@adinosoulwood (and any1 else that keeps posting this question)
CON does not grant armor pen
CON grants you more resistance ignored (which is what armor pen grants)
the armor pen total on char sheet is the total of ARMOR PENETRATION you have
the total resistance ignored when you hover over armor pen on char sheet is the total from only armor pen
the only stat that isn't represented on char sheet that has both a flat bonus and a rating is "total resistance ignored" (flat bonus = CON, rating = armor pen)
again, BOTH con and armor pen grant resistance ignored. the spot on char sheet that says armor pen is a total of your armor pen, and since con increases resistance ignored, and not armor pen, it isn't listed under armor pen
and btw, it's not that hard to add the total from CON and the total from armor pen together, not hard at all
im upset i still cant open my thread ... but ok ..
2 cases :
first:
I'd like to ask if I took it correctly
i got 16 cons so to get caps i need :
1747 arp - hard one
3000 recovery - soft
3000 (or maybe more ? ) critical - soft
power > as much as i can
second :
everyone are talking about max number of targets ... for which skills its accure, which are free to use against ie. 15 adds, and where this information came from ??
im upset i still cant open my thread ... but ok ..
2 cases :
first:
I'd like to ask if I took it correctly
i got 16 cons so to get caps i need :
1747 arp - hard one
3000 recovery - soft
3000 (or maybe more ? ) critical - soft
power > as much as i can
second :
everyone are talking about max number of targets ... for which skills its accure, which are free to use against ie. 15 adds, and where this information came from ??
1. Pretty much correct. I'd go a little higher on crit and recovery, but either way it won't make a huge difference.
2. Only skill that is not capped at 5 to my knowledge is slam.
If anything, crit is way too high. Recovery at 3k is fine.
Which is why I said it wont matter much, by the time you get those stats your power is going to be over 4k just from gear as well so everything is well into DR
I am not sure and I have not tested it, but from my last damage runs it seems the mob cap has been increased. I get so many numbers thrown at me on the screen now that it is hard to count. I will look at a log the next time I do a dungeon (if anyone groups with me). If someone wants to go test it out and lets us know, I would appreciate at it.
ok i testes caps .. they are at most of our common skills like roar, WMS or IBS (and yes they are around 5 ...) i didnt test slam, and not-so-fast cos i was to disappointed.
ok i testes caps .. they are at most of our common skills like roar, WMS or IBS (and yes they are around 5 ...) i didnt test slam, and not-so-fast cos i was to disappointed.
That actually sucks very bad. That means most of the personal powers regarding multiple enemies are useless. It's great to get a damage bonus when hitting more that 3 mobs, but when there's more than 5 I'm not hitting any of them?
1) Both yes and no. Without SoTs, all your attacks against mobs that are not buffed in any way (like say... combat advantage), then according to people's math, 1850ish is the number you want. If you feat into Con effectiveness, I'll assume you need a bit less then that.
1) Both yes and no. Without SoTs, all your attacks against mobs that are not buffed in any way (like say... combat advantage), then according to people's math, 1850ish is the number you want. If you feat into Con effectiveness, I'll assume you need a bit less then that.
2) Learn to read your feat information.
Ok this is a serious **** question, what is "combat advantage"
Also, are you saying SotS is ineffective if you at capped? you cant reduce further? I thought you COULD and it was like plaguefire in that its all addative to reduce mitigation...
Also do you happen to know arp/con in reference to PVP?
0
keobiaaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
Plaguefire and SOTS both reduce defense, previously(pre-balance patch) plaguefire was reducing armour but it was fixed.
As for the other guys question, everything a GWF has is target capped at 5 apart from two abilities, avalanche of steel and mighty leap.
Your enemies in PvE have mitigation ranging from 12.8% (e.g. archer trash mobs) to 24% (e.g. all bosses), so how much Armor Penetration do you need?
Con (GWF) or Dex (GF) of 10, between 1271 and 2536 for 12.8% to 24%
Con (GWF) or Dex (GF) of 11, between 1190 and 2374 for 12.8% to 24%
Con (GWF) or Dex (GF) of 12, between 1110 and 2227 for 12.8% to 24%
Con (GWF) or Dex (GF) of 13, between 1033 and 2092 for 12.8% to 24%
Con (GWF) or Dex (GF) of 14, between 956 and 1969 for 12.8% to 24%
Con (GWF) or Dex (GF) of 15, between 879 and 1854 for 12.8% to 24%
Con (GWF) or Dex (GF) of 16, between 802 and 1747 for 12.8% to 24%
Con (GWF) or Dex (GF) of 17, between 724 and 1646 for 12.8% to 24%
Con (GWF) or Dex (GF) of 18, between 643 and 1550 for 12.8% to 24%
Con (GWF) or Dex (GF) of 19, between 559 and 1459 for 12.8% to 24%
Con (GWF) or Dex (GF) of 20, between 467 and 1371 for 12.8% to 24%
Con (GWF) or Dex (GF) of 21, between 364 and 1287 for 12.8% to 24%
Con (GWF) or Dex (GF) of 22, between 233 and 1206 for 12.8% to 24%
Con (GWF) or Dex (GF) of 23, between 0 and 1126 for 12.8% to 24%
Con (GWF) or Dex (GF) of 24, between 0 and 1048 for 12.8% to 24%
Con (GWF) or Dex (GF) of 25, between 0 and 971 for 12.8% to 24%
<Bump this thread if you find it helpful, so that other people see it>
So based on the above table what would be the sweet spot for amount of Con needed based on End Game gear ArP stats? As i just made my GWF i don't know how prevalent ArP is on the gear. At 60 is 15 Con too low? Would 20 be a waste?
So based on the above table what would be the sweet spot for amount of Con needed based on End Game gear ArP stats? As i just made my GWF i don't know how prevalent ArP is on the gear. At 60 is 15 Con too low? Would 20 be a waste?
Its whatever you want... Its just saying if your con is X this is your arp needed... If you get low con (14-15) and got str or dex... instead of picking up crit enchants or power enchants get arp enchants... Really doesnt matter that much honestly since you can balance with enchants.
I honestly prefer high con for more hp and arp so I can slot crit/tene/ or w.e I want... for PVE added HP is really pointless cause most likely you wont be tanking...
plaguefire (only the highest resistance deduction applies, the dot's all do dmg though) and student of the sword (1st tier feat that reduces resistance ignored by 15% stacking up to 3 (45%), debuff lasts 5 secs. only applied/refreshed on criticals) stack for all party members.
WMS dmg % increase for all at-wills (and encounters if feated for it in destroyer tree) stacks with the above 2, but it ONLY APPLIES TO THE PERSON THAT ATTACKED WITH WMS.
Ok this is a serious **** question, what is "combat advantage"
Also, are you saying SotS is ineffective if you at capped? you cant reduce further? I thought you COULD and it was like plaguefire in that its all addative to reduce mitigation...
Also do you happen to know arp/con in reference to PVP?
Im still curious about "combat advantage" I keep seeing it everywhere and even passives that say it will reduce others CA against you. what is combat advantage and how does it apply? If so the combat advantage feat that gives you 5% more crit is amazing..
Also, so a greater plague fire basically is useless if you have sots because they do the same thing and the GPF will only "override" that for a longer lasting buff? Instead of stacking for (45% + 45% = 90%)
Im still curious about "combat advantage" I keep seeing it everywhere and even passives that say it will reduce others CA against you. what is combat advantage and how does it apply? If so the combat advantage feat that gives you 5% more crit is amazing..
Also, so a greater plague fire basically is useless if you have sots because they do the same thing and the GPF will only "override" that for a longer lasting buff? Instead of stacking for (45% + 45% = 90%)
Combat Advantage is a 15% damage bonus you get when flanking. If you look at your enemies as you're attacking them you'll notice a thin colored arc appear behind them (I think it's purple). That arc gives anyone standing in it Combat Advantage. So if there's players on both sides, they give each other an arc to stand in and they both deal extra damage thanks to each other. Some feats and abilities also give Combat Advantage under certain conditions.
Plaguefire and Student of the Sword should stack with each other, but not with themselves. So if 5 people in the party all have Greater Plaguefire, only one of those debuffs is applying to each mob, although they all get the extra damage.
The damage bonus from these effects are unrelated to Armor Penetration and don't actually seem to have anything to do with Defense. As far as I can tell they're a % damage bonus that has little to do with the % stated on the ability.
Combat Advantage is a 15% damage bonus you get when flanking.
So does the boost from an additional CHR point add 1% to 15% making it 16% or just add 1% of 15% making it 15.15%? Because if the former than a Tiefling seems a pretty good choice.
Combat Advantage is a 15% damage bonus you get when flanking. If you look at your enemies as you're attacking them you'll notice a thin colored arc appear behind them (I think it's purple). That arc gives anyone standing in it Combat Advantage. So if there's players on both sides, they give each other an arc to stand in and they both deal extra damage thanks to each other. Some feats and abilities also give Combat Advantage under certain conditions.
Plaguefire and Student of the Sword should stack with each other, but not with themselves. So if 5 people in the party all have Greater Plaguefire, only one of those debuffs is applying to each mob, although they all get the extra damage.
The damage bonus from these effects are unrelated to Armor Penetration and don't actually seem to have anything to do with Defense. As far as I can tell they're a % damage bonus that has little to do with the % stated on the ability.
Thanks for the info. So combat advantage can be useful but not worth spending points into buffing it...
Does anyone know the arp cap for pvp? is it the same 23-24%?
So does the boost from an additional CHR point add 1% to 15% making it 16% or just add 1% of 15% making it 15.15%? Because if the former than a Tiefling seems a pretty good choice.
15.15%, if it even works. I've actually been meaning to retest this since they fixed the Armor Pentration boost from Dex/Con, but at the last test the bonus form Charisma did little to nothing.
Comments
CON does not grant armor pen
CON grants you more resistance ignored (which is what armor pen grants)
the armor pen total on char sheet is the total of ARMOR PENETRATION you have
the total resistance ignored when you hover over armor pen on char sheet is the total from only armor pen
the only stat that isn't represented on char sheet that has both a flat bonus and a rating is "total resistance ignored" (flat bonus = CON, rating = armor pen)
again, BOTH con and armor pen grant resistance ignored. the spot on char sheet that says armor pen is a total of your armor pen, and since con increases resistance ignored, and not armor pen, it isn't listed under armor pen
and btw, it's not that hard to add the total from CON and the total from armor pen together, not hard at all
2 cases :
first:
I'd like to ask if I took it correctly
i got 16 cons so to get caps i need :
1747 arp - hard one
3000 recovery - soft
3000 (or maybe more ? ) critical - soft
power > as much as i can
second :
everyone are talking about max number of targets ... for which skills its accure, which are free to use against ie. 15 adds, and where this information came from ??
1. Pretty much correct. I'd go a little higher on crit and recovery, but either way it won't make a huge difference.
2. Only skill that is not capped at 5 to my knowledge is slam.
If anything, crit is way too high. Recovery at 3k is fine.
u know any easy way to test it ?
Which is why I said it wont matter much, by the time you get those stats your power is going to be over 4k just from gear as well so everything is well into DR
I'd love to test it if someone wants to give me the diamonds for two respecs.
That actually sucks very bad. That means most of the personal powers regarding multiple enemies are useless. It's great to get a damage bonus when hitting more that 3 mobs, but when there's more than 5 I'm not hitting any of them?
That doesn't make sense.
1) so as a 15 Con GWF, i just need 1853 Armor Penetration to max cap mob migitation from 24% to 0 ?
2) if i have max cap mob migitation, do i still need to use WMS for the debuff for sure strike/wicked strike ?
Thanks
2) Learn to read your feat information.
Ok this is a serious **** question, what is "combat advantage"
Also, are you saying SotS is ineffective if you at capped? you cant reduce further? I thought you COULD and it was like plaguefire in that its all addative to reduce mitigation...
Also do you happen to know arp/con in reference to PVP?
As for the other guys question, everything a GWF has is target capped at 5 apart from two abilities, avalanche of steel and mighty leap.
So based on the above table what would be the sweet spot for amount of Con needed based on End Game gear ArP stats? As i just made my GWF i don't know how prevalent ArP is on the gear. At 60 is 15 Con too low? Would 20 be a waste?
Its whatever you want... Its just saying if your con is X this is your arp needed... If you get low con (14-15) and got str or dex... instead of picking up crit enchants or power enchants get arp enchants... Really doesnt matter that much honestly since you can balance with enchants.
I honestly prefer high con for more hp and arp so I can slot crit/tene/ or w.e I want... for PVE added HP is really pointless cause most likely you wont be tanking...
Almost 100% certain slam hits everything
It does not.
WMS dmg % increase for all at-wills (and encounters if feated for it in destroyer tree) stacks with the above 2, but it ONLY APPLIES TO THE PERSON THAT ATTACKED WITH WMS.
just a clarification
Im still curious about "combat advantage" I keep seeing it everywhere and even passives that say it will reduce others CA against you. what is combat advantage and how does it apply? If so the combat advantage feat that gives you 5% more crit is amazing..
Also, so a greater plague fire basically is useless if you have sots because they do the same thing and the GPF will only "override" that for a longer lasting buff? Instead of stacking for (45% + 45% = 90%)
Combat Advantage is a 15% damage bonus you get when flanking. If you look at your enemies as you're attacking them you'll notice a thin colored arc appear behind them (I think it's purple). That arc gives anyone standing in it Combat Advantage. So if there's players on both sides, they give each other an arc to stand in and they both deal extra damage thanks to each other. Some feats and abilities also give Combat Advantage under certain conditions.
Plaguefire and Student of the Sword should stack with each other, but not with themselves. So if 5 people in the party all have Greater Plaguefire, only one of those debuffs is applying to each mob, although they all get the extra damage.
The damage bonus from these effects are unrelated to Armor Penetration and don't actually seem to have anything to do with Defense. As far as I can tell they're a % damage bonus that has little to do with the % stated on the ability.
So does the boost from an additional CHR point add 1% to 15% making it 16% or just add 1% of 15% making it 15.15%? Because if the former than a Tiefling seems a pretty good choice.
Thanks for the info. So combat advantage can be useful but not worth spending points into buffing it...
Does anyone know the arp cap for pvp? is it the same 23-24%?
50% or so for guardian fighters
Gods Glory to the Heroes.
TR:Anirul Corrino@Fimconte
GF:Irulan Corrino@Fimconte
15.15%, if it even works. I've actually been meaning to retest this since they fixed the Armor Pentration boost from Dex/Con, but at the last test the bonus form Charisma did little to nothing.