Recent Topics

Ads

New cap dmg

Chat about everything else - ask questions, share stories, or just hang out.

Poll: Is the lvl 35 dmg/burst too high?

Yes.
60
48%
No.
64
52%
Total votes: 124

Annaise16
Posts: 341

Re: New cap dmg

Post#81 » Sat Feb 27, 2016 11:17 pm

roadkillrobin wrote:Ok math has been done, if it's actually true that the majority of AoE dps skill only gets 0.5 stat contribution like it's said in the link a couple post above. Then it's actually marganilly better to stack iniitive for RVR then it is to stack Toughness. Up to about 312 inititve at rank 35, then you start seeing massivly deminishing return on it. You also need to keep in mind that there are RNG factors to crit reduction. This math were done against 100 attacks of Firey Blasts were BW had 60% Base crit Chance with the buff from Dirty Tricks and the +10% Chance to bre crit from Encourage Aim, It's actually the worst case scenario for iniative and it still beat toughness
I'm not 100% confident that my math is 100% correct, If someone with better understanding of the game got different ressault. Pls inform me :)

You stack initiative to a point where the initiative debuffs stop making a massive difference. At level 35, you should probably be aiming at a value between 250-300. Initiative is the only defensive stat where you have less gain as you add more, so there is no point in overdoing it.

Ads
Annaise16
Posts: 341

Re: New cap dmg

Post#82 » Sat Feb 27, 2016 11:43 pm

roadkillrobin wrote:Lol this isn't about that the game has very fast TTK in the first place, everyone knows that the dmg is quit spikey, this is more about the fact that "best" gear availible has become less relevant while dmg hase gone up. The Devastator gear is meant to last to lvl 31. We're playing at 35.
Look at these comparisons.

Full Dev for a tank at 29: 75% dmg mitigration.
Full Dev for a tank at 35: 62% dmg mitigration.

Full Dev for a cloth at 29: 25% dmg mitigration
Full Dev for a cloth at 35: 20% dmg mitigration

The increase in damage from the values you quoted is about 14% for tanks and only 3% for light armor toons. The difference is negligible for light armor toons in the context of this game. However, a 14% increase is something that tanks will have to take into account by either changing their build or changing their playstyle. But keep in mind, mit by toughness is relatively unaffected by the bolster, so the total increase in damage will be less than 14%.

Btw, wasn't the previous level cap 32? The difference in armor between level 32 and level 35 will be considerably smaller than the difference between levels 29 and 35

User avatar
Razid1987
Posts: 1295

Re: New cap dmg

Post#83 » Sat Feb 27, 2016 11:55 pm

Annaise16 wrote: You stack initiative to a point where the initiative debuffs stop making a massive difference. At level 35, you should probably be aiming at a value between 250-300. Initiative is the only defensive stat where you have less gain as you add more, so there is no point in overdoing it.
250 is already overdoing it, tbh. It's a bad stat beyond 200, imo.

Annaise16
Posts: 341

Re: New cap dmg

Post#84 » Sat Feb 27, 2016 11:59 pm

roadkillrobin wrote:Armor vallues are completly fine arn't they? :P

Image
Image
Image

You are using only one armor tali and no pot. You are basically medium armor in that build. You have to stack talis and a pot if you want great mitigation by armor.

Annaise16
Posts: 341

Re: New cap dmg

Post#85 » Sun Feb 28, 2016 12:01 am

Razid1987 wrote:
Annaise16 wrote: You stack initiative to a point where the initiative debuffs stop making a massive difference. At level 35, you should probably be aiming at a value between 250-300. Initiative is the only defensive stat where you have less gain as you add more, so there is no point in overdoing it.
250 is already overdoing it, tbh. It's a bad stat beyond 200, imo.

200 isn't much good against 70-80 point initiative debuffs. If someone is concerned about their chance to be crit, they should be looking for at least 250. If you are unconcerned about chance to be crit, then any value will do.

Luth
Posts: 2840

Re: New cap dmg

Post#86 » Sun Feb 28, 2016 12:33 am

A while ago i managed to get myself debuffed to 76.5% chance to be crit on slayer with 3 stacks of fierceness up. So proud.

User avatar
roadkillrobin
Posts: 2773

Re: New cap dmg

Post#87 » Sun Feb 28, 2016 8:10 am

@Annaise16
Level * 7.5 + 50 = 312,5 at 35 is the number you should be looking at for Initiative. Beyond this point you get massivly deminishing returns on it. The reason i'm using lvl 29 for comparison to 35 is coz thats the lvl gear is is tailord for. At 31 you would under normal circumastances be in 2 parts Annahilator gear and 32 full Annahilator gear. We're at 35 with a sets that got it's orginal Armor vallues from a 24-28. I'm not using any armor talises. It might look that way coz I have a 35 Purple helm wich have about 150 more armor then the Devastator one. I know i wasn't using a armor pot. But the point i'm just trying to get acroos here is that Armor vallies are being unhealthy low on tanks atm. If we start stacking Armor talises we loose dmg mitigration from other sources. And yeah your right about the the fact that as softcap for offensive stats are increased so is toughness. But you forgot the base dmg and masery increase from just being higher lvl and more mastery points to spend.
Image

User avatar
Razid1987
Posts: 1295

Re: New cap dmg

Post#88 » Sun Feb 28, 2016 8:33 am

Annaise16 wrote:
Razid1987 wrote:250 is already overdoing it, tbh. It's a bad stat beyond 200, imo.

200 isn't much good against 70-80 point initiative debuffs. If someone is concerned about their chance to be crit, they should be looking for at least 250. If you are unconcerned about chance to be crit, then any value will do.
No, not necessarily. There is another way: Reduced chance to be crit. It's far more effecient.

Ads
User avatar
roadkillrobin
Posts: 2773

Re: New cap dmg

Post#89 » Sun Feb 28, 2016 9:54 am

Razid1987 wrote:
Annaise16 wrote:
Razid1987 wrote:250 is already overdoing it, tbh. It's a bad stat beyond 200, imo.

200 isn't much good against 70-80 point initiative debuffs. If someone is concerned about their chance to be crit, they should be looking for at least 250. If you are unconcerned about chance to be crit, then any value will do.
No, not necessarily. There is another way: Reduced chance to be crit. It's far more effecient.
No not really since Defender, Deft Defender and Reflexed is all much better in term of dmg mitigration then crit reduction is. And you don't have enough renown to even get all of those. Putting points into FS is much lower priority for tanks then any of these.
Image

User avatar
Scrilian
Posts: 1570

Re: New cap dmg

Post#90 » Sun Feb 28, 2016 10:05 am

New cap avoidance is too high, not the damage, all 3 dots on my 900+ int BW rarely actually apply on the target.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

Who is online

Users browsing this forum: No registered users and 6 guests