if i remember correctly for pve ideally you need 75%+75% (mitigation cap + penetration cap)
on live >7-8k armor is was about to archive this.
idk about pve and calculations on this server
currently i don't think such values is possible to get with current sets
it's about Warlord/Sovereign + 180 armor talis in each slot
Tanks - how much armour is enough?
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Re: Tanks - how much armour is enough?
About this i was wondering if had any info on pet dmgs , it seeme to dish out a lot on guardian, is that thing dmg even mitigable? Sometimes i feel like is even hard to parry pets...morr than a regular dps.Koha wrote: Fri Jul 27, 2018 8:23 pm
NB : Lion pet have armor pen that I fail to understand. And you’ll not mitigate a lot damage from them. Still a lion on a tank might be wasted damage, so good for you.
Last edited by Tesq on Fri Jul 27, 2018 8:44 pm, edited 1 time in total.

Re: Tanks - how much armour is enough?
some lion's skills is magicalTesq wrote: Fri Jul 27, 2018 8:38 pmAbout this i was wondering if had any info on pet dmgs , it seeme to be dish out a lot on guardoan, is that thing dmg even mitigable? Sometimes i feel like is even hard to parry pets...morr than a regular dps.Koha wrote: Fri Jul 27, 2018 8:23 pm
NB : Lion pet have armor pen that I fail to understand. And you’ll not mitigate a lot damage from them. Still a lion on a tank might be wasted damage, so good for you.

and that's why i sometimes used 100% disrupt skill with them, was surprised when i accidentally pressed it and log shows disrupt
Re: Tanks - how much armour is enough?
Actually his statement about too much wounds by sacrificing mitigation creating a situation where a healer has to focus more time on you is correct. It just does not go into all the details that makes it correct. (I'm only going to explain it because it does fit with the discussion of the OP)roadkillrobin wrote: Fri Jul 27, 2018 5:29 pmThe first part about Wounds and healing isn't really correct. Toughness/Armor/Ressists essentially also just increase the amount of hits you can take before dying and so will wounds. However, If we're talking about keeping people topped on on healthbars you would be correct but the effiancy of the tank role doesn't mather if you're at 10% or 99% HP aslong as you're not dead. It all comes down to whats moast likly to kill you as a tank, guard dmg or someone actually attacking you and it's gonna be Guard dmg doing moast of the work on you.Spoiler:
So there is a difference between effective health and the health that you see. Most players ignore this, but for defensive tanks EHP is pretty much the most important number to you. It is easy to have 200 more wounds than another tank but they have upwards of 15,000 more effective health than you. Effective health is how much pre-mitigation damage you actually have to take in order to die sans a healer.
I'll put this in very simple numbers that aren't realistic but prove the point the best.
Tank A has 9500 health, no armor, no toughness, no avoidance. He takes 9,500 damage and dies.
Tank B has 7500 health, no armor, no toughness, and 50% block. He has to be targeted with 15,000 points of damage before he dies.
In this example Tank B has more effective health than Tank A. Tank B has a healing modifier of 2 versus Tank A's healing modifier of 1. So a 1000 heal on tank A heals 1000 premitigation damage, but on tank B is heals 2000 premitigation damage
Re: Tanks - how much armour is enough?
On live it was
(armor mit capped @75%) x (1-penetration)
So any armor (your armor - debuffs) exeeding 75% was 100% waste
I expect it to be same here
(Your want to have armor value = 3300 + the debuffs you want to counter)
(armor mit capped @75%) x (1-penetration)
So any armor (your armor - debuffs) exeeding 75% was 100% waste
I expect it to be same here
(Your want to have armor value = 3300 + the debuffs you want to counter)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Tanks - how much armour is enough?
now take any boss/lord and look at your mitigation. if 3300 was enough for anything any mid armor char was able to tank all pve content.Bozzax wrote: Fri Jul 27, 2018 9:09 pm On live it was
(armor mit capped @75%) x (1-penetration)
So any armor (your armor - debuffs) exeeding 75% was 100% waste
I expect it to be same here
(Your want to have armor value = 3300 + the debuffs you want to counter)
effective armor = virtual mitigation (which can be over 75%) - penetration. after this cap is applied.
i am talking about pve, because i am think that in pvp armor talis for TANK is waste of slot.
Re: Tanks - how much armour is enough?
Yep
the formula for defender mitigation is:
<defender armour>/(<attacker effective rank>*44)*0.4 = <defender mit>
the complete formula then, is:
<defender mit>*(1-(<attacker pen>+<attacker pen bonus>-<defender pen reduction>))=<total mitigation>
Monsters even regular ones are 41+ (rank)
Disclaimer = on live
the formula for defender mitigation is:
<defender armour>/(<attacker effective rank>*44)*0.4 = <defender mit>
the complete formula then, is:
<defender mit>*(1-(<attacker pen>+<attacker pen bonus>-<defender pen reduction>))=<total mitigation>
Monsters even regular ones are 41+ (rank)
Disclaimer = on live
Last edited by Bozzax on Fri Jul 27, 2018 10:53 pm, edited 3 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
- peterthepan3
- Posts: 6509
Re: Tanks - how much armour is enough?
if you believe this to be the case here, please pot in bugtracker with proofbichka wrote: Fri Jul 27, 2018 8:43 pmsome lion's skills is magicalTesq wrote: Fri Jul 27, 2018 8:38 pmAbout this i was wondering if had any info on pet dmgs , it seeme to be dish out a lot on guardoan, is that thing dmg even mitigable? Sometimes i feel like is even hard to parry pets...morr than a regular dps.Koha wrote: Fri Jul 27, 2018 8:23 pm
NB : Lion pet have armor pen that I fail to understand. And you’ll not mitigate a lot damage from them. Still a lion on a tank might be wasted damage, so good for you.at least they was on live
and that's why i sometimes used 100% disrupt skill with them, was surprised when i accidentally pressed it and log shows disrupt

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Re: Tanks - how much armour is enough?
first of all i don't think that it's bug, second thing - i am talking about old mythic servers. I can search for picture, but it's take a time.peterthepan3 wrote: Fri Jul 27, 2018 10:30 pmif you believe this to be the case here, please pot in bugtracker with proofbichka wrote: Fri Jul 27, 2018 8:43 pmsome lion's skills is magicalTesq wrote: Fri Jul 27, 2018 8:38 pm
About this i was wondering if had any info on pet dmgs , it seeme to be dish out a lot on guardoan, is that thing dmg even mitigable? Sometimes i feel like is even hard to parry pets...morr than a regular dps.at least they was on live
and that's why i sometimes used 100% disrupt skill with them, was surprised when i accidentally pressed it and log shows disrupt
it was years ago and what i remember for now something like "lions roar" or similar was disruptable. I am not sure if any other pet skill was affected.
also as WE i don't care about damage type. Paper armor or resists is almost similar.
Re: Tanks - how much armour is enough?
Honestly.. There is min-max and there's average play. The most efficient way to play any class is to average out your talism, renown etc.. Between useful stats. With armour the general rule for me is get to the 75% max and then have an extra 600 on top. Then you can use pots and abilities to assist with more mitigation. Invest the rest into wounds (always useful, especially for surviving morale dumps) and maybe some initiative to reduce chance to be crit. General rule is the more points you invest into a stat, the less efficient the investment becomes, so spreading out the investment is more efficient. Now sure, you won't be able to to take on someone who has gone 100% armour and hp regen, but if you were going against a mage, you'd take some damage. The 100% armoured tank would get destroyed. I generally don't support 100% focus designs unless it compliments your class, and even then I try and spread out the stat spending on useful additional stats.
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