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+ Armor mod vs +HP mod
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Armor advantages: Better unless you're stacking 3 sup runes. A guy with low hp and high armor is easier to heal.
Armor disadvantages: DoT's ignore armor.
HP advantages: Gives you a better relative return if your maximum hp is lowered by deep wound, sup runes, death penalty, etc.
It's marginal either way. I've always gone with armor just because it's cheaper. If I get a HP upgrade I sell it and buy an armor one.
Armor disadvantages: DoT's ignore armor.
HP advantages: Gives you a better relative return if your maximum hp is lowered by deep wound, sup runes, death penalty, etc.
It's marginal either way. I've always gone with armor just because it's cheaper. If I get a HP upgrade I sell it and buy an armor one.
If youre in the frontlines say as a warrior or even some midline cases like a ranger or paragon, the +hp is always more beneficial due to you having a higher base armor and being in a more vulnarible position. On a caster as a monk or mes or ele, i usually always run + armor and have a +hp on switch for dp if needed.
There's loads of armor ignoring dmg out there (holy dmg), or even partially ignoring (like lightning dmg). Also many hexes do dmg regardless of armor, life steals from vampiric skills ignore armor completely, then there's degen, where armor doesn't matter at all.
If you're going to be tanking by using your armor you're going to be taking a skill for it anyway.
+5 armor works in some situations but not in all, and +30 hp well, it's basically always a welcome extra, isn't it? Even if on the long run from getting direct damage you would have been better off with the extra armor, it's not like the extra hp isn't handy either and it's better in any other situation as well.
Almost everyone I know has several weapon sets anyway, to switch given the situation. As an all-round option if you absolutely had to take only 1 type of sword with you on a deserted island you would probably be better off with the fortitude mod, but why limit yourself to 1 weapon?
If you're going to be tanking by using your armor you're going to be taking a skill for it anyway.
+5 armor works in some situations but not in all, and +30 hp well, it's basically always a welcome extra, isn't it? Even if on the long run from getting direct damage you would have been better off with the extra armor, it's not like the extra hp isn't handy either and it's better in any other situation as well.
Almost everyone I know has several weapon sets anyway, to switch given the situation. As an all-round option if you absolutely had to take only 1 type of sword with you on a deserted island you would probably be better off with the fortitude mod, but why limit yourself to 1 weapon?
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Originally Posted by Lexar
There's loads of armor ignoring dmg out there (holy dmg), or even partially ignoring (like lightning dmg). Also many hexes do dmg regardless of armor, life steals from vampiric skills ignore armor completely, then there's degen, where armor doesn't matter at all.
If you're going to be tanking by using your armor you're going to be taking a skill for it anyway. +5 armor works in some situations but not in all, and +30 hp well, it's basically always a welcome extra, isn't it? Even if on the long run from getting direct damage you would have been better off with the extra armor, it's not like the extra hp isn't handy either and it's better in any other situation as well. Almost everyone I know has several weapon sets anyway, to switch given the situation. As an all-round option if you absolutely had to take only 1 type of sword with you on a deserted island you would probably be better off with the fortitude mod, but why limit yourself to 1 weapon? |
In pve most the damage you take is not going to be armor ignoring, so I'd go with +armor.
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Originally Posted by Kool Pajamas
Holy damage does not ignore armor. Lightning damage doesnt either. Most air ele skills have armor penetration but the damage doesnt ignore armor. There is a difference between armor ignoring and armor penetration.
In pve most the damage you take is not going to be armor ignoring, so I'd go with +armor. |
In PvE, it's all about aggro control, and the mobs will attack someone who is low armored and/or low health. To the average AI, I'm sure +5 armor is probably just as much of a deterrent as +30 health, so it really doesn't make that much difference. The +30 can help if you have more than a single superior attribute rune, but otherwise there won't be enough of a loss of health for it to really matter. That +5 armor will help with most of the damage you will encounter; physical, elemental, and the three other types I mentioned will all be lessened with the basic armor upgrade. If you're facing a lot of degen and armor-ignoring damage, or simply DPing like mad, the health mod might help more. Just depends on the situation.
Though, the armor is a lot cheaper for having such a similar effect overall. It's definitely a better deal, hands down.
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Originally Posted by Lexar
r works in some situations but not in all, and +30 hp well, it's basically always a welcome extra, isn't it? Even if on the long run from getting direct damage you would have been better off with the extra armor, it's not like the extra hp isn't handy either and it's better in any other situation as well.
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However the +armor helps every single time you take armor affected damage and since you took less damage, the monks spend less energy healing you. And I can't think of a mob in PvE that does purely armor ignoring damage, even if I ignore their wanding at you.
So even if they have armor ignoring damage, the +armor mod will probably help more because of it protecting against the other things they chuck at you.
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| Almost everyone I know has several weapon sets anyway, to switch given the situation. As an all-round option if you absolutely had to take only 1 type of sword with you on a deserted island you would probably be better off with the fortitude mod, but why limit yourself to 1 weapon? |
In PvP, I take what the group leader tells me to take.
For general PvE use, there is far too little armour-ignoring damage, nor any intelligent spiking, for +hp mods to hold their ground. For the most part, +armour mods will save you a lot more health over the course of a battle. (besides... they're 50x cheaper!)
It is still nice, however, to have a higher-health option available for when DP gets a pain (armour-switching works in PvE, I take a minor-rune headgear for emergencies)
However... for PvP, I'd probably say +hp is the mod of choice.
It is still nice, however, to have a higher-health option available for when DP gets a pain (armour-switching works in PvE, I take a minor-rune headgear for emergencies)
However... for PvP, I'd probably say +hp is the mod of choice.
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Originally Posted by Spazzer
Enemy AI seems to consider health total very relevant when selecting a target. If your monk has 600hp, it's very rare that it will be targeted at all in PvE.
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Armor can be very good, but gives much less buffer, and when DPeed goes down fast, becoming even more vulnerable.
Though with very high damage in HM you could well think that a bit of armor +15-20 instead of 100 health, reduces a lot of damage as well. It is a persoanl choice, but i like health. 20 armor is like 25% reduction or so, on the 200 damage the difference will be big, but with the new skills you should just take a paragon and take health in my opinion, as the reduction in damage taken can be overwhelming in a good skilled party.
