Feb 27, 2007, 08:16 AM // 08:16
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#41
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Clinically Proven
a whole truckload of e-drama.
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that's what makes it great.
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Feb 28, 2007, 10:14 PM // 22:14
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#42
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Forge Runner
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Question: does armor penetration actually add up? (like: penetrating blow(25) with 13 strength(13) and a sundering that triggers(20) is 58%AP), or does it multiply like everything else? (penetrating blow(25) leaves 75% of the armor, sundering leaves 80% of 75% is 60%, 13 strength leaves 87% of 60% is 52,2%, meaning 47,8%AP)
The latter seems more in line with how everything else works in Guild Wars, but I've been hearing people talk about armor penetraion 'adding up'
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Feb 28, 2007, 11:02 PM // 23:02
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#43
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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It does add up - go beat on barrels with a bunch of stacked AP if you want to check.
The thing to be aware of though is that there are two types of armor penetration -base armor penetration, and +armor penetration. Base armor penetration, from Strength and attacks like Penetrating Blow, do not stack with each other - only the highest value gets used. +armor penetration however stacks with itself and with base armor penetration.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Mar 03, 2007, 01:46 AM // 01:46
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#44
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Fun with math:
The absolute maximum AP you can have is 70%, on a ranger with a sundering hornbow using judges insight using the skill penetrating shot.
Paragons have a max of 65%, with spear of lightning, sundering mod, and JI.
Warriors and dervishes have a max of 60% with sundering mod, primal rage, and JI.
So, for shits and giggles, A souped up dervish with 16 scythe mastery, 60% AP, 16 attribute strength of honor, dealing a critical hit to a 60 AL target with a customized weapon with an activated 15 over 50 mod will do...
base damage = 41
after 35% damage boost: 41*1.35 = 55.35
after critical strike bonus: (*root 2) = 55.35 *1.41 = 78.26
after weapon attribute bonus (15% boost) = 78.26 * 1.15 = 90.00
Effective AL = 60 - .6(60) = 24
Boost from crappy AL = 2^[(60-24)/40] = 1.87.
90 * 1.87 = 168.3
Bonus from strength of honor: 168.3 + 11 = 179.3
Everyone start running souped up AP dervishes in GvG, gogo.
Credits to Ensign for the formulas
EDIT: Just realized that a vow of strength/Judges insight D/mo might actually be a reasonable character. Off to RA we go!
Last edited by Dr Strangelove; Mar 03, 2007 at 02:04 AM // 02:04..
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Mar 03, 2007, 03:43 AM // 03:43
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#45
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Banned
Join Date: Oct 2006
Profession: Me/Mo
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lol thx for the reply, yeh i was told to take off my vamp once cuz it was degening my health so i just kept to sundering the rest of the game yes i use 3/4 slots but ill use all of them next time... anyway thx for all the feedback.
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Mar 03, 2007, 08:24 AM // 08:24
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#46
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Forge Runner
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Quote:
Originally Posted by Dr Strangelove
after 35% damage boost: 41*1.35 = 55.35
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I'm sorry, sundering may add up, damage modifiers don't. They multiply, so you get..
41*1.15=47,15
47,15*1,20=56,58
for a total of 38% extra dmg.
I'm reasonably sure about that. I tested it a week ago or so with an axe warrior.
EDIT: just to be sure, I tested it again with an axe warrior with 16 axe mastry, a totem axe (because it was the only max dmg not-customized axe I had), and a customized 15^50 PvP axe.
A wild blow with the totem axe with the sundering not triggering did 50 dmg.
A wildblow with the 15^50 +20% PvP axe did 70 dmg.
50*1,35 would be 67,5 dmg
50*1,38 would be 69 dmg
The latter is closer. It probably falls out higher because 50 is actually 50,4 or something, which is rounded down in the first case, but rounded up in the second case.
Apart from that, your calculations seemed to be correct
Last edited by Thomas.knbk; Mar 03, 2007 at 08:38 AM // 08:38..
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