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Mobs Armor Penetration vs our Damage Reduktion

cranberryninjacranberryninja Member, NW M9 Playtest Posts: 8 Arc User
edited May 2015 in PvE Discussion
Hello Adventurers.

I opened this thread to talk about the effektivness of our DR.
Currently im at 2.5k+ iLvl on my OP Bulwark with about 49% DR and 15% Deflect.
I now made a lot of T2 runs (around 50-60) and parsed them.
What stands out to me is that a lot of attacks have above 100% effectivness against me with a maximum of 200% mainly from trash mobs. The question im having is on the one hand that is there a way to reduce theese maximum hits at all or will i never reach a DR that reduced theese 200% hits.
On the other hand how high is the armor penetration of the mobs in the T2s and does it make sense to go over the 80% DR cap to mitigate the armor penetration even further. Meaning for example im at 80% DR and the mob has 50% Armor Pen which results in me having only 30% DR and can i go up to 130% DR to get the full 80% or can i never reach the 80% in that case?

Thanks for your replies
Post edited by cranberryninja on

Comments

  • lilhamletlilhamlet Member Posts: 260 Arc User
    edited May 2015
    Given how difficult it is to stack DR now, and the base damage that mobs do, I don't quite understand why mobs were given Armour Penetration in the first place. It just seems like a needless layer. With mobs having RI, I frankly find no point in having a defense stat these days as the only effective damage mitigation is from active powers.

    I can't say for certain if that 80% is a hard cap based on effectiveness or actual DR before adjustments.
  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    edited May 2015
    I'm pretty sure the overleveling is at fault here. I can reduce the damage from level 70 and 71 enemies just fine, starting with level 72, not anymore, level 73 enemies do bonus damage because of their ArP.
  • lilhamletlilhamlet Member Posts: 260 Arc User
    edited May 2015
    I can reduce the damage from level 70 and 71 enemies just fine, starting with level 72, not anymore, level 73 enemies do bonus damage because of their ArP.

    Is that using active powers or just with base DR from AC and Defense?
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    It's there as an incentive to take support classes, ie people who can add to your DR. Do you like your paladin? Well you better start supporting that kind of things, otherwise, if damage is greatly reduced and mobs have no arpen, it will be 2 CWs 3 GWFs runs again. Currently, you have to take a tank and a healer to mitigate some of the damage. Remove that damage and CWs will go back to the lifesteal tanking style, but with 25% lifesteal this time, and your paladin may just become another leadership mule.
  • lowenduslowendus Member, NW M9 Playtest Posts: 322 Arc User
    edited May 2015
    diogene0 wrote: »
    It's there as an incentive to take support classes, ie people who can add to your DR. Do you like your paladin? Well you better start supporting that kind of things, otherwise, if damage is greatly reduced and mobs have no arpen, it will be 2 CWs 3 GWFs runs again. Currently, you have to take a tank and a healer to mitigate some of the damage. Remove that damage and CWs will go back to the lifesteal tanking style, but with 25% lifesteal this time, and your paladin may just become another leadership mule.

    No matter how much of a good Idea it is (and I agree to that) having a party with with a OP and DC or GF and DC doesn't really guarantee your survivability unless all your team has an IL of around 3.5K.

    That arp is just too much for the damage mitigation classes to siphon as it is.
    They get killed, I've seen it happen again and again.

    Either mob arp is too effective/broken
    or support Class DR ineffective/broken

    It's a balance issue, one that seriously needs to be taken care of otherwise they should remove the "solo content...." stuff being possible with just a companion...and replace it with "All content needs a team of 3 players to be effectively played"
  • lilhamletlilhamlet Member Posts: 260 Arc User
    edited May 2015
    diogene0 wrote: »
    It's there as an incentive to take support classes, ie people who can add to your DR. Do you like your paladin? Well you better start supporting that kind of things, otherwise, if damage is greatly reduced and mobs have no arpen, it will be 2 CWs 3 GWFs runs again. Currently, you have to take a tank and a healer to mitigate some of the damage. Remove that damage and CWs will go back to the lifesteal tanking style, but with 25% lifesteal this time, and your paladin may just become another leadership mule.

    I don't think that they need to remove BOTH the damage and the ArPen just as I don't think that they needed to add both of them either. If they keep the damage but kill the RI (maybe keep it for some bosses/elites) I think that would make the defense stat useful again and still keep the necessity for tanks/healers.
  • query523query523 Member Posts: 1,515 Arc User
    edited May 2015
    lowendus wrote: »
    It's a balance issue, one that seriously needs to be taken care of otherwise they should remove the "solo content...." stuff being possible with just a companion...and replace it with "All content needs a team of 3 players to be effectively played"

    The solo content is still solo-able. For party composition it may very well be a fail. The fact that CWF parties are being used and apparently working sometimes is a complete failure. It was a fail in Mod2 and if that is what we've come back to it is definately a case of the 're-ballance' completely unballancing the game. Tomake a comparison a GF with 80% mitigation from block and high AC and defense is slightly more survivable than a HR with a dodge and Fox (100% mitigation for a few attacks). And since the new gear is all HP centered the tank does not really have that much more HP than the DPSer. I think their idea was to make things dangerous enough that people need heals, which won't work if you get one shotted. And tanks, which are not that much more durable due to scaling. It is hard with the content being as new as it is to get groups together and experiment with tacticsand compositions. But at this point the prognosis is not great....
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    lowendus wrote: »
    No matter how much of a good Idea it is (and I agree to that) having a party with with a OP and DC or GF and DC doesn't really guarantee your survivability unless all your team has an IL of around 3.5K.

    That arp is just too much for the damage mitigation classes to siphon as it is.
    They get killed, I've seen it happen again and again.

    Either mob arp is too effective/broken
    or support Class DR ineffective/broken

    It's a balance issue, one that seriously needs to be taken care of otherwise they should remove the "solo content...." stuff being possible with just a companion...and replace it with "All content needs a team of 3 players to be effectively played"

    This was only about dungeons. I don't mind if they remove arpen and cut in half mobs hit points in solo instances. I'd rather like that, since cryptic is unable to provide us basic MMO features like dual spec.

    FYI I'm doing ToS (or sometimes just trying to) on my DC every day, and noo one has 3k item levels in the teams i play with. 2000-2500 is enough as long as you stack several layers of defenses, ie DR, fox cunning, KV and so on. That's why mobs having armpen is good, you need tanks, clerics, and some support.
  • alexgabriel23alexgabriel23 Member, Neverwinter Beta Users Posts: 276
    edited May 2015
    any defense u add any damage resist you add seems to not affect the mobs i am using an OP bulwark too stats are this :

    54% damage resist , 18% deflect , 8.9% aoe resist + using the class feature aura of protection another 10% DR buff + 10% dr buff from paragon + 10% dr buff from tabbing

    with all this i get hit from ranged trash mobs in ECC for 70k dmg +++++ if they crit is instant death
    i invested alot in defense i even got artifacts with defense nothing seems to work.
    the only thing that keeps u alive as a tank specialy if ur OP is tempory hit points from those 2 spells that grand them the aoe stun and the heal without temporary hit points the OP gets 1 shot , i can see when i have temp hp i get hit from bosses and mobs from 250k dmg 300k dmg and i dont die cuz i get saved by temp hp
  • query523query523 Member Posts: 1,515 Arc User
    edited May 2015
    This is kind of a necro but I was tinkering with my build and it had me thinking about defense and deflect and reminded me of this thread. Before defense was superior to delfect (in most cases) because math. 25% DR removes 25% damage. 25% deflect removes 50% of the damage 25% of the time. But deflected damage never has opportunity to apply ArPen. Does this change the ballance (for PVE) between these stats? Or am I missing something?
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