Why initiative will be better than a disrupt for example?Scrilian wrote:If you want truly to become hard to kill as IB - stack block and initiative.
Armour vs Toughness, which is best? ( Healers )
Re: Armour vs Toughness, which is best? ( Healers )

Asmunder — 83+ IB
Asmundor — 82+ Chosen
Asmundus — 78+ KotBS
Asmundarion — 75+ SM
Asmundag — 73+ BO
And lots of other Asmund* toons.
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- roadkillrobin
- Posts: 2773
Re: Armour vs Toughness, which is best? ( Healers )
Coz crit reduction works on all attacks, Dissrupt only against 2 ckasses.
It also not only protects against critical hits it' also protects against all procs that critical hits bring.
It also not only protects against critical hits it' also protects against all procs that critical hits bring.

Re: Armour vs Toughness, which is best? ( Healers )
when dps got 40+ crit your chance on being crit become abit meanigless stat. Yes, atm we are far from that but soon that time will come. The game is balanced such way that you can prevent crits only via sov gear skill. Most pure dps classes are ment to crit almost full time
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Armour vs Toughness, which is best? ( Healers )
Toldavf wrote:Armours going to be best unless you can get 800 toughness. Just remember to keep your detaunt up or you will still die fast. The current biggest armour debuff is 1400+ a rather hefty lump of armour having 2800 armour give a really nice buffer to the debuffs with detaunt no single dps should threaten you as always though don't get cocky 1 dps turns into a train unpleasantly fast.
Witch elves shouldn't be to much of a problem after FP drops just keep facing them if you cant kite off
You already seem to know your stuff so I don't know why im lecturing you bad habit maybe
about that detaunt , doesnt it nullify when ever u strike your detaunted target ? in that case , you detaunt and run away ?
Re: Armour vs Toughness, which is best? ( Healers )
Well, what is the formula then? How much initiative do i need?roadkillrobin wrote:Coz crit reduction works on all attacks, Dissrupt only against 2 ckasses.
It also not only protects against critical hits it' also protects against all procs that critical hits bring.

Asmunder — 83+ IB
Asmundor — 82+ Chosen
Asmundus — 78+ KotBS
Asmundarion — 75+ SM
Asmundag — 73+ BO
And lots of other Asmund* toons.
- roadkillrobin
- Posts: 2773
Re: Armour vs Toughness, which is best? ( Healers )
You know crit reduction can go into the negative right??Nameless wrote:when dps got 40+ crit your chance on being crit become abit meanigless stat. Yes, atm we are far from that but soon that time will come. The game is balanced such way that you can prevent crits only via sov gear skill. Most pure dps classes are ment to crit almost full time
At 290 Intive you're at 10% to be crit. Thats about as good as it gets for Initive at rank32 before you start seing huge Deminsihing returns. Full Futile Strikes, and you're at -5 to be crit. With Runepriest/Zealot buff. Around -6.5.
However if you play on Destruction it's not worth it due to Kotbs buffing crit rate by 10-20% by just staning around. It was simply better to just get Trival Blows for them wich isn't around. So i don't really know what to take as a Destruction player tbh. Probobly just Avoidance>Wounds>Toughness.

Re: Armour vs Toughness, which is best? ( Healers )
Here on ror defense from rewnow and itiems ( not stats so) are not reduced by enemy stats so until TB is out or they decide on it you can spend some points there, they work nice for every class.
And dodge/disrupt work even better under an hold the line. The rest depend by your archtype.
And dodge/disrupt work even better under an hold the line. The rest depend by your archtype.

- roadkillrobin
- Posts: 2773
Re: Armour vs Toughness, which is best? ( Healers )
Well after testing i can now comfirm that negative crit don't work like it did on live.
We tested by goin down to 9.8% chance to be crit then bought Futile Strikes for 15% crit reduction. Then we had a SH with exactly 5% crit chance. And he did crit after about 10 hits. The negative crit probobly still works on debuffs like Knights Encouraged Aim or Eye Shot from a SW. So it would still be worth it if it weren't for Dirty Tricks. Wich takes so many renown points to negate. I've always had a very negative opinion about toughness coz when you do the math for it and look at the ressult you realize how much resourses you need to spend on it for it to actually do anything. And when you compare it to wounds and the fact that you need to get hit something like 30-40 times before you get better vallue point for point toughness vs wounds. I think destro without trivial blows, have no choise but to spec into toughness tbh but then there's still the problem with morale dumps and proc dmg wich toughness does nothing against. This is a pretty big ballance issue tbh.
We tested by goin down to 9.8% chance to be crit then bought Futile Strikes for 15% crit reduction. Then we had a SH with exactly 5% crit chance. And he did crit after about 10 hits. The negative crit probobly still works on debuffs like Knights Encouraged Aim or Eye Shot from a SW. So it would still be worth it if it weren't for Dirty Tricks. Wich takes so many renown points to negate. I've always had a very negative opinion about toughness coz when you do the math for it and look at the ressult you realize how much resourses you need to spend on it for it to actually do anything. And when you compare it to wounds and the fact that you need to get hit something like 30-40 times before you get better vallue point for point toughness vs wounds. I think destro without trivial blows, have no choise but to spec into toughness tbh but then there's still the problem with morale dumps and proc dmg wich toughness does nothing against. This is a pretty big ballance issue tbh.

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Re: Armour vs Toughness, which is best? ( Healers )
Use thisroadkillrobin wrote:Well after testing i can now comfirm that negative crit don't work like it did on live.
Insert the real initiative and rank (32 I'm guessing)you will also see that "effective rank" is used in most of the formula. the way effective rank is worked out is fairly simple, if your renown rank is above 80, you do:
rank+TRUNC((renown-80)/4)=effective rank
TRUNC = truncate (round down)
critical hit rates are affected by defenders initiative vs attackers rank, in the following way:
(7.5*<attacker effective rank>+50)/<defender initiative>/10
you then add any crit chance modifiers from the attacker, and subtract any crit chance reduction the defender has:
((7.5*<attacker effective rank>+50)/<defender initiative>/10)+(<attacker crit bonus> - <defender crit reduction>
Add attackers +% (typically gear or renown +crit)
Subtract 15% (for FS)
Guess you'll see a value greater then 0. Do the test 100 times (at least) and then compare
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Armour vs Toughness, which is best? ( Healers )
so, if i look about the "pure initiative" part of the formula :
((7.5*<attacker effective rank>+50)/<defender initiative>/10)
just to know if using pure initiative (not about +x% crit reduc) worth it.
attacker effective rank = 32 ???
with 290 init, the result is : 0.1% chance to be crit
with 250 : 0.116%
with 200 : 0.145%
so, it did not seem worth it to stack pure initiative.
tell me if i misunderstanding something.
((7.5*<attacker effective rank>+50)/<defender initiative>/10)
just to know if using pure initiative (not about +x% crit reduc) worth it.
attacker effective rank = 32 ???
with 290 init, the result is : 0.1% chance to be crit
with 250 : 0.116%
with 200 : 0.145%
so, it did not seem worth it to stack pure initiative.
tell me if i misunderstanding something.
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