quote:
Originally Posted by Xenomortis
The majority of a physical team's damage output is armour ignoring. Unless you spend all day auto-attacking that is.
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Dead wrong , ill use your words . Every hit of a physical member is not an attack skill. And even in a attack skill , is weap base dmg + bonus damage.
Quote:
Originally Posted by Xenomortis
The bonus damage from skills and any buffs (and there should be several) all ignore armour. Only the damage from a Hammer or a Scythe crit really becomes noticable and that's where the damage increase is from CA.
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Ou , warm warm , you are starting to get near the spot but its not the time or the place for that matter. Mark my words :
-"With a physical team (and or AoE eles ) and CA a much faster killing ratio will be noticeable."
Even boosting less than 40% dmg output , killing ratio goes up fast. Denying it is like saying that a team that packs 2x"fall back" and uses them well is not faster in VQ times than the same team without em .... or not "noticeable" .
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Dec 07, 2009, 11:39 PM // 23:39
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#93
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Tenebrae
Because is not like that. That multiplier depends on target current armor , check the web you just used. Taking 20 armor of a 80 AL target doesnt have same multiplier than doing it on a 100 armor target. The table you used is for a standart 60 AL.
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Damage listed on spells and stuff is the damage that will do on a target with 60 Armour. At 60 armour, you have a damage multiplier of 1.
At 40 armour, you have a damage multiplier of 1.414.
At 80 armour, you have a damage multiplier of 0.707 (1/1.414).
The damage multiplier is what the damage is multiplied by to calculate the damage you take.
A simple test would be to go to the Isle of the Nameless.
Quote:
Originally Posted by Tenebrae
Taking 20 armor of a 80 AL target doesnt have same multiplier than doing it on a 100 armor target.
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No, taking 20 off 100 would give you 80. The damage you would have done is multiplied by 1.414.
Check: 0.707 / 0.5 = 1.414
Quote:
Originally Posted by Tenebrae
Dead wrong , ill use your words . Every hit of a physical member is not an attack skill. And even in a attack skill , is weap base dmg + bonus damage.
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So you don't buff your physicals?
Splinter Weapon, Orders, SoH and EBSoH all ignore armour. GDW does too if you can get it.
Orders + SoH will get you +30-40ish a hit - auto-attacks included.
Are you saying that the base damage will match that plus bonus damage from attack skills? If you are not, then you must agree that the majority of a physical team's damage comes from armour ignoring damage.
Now whilst Cracked Armour will initially have a noticeable effect, this effect is reduced as the number of buffs you add increases. So much in fact, that it's not worth the trouble of bringing.
Quote:
Originally Posted by traversc
Actually, even that is wrong. Even though it will affect a higher percentage of damage on higher AL targets, it will still be less.
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Sorry, I wasn't clear. The effect does become more powerful, but not enough for the damage to increase to be noteworthy.
Last edited by Xenomortis; Dec 07, 2009 at 11:51 PM // 23:51..
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Dec 07, 2009, 11:50 PM // 23:50
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#94
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by Tenebrae
Ofc if you were doing 3 dmg before CA , the damage done after will be BS but any melee or non caster hitter that plays HM with 15 weapon att is doing about its weapon range base damage against non W foes and holy christ i swear CA does matter there.
Yeah well , now that you are rounding it up to make CA bonus dmg to a 41% ( wich is not true btw but go ahead ) lets round HM foe lvl.
The average HM foe lvl is 24-28 and thats about 12-24 bonus armor for HM ..... with CA you are effectively ERASING that bonus armor for at least 80% of the HM zones/missions in this game .
If your game is always "haha 90% of my damage is armor ignoring damage" ok pal , but for those who dont play like that ...... weaken armor is NEVER a bad skill. It never was , maybe in some team builds ( armor ignorinf dmg based ) is not noticeable but because of those few you cant call a skill bad or useless.
Seriously , use a physical team (and or AoE eles ) and add cracked armor and a much faster killing ratio will be noticeable.
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My general physway team IS armour ignoring damage.... MoP nuker + GDW + SoH + ( Death Blossom + Ascan + BuH) It's enough damage to ignore the base damage.
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Dec 08, 2009, 12:10 AM // 00:10
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#95
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Jungle Guide
Join Date: Apr 2005
Profession: N/A
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Quote:
Sorry, I wasn't clear. The effect does become more powerful, but not enough for the damage to increase to be noteworthy.
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Well that depends what you mean by "more powerful."
Is adding 14 damage "more powerful" than adding 10 damage? If so, then you are wrong.
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Dec 08, 2009, 12:28 AM // 00:28
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#96
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by Xenomortis
No, taking 20 off 100 would give you 80. The damage you would have done is multiplied by 1.414.
Check: 0.707 / 0.5 = 1.414
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Erm yeah , the damage you WOULD do is that multiplier but the actual is not. The thing is that CA stacks but doesnt lower armor below 60 , see my point about that statement about CA being better in NM than in HM ? you dont remove 20 armor in NM from foes with that skill ..... i dont think it even reaches 10 , its pretty worthless in NM foes except P and W i guess.
Quote:
Originally Posted by Xenomortis
So you don't buff your physicals?
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Do you buff your minions ? because minions are phys ..... i dont think you do , they will do regular base damage and ad minion lvl ... CA really helps.
Quote:
Originally Posted by Xenomortis
Are you saying that the base damage will match that plus bonus damage from attack skills? If you are not, then you must agree that the majority of a physical team's damage comes from armour ignoring damage.
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"Majority" is a very wide range . You speak like it is about 95% and you are hell far. Like i told ya before , all physical hits are not attack skills and even IN an attack skill theres weap base dmg ( and criticals ). My guess would be about 35% .
Now , i buff my physicals but , why dont you boost the other part of the damage ? just because you cant bring ONE SINGLE SKILL in a 8 party ? if you are not doing that , you are missing something .
Quote:
Originally Posted by Xenomortis
Now whilst Cracked Armour will initially have a noticeable effect, this effect is reduced as the number of buffs you add increases. So much in fact, that it's not worth the trouble of bringing.
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Well , asuran scan and AoHM increase in a fixed % so , if you can make your damage 50 instead of a 40 , when you add those buffs ( assuming asuran at 70% and AoHM at 30% ) you have 100 instead of 80 . If you have 4+ phys attackers ..... you are missing a good boost there pal .
It seems you didnt read my post but ill say it again ; CA , like "fall back" , are skills that boost Killing ratio and VQ times. If bringing 2 skills gives you "troubles" ..... you are doing something wrong imo , but suit yourself , its a free world .
Quote:
Originally Posted by HigherMinion
My general physway team IS armour ignoring damage.... MoP nuker + GDW + SoH + ( Death Blossom + Ascan + BuH) It's enough damage to ignore the base damage.
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Sorry to bust your bubble but is not.
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Dec 08, 2009, 12:30 AM // 00:30
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#97
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by traversc
Well that depends what you mean by "more powerful."
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The amount of armour ignored increases with AL. Simply because 20% of 100 is 20, whereas 20% of 80 16.
Quote:
Originally Posted by Tenebrae
Erm yeah , the damage you WOULD do is that multiplier but the actual is not.
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I can't make sense of this. So to try and understand what you mean, I'm going to ask this simple question:
Consider Flare at rank 10. It says "50 Fire Damage" on the description.
That means if I use it on a target with 60 AL at level 20, it will deal 50 damage.
I predict (and I know) that if I use it on a target with 80 armour, it will deal 35 (rounded) to the target.
I predict that if I use it on a target with 100 armour, it will deal 25 damage.
What do you predict it will do on that that same target (100 armour) when it's affected by Cracked Armour?
I predict it will be equivalent to 25 * 1.414 = 35 (rounded). This is equivalent to the damage done to the 80 AL target.
Yes, I have checked my predictions.
Last edited by Xenomortis; Dec 08, 2009 at 12:39 AM // 00:39..
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Dec 08, 2009, 12:53 AM // 00:53
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#98
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by Xenomortis
I predict it will be equivalent to 25 * 1.414 = 35 (rounded). This is equivalent to the damage done to the 80 AL target.
Yes, I have checked my predictions.
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Its not a prediction , its just that the result is the same. The thing is that you are doing it the other way , wich is good for HM but not for NM. You are using a dmg multiplier that is based on a fixed -20 and you cant do that as a "general use" ( NM and HM ) just because CA doesnt go lower than 60 AL.
Yes your prediction in this case is right ,because its 50 * 0,7071 = ~35.
Now use your flare on a HM lvl 25 caster .... thats 75 armor , can you use your 1,41 multiplier if that caster is affected by CA ? no , you cant because its a -15 armor , not -20 . So the more HM foe lvl , CA does full effect ( that 41% increase ) and if CA does most of the time that boost in HM and not in NM ........ how can be CA better in NM than HM ? ( like traversc stated ). Thats why i loled so much.
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Dec 08, 2009, 01:04 AM // 01:04
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#99
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Tenebrae
Its not a prediction , its just that the result is the same. The thing is that you are doing it the other way , wich is good for HM but not for NM. You are using a dmg multiplier that is based on a fixed -20 and you cant do that as a "general use" ( NM and HM ) just because CA doesnt go lower than 60 AL.
Yes your prediction in this case is right ,because its 50 * 0,7071 = ~35.
Now use your flare on a HM lvl 25 caster .... thats 75 armor , can you use your 1,41 multiplier if that caster is affected by CA ? no , you cant because its a -15 armor , not -20 . So the more HM foe lvl , CA does full effect ( that 41% increase ) and if CA does most of the time that boost in HM and not in NM ........ how can be CA better in NM than HM ? ( like traversc stated ). Thats why i loled so much.
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Well ok, I was assuming we were putting CA to a meaningful use.
traversc is correct when applying CA to Warriors and Rangers in NM though. Then it is most effective.
Any other time, much less so.
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Dec 08, 2009, 01:23 AM // 01:23
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#100
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Jungle Guide
Join Date: Apr 2005
Profession: N/A
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Quote:
Originally Posted by Xenomortis
The amount of armour ignored increases with AL. Simply because 20% of 100 is 20, whereas 20% of 80 16.
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While the amount of armor ignored increases, the amount of RAW DAMAGE ADDED decreases.
Re: 60 AL cap.
Even taking that into account, only squishies that are under level 24 in NM take more damage due to CA in hard mode. Math does not lie. See below.
Code:
Non-boss foes (level) Damage added by CA
Normal mode Hard mode Squishy Squishy HM
24 26 0.19 0.27
26 29 0.27 0.26
27 30 0.29 0.25
28 30 0.27 0.25
29 32 0.26 0.22
30 32 0.25 0.22
Which is basically what I said earlier. CA is only better in HM for very early PvE.
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