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Re: Armour vs Toughness, which is best? ( Healers )
Posted: Tue Jan 26, 2016 8:11 pm
by Lileldys
I've just started going armour, as healers get 25% disrupt base fully geared, and then throw on renown onto disrupt/dodge, becomes hard to sorcs/magus to get good rotations on you. Bonus defences vs SH is a big bonus too

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Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 12:09 pm
by roadkillrobin
The problem with disrupt/dodge is that it's almoast cut in half by int and balisic skill. It's moastly usefull when tanks stack HTL on you.
Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 12:26 pm
by Azhag
I had read all discussion and now getting confused about defensive stats for my Ironbreaker. Seems that toughness is completely useless (god damn, i am already put +21 in every part of my Devastator set), disrupt and dodge cuts by enemy stats and being protected only from physical damage is stupid, because sorcerers are painful. Any ideas?
Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 12:37 pm
by Vaul
Back in the day I used to
parse my combat log and test stuff out.
I never got a satisfying answer to "what is best" as really there is no single best defence because it depends who you are getting hit by. Also, fighting in RvR s in no way a controlled environment. WAR is everywhere!!
I would be interested now though in testing some things in a much more controlled fashion but would need volunteers to heal and hit me and slot different stats and stuff. If anyone is willing to test some things out in game then do let me know and we can set this up.
Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 12:43 pm
by Tesq
the answer is easy the more the damage pike x less hits the better armor/resistence became.
The more few hits you get with x lower value the better is toughness.
Bw critting for 3k fireball ( not mitigated damage )(happened today) and you wonder what reduces damage better? of course %.
The best is stack defense and armor/resistences. It would be different if toughness would reduces damages after armor/resistences but that would make it op :/
Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 1:14 pm
by roadkillrobin
Azhag wrote:I had read all discussion and now getting confused about defensive stats for my Ironbreaker. Seems that toughness is completely useless (god damn, i am already put +21 in every part of my Devastator set), disrupt and dodge cuts by enemy stats and being protected only from physical damage is stupid, because sorcerers are painful. Any ideas?
Toughness isn't as bad for tanks as it it's for every other class due to the high armor. But the higher the blockrate you have the worse it gets compared to wounds. I still think that initive up to 290 is really good for tanks. After 290 at r32 you start to se very high deminishing returns on it. But there's only 3 stats that help with guard dmg, and that is block/parry/wounds. So those are the best stats for tanks imo. Then Initive up to (Lvl * 7,5+50)/Intive = 0
For 2 handed tanks i think toughness is miles better tho.
Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 1:20 pm
by Bozzax
Vaul wrote:Back in the day I used to
parse my combat log and test stuff out.
I never got a satisfying answer to "what is best" as really there is no single best defence because it depends who you are getting hit by. Also, fighting in RvR s in no way a controlled environment. WAR is everywhere!!
I would be interested now though in testing some things in a much more controlled fashion but would need volunteers to heal and hit me and slot different stats and stuff. If anyone is willing to test some things out in game then do let me know and we can set this up.
Tooltip lie well sort of
Also buff/item/renown disrupt, parry, dodge only is negated by "strikethrough/bypass/debuff"
All defence calculations are done in two parts, the first is a statistic check made up of offensive vs defensive stats, they are coupled as follows:
Ballistics skill vs Initiative = Dodge
Strength vs Weapon skill = Parry
Intelligence vs Willpower = Disrupt
the first part of the formula is:
<defensive stat>/<offensive stat>*0.075 = base defence chance (this is capped at 25%)
the second part of the formula is:
<defenders increase in defence> - <attackers reduction in defence>
the complete formula is:
(<defensive stat>/<offensive stat>*0.075)+(<defenders increase in defence> - <attackers reduction in defence>
example of the formula in action:
(900 willpower/1050 intelligence*0.075)+(0.1-0.03)=13.42% disrupt chance.
note - your tooltip is often inaccurate as it will ALWAYS show the following as your defence chance (and therefor doesn't take into account actual enemy stats or offensive bonuses they may have):
<defensive stat>/(7.5*<your effective rank>+50)*0.075+<your defence bonus>
example of the above tooltip in action:
900 willpower/(7.5*40+50)+0.1=29.28% disrupt chance (tooltip will show).
Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 1:36 pm
by Scrilian
Azhag wrote:I had read all discussion and now getting confused about defensive stats for my Ironbreaker. Seems that toughness is completely useless (god damn, i am already put +21 in every part of my Devastator set), disrupt and dodge cuts by enemy stats and being protected only from physical damage is stupid, because sorcerers are painful. Any ideas?
Because you are a krapan and nothing will fix that.
If you want truly to become hard to kill as IB - stack block and initiative.
Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 2:38 pm
by roadkillrobin
Bozzax wrote:
Tooltip lie well sort of
Also buff/item/renown disrupt, parry, dodge only is negated by "strikethrough/bypass/debuff"
All defence calculations are done in two parts, the first is a statistic check made up of offensive vs defensive stats, they are coupled as follows:
Ballistics skill vs Initiative = Dodge
Strength vs Weapon skill = Parry
Intelligence vs Willpower = Disrupt
the first part of the formula is:
<defensive stat>/<offensive stat>*0.075 = base defence chance (this is capped at 25%)
the second part of the formula is:
<defenders increase in defence> - <attackers reduction in defence>
the complete formula is:
(<defensive stat>/<offensive stat>*0.075)+(<defenders increase in defence> - <attackers reduction in defence>
example of the formula in action:
(900 willpower/1050 intelligence*0.075)+(0.1-0.03)=13.42% disrupt chance.
note - your tooltip is often inaccurate as it will ALWAYS show the following as your defence chance (and therefor doesn't take into account actual enemy stats or offensive bonuses they may have):
<defensive stat>/(7.5*<your effective rank>+50)*0.075+<your defence bonus>
example of the above tooltip in action:
900 willpower/(7.5*40+50)+0.1=29.28% disrupt chance (tooltip will show).
Ok this i didn't know, so basicly what you're saying is that bonuses like 2% flat Disrupt or Parry can't be affected by Int or Str only the amount you get from Willpower and Weaponskill???
Re: Armour vs Toughness, which is best? ( Healers )
Posted: Wed Jan 27, 2016 2:56 pm
by Bozzax
Yep