Title says it really.
I've heard deflection isn't really all that useful, that it essentially provides a chance to deflect a certain degree of damage from an attack at random. I've recently been looking at my build and have mostly decided to drop deflection, but before I do, I want a bit more information.
Is it worth having in comparison to other stats e.g. defense, life steal, regen, hp...?
DPS Rogue | Heal/Buff Cleric
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It's also somewhat class-dependent. I think stat changes have contributed a lot to Combat HRs being less effective because they were so deflect-oriented but not adjusted to compensate. TRs have higher deflection severity than other classes and for them it can be an "oh hey, that didn't even hurt" stat.
Whether or not it's worth it, I would say depends on what you play and how you play.
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The thing with these new stat (non)caps is that you can't have it all.
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Still, if anyone does have any more input as to deflection I'd be interested to hear it.
1. You dont have enough HP to survive 1 hit from mob and increasing HP wont change that. Choose deflection - you will almost always survive deflected attack, that isnt meant to 1 shot you anyway.
2. You dont have enough HP to survive 1 hit from mob but increasing HP will change that. Choose HP - Even if in long run deflection would decrease damage taken more there is more important thing - with deflection you have as much chance to survive the attack as high your deflection chance is. With HP you have 100% chance to survive attack, even if you have to back off and be healed immediately after it. This is especially important on boss fights where you cant come back to fight after death.
3. You do have enough HP to survive 1 hit from mob. My opinion - choose more HP. One can say that if you already have enough HP to survive an attack and you will never have enough to survive two its better to take deflection from now on, because it will let you take 2 or more attacks. And this is correct. Mathematically. In combat you have different situations where HP provides more reliability. For example mob damage varies - you can take this particular attack, but without some more HP you can die to other one. Mob damage increases with time, because of damage reduction bug, so the same attack that now hits you for 90% HP will hit you for 105% of your HP 2 minutes later - it resets after death but the longer you can survive with bug - the better. And it doesnt seem its going to be fixed soon. You can also have not full HP bar when attack happens, for example you took 80% hit and your life steal/DC healed you to 75% HP - if you had more HP you could take another attack, now you die from second attack, if your deflection fails.
Generally randomness in defense is something I dont like and try to reduce to minimum, because in long boss fights, where you cant come back to battlefield its better to take more damage overall, but live, than less and die randomly.
Also, if you are in #1 situation - remember that if you never get any HP and always stack more deflection - you will always be in #1. So at some point #1 should look like:"You dont have enough HP to survive 1 hit from mob, but if you swapped all possible deflection with HP - you would" look #2
Thanks for all the additional information, it's been useful
...for hard-shells deflect is less efficient. For soft-wrapped squishies, it is.
See my comment above: Mobs that have e.g. 3k+ ArPen = 30%+ Resistance Ignored will reduce low Defense-based defenses to nothingness. Deflect then still works, irrespective of the mobs' ArPen.
Tanks (and to some extent also the wire-knit wearers DC & GWF) can profit more from stacking Defense. LS and HP are on a different scale and, again, the base value somewhat decides whether it's meaningful to stack there or not.
That's a good idea and technique. I pull my hat before your creative approach.
I had read somewhere that these two stats will "stack". It's all still really confusing, but what I do know is that my GWF can absorb a lot more punishment than a friend's GWF, that is stacked with just defense and HP.
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