Can I confirm that there is no armor mitigation cap in pve as opposed to the 75% cap in pvp as that was the theory in liveHargrim wrote: Sun Jan 13, 2019 10:48 am I will add that there are the same calculations done for PvE and PvP combat and all stats should behave in similar way.
Bosses with huge stat bonuses get relevent * power stat after reaching main stat soft cap.
Toughness makes no difference in PVE?
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Re: Toughness makes no difference in PVE?
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Re: Toughness makes no difference in PVE?
Wittygamertag wrote: Sun Jan 13, 2019 8:38 pmCan I confirm that there is no armor mitigation cap in pve as opposed to the 75% cap in pvp as that was the theory in liveHargrim wrote: Sun Jan 13, 2019 10:48 am I will add that there are the same calculations done for PvE and PvP combat and all stats should behave in similar way.
Bosses with huge stat bonuses get relevent * power stat after reaching main stat soft cap.
I would need to go line by line to check it for sure, but from what I say, the mechanic and calculation is the same for pve and pvp, as stated above. The only difference I am aware of is that I made AoE abilities hit pets for 10% of damage value in dungeons.

Re: Toughness makes no difference in PVE?
There is no exclusion of the cap in PVE. PvE still applies the same caps as against players.
Re: Toughness makes no difference in PVE?
Thanks for the help on thisNatherul wrote: Mon Jan 14, 2019 8:56 am There is no exclusion of the cap in PVE. PvE still applies the same caps as against players.
Can i confirm that armor cap is 75%
Re: Toughness makes no difference in PVE?
Depends on mob armor pen. Was testing this a bit at ch22 kv, on normal mobs cap was around 75%, champs around 90%, heroes around 110%, then on lord we found no cap on like 150%.Wittygamertag wrote: Sun Jan 13, 2019 8:38 pmCan I confirm that there is no armor mitigation cap in pve as opposed to the 75% cap in pvp as that was the theory in liveHargrim wrote: Sun Jan 13, 2019 10:48 am I will add that there are the same calculations done for PvE and PvP combat and all stats should behave in similar way.
Bosses with huge stat bonuses get relevent * power stat after reaching main stat soft cap.
But it all depends on mob stat. I also heard that melee power ignore toughness, so if lord have 2000 melee power toughness is useless.
Armor best stat in pve after 0 crit and avoidance.
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Re: Toughness makes no difference in PVE?
The cap of 75% should be true for rank 40 mobs attacking you. It could be that rank 41+ mobs require more armor to be capped but not sure.
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Re: Toughness makes no difference in PVE?
Armor:
First you need to find your opponents armor penetration.
armor_reduction% = (enemy_weapon_skill * 2.858) / your_level
You then reduce you armor by this.
(your_armor * (1 - armor_reduction%)) - flat_armor_debuffs = actual_armor
Then you find out how much that amount of armor reduces damage.
dps_reduced% = (your_actual_armor * 0.909) / enemy_level
dps_reduced% cannot go above 75%. Your statdoll is a lie. It assumes your enemy has 0 weapon skill, no armor debuffs, and is the same level as you.
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Toughness:
Reduces damage based on the dps modifier of the ability. Strength and Melee power are added together and then divided by 5 to equal your melee dps. (same thing for other offensive stats).
Toughness is divided by 5 and subtracts from your opponents melee dps, ranged dps, and magic dps. On live, these dps numbers could not go below zero. Here they could for a while, I think it was changed so something more convoluted a few months ago and I haven't bothered figuring out how.
Toughness is garbage against bosses because a standard instant cast attack has a melee dps modifier of 0.3; so 1,000 toughness reduces 300 damage on that attack. As someone mentioned earlier, this is awesome when being hit for 500s; near worthless when hit for 4ks.
If the devs want toughness to be useful against bosses, all they have to do is adjust the damage formula of the abilities the bosses do to have higher stat modifiers (and then lower the bosses stats so that he still does roughly the same damage before someone stacking toughness)
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Crits deal 35% - 55% additional damage. Some melee mobs have the +50% modifiers, some don't and I have not tested against bosses (I prefer not to be crit, and no one gunbads to want to test that kind of suff out they want to clear it and be done.) So with that 4k hit you are looking at 1400 to 2200 additional damage each time the boss crits you. That's why making sure your chance to be crit is actual_zero. Oh hey, did you know you statdoll lies here too?!
Actual_chance_to_be_crit = (350 / (your_initiative + 35) * 10) + enemy_critical_chance - your_reduced_chance_to_be_crit
There is a level component to the formula, but I have long since forgotten it since I normally focus on PvP. Bosses have extra critical chance.
First you need to find your opponents armor penetration.
armor_reduction% = (enemy_weapon_skill * 2.858) / your_level
You then reduce you armor by this.
(your_armor * (1 - armor_reduction%)) - flat_armor_debuffs = actual_armor
Then you find out how much that amount of armor reduces damage.
dps_reduced% = (your_actual_armor * 0.909) / enemy_level
dps_reduced% cannot go above 75%. Your statdoll is a lie. It assumes your enemy has 0 weapon skill, no armor debuffs, and is the same level as you.
---
Toughness:
Reduces damage based on the dps modifier of the ability. Strength and Melee power are added together and then divided by 5 to equal your melee dps. (same thing for other offensive stats).
Toughness is divided by 5 and subtracts from your opponents melee dps, ranged dps, and magic dps. On live, these dps numbers could not go below zero. Here they could for a while, I think it was changed so something more convoluted a few months ago and I haven't bothered figuring out how.
Toughness is garbage against bosses because a standard instant cast attack has a melee dps modifier of 0.3; so 1,000 toughness reduces 300 damage on that attack. As someone mentioned earlier, this is awesome when being hit for 500s; near worthless when hit for 4ks.
If the devs want toughness to be useful against bosses, all they have to do is adjust the damage formula of the abilities the bosses do to have higher stat modifiers (and then lower the bosses stats so that he still does roughly the same damage before someone stacking toughness)
---
Crits deal 35% - 55% additional damage. Some melee mobs have the +50% modifiers, some don't and I have not tested against bosses (I prefer not to be crit, and no one gunbads to want to test that kind of suff out they want to clear it and be done.) So with that 4k hit you are looking at 1400 to 2200 additional damage each time the boss crits you. That's why making sure your chance to be crit is actual_zero. Oh hey, did you know you statdoll lies here too?!
Actual_chance_to_be_crit = (350 / (your_initiative + 35) * 10) + enemy_critical_chance - your_reduced_chance_to_be_crit
There is a level component to the formula, but I have long since forgotten it since I normally focus on PvP. Bosses have extra critical chance.
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Re: Toughness makes no difference in PVE?
You will suffer if you don't have enough toughness in your build for sure. It is not the dominant defensive stat, but it is an important one. The toughest characters have high stacks of armor, toughness, wounds and parry / block / dodge / disrupt. You won't be as effective if any of these are lagging behind.
So yes, toughness makes enough of a difference that you want it high as another layer of damage mitigation. The cap at 75% wasn't the nerf the forums cried it was.
So yes, toughness makes enough of a difference that you want it high as another layer of damage mitigation. The cap at 75% wasn't the nerf the forums cried it was.

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