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Can someone explain, using small words, how tenacity works?

pointsmanpointsman Member Posts: 2,327 Arc User
To be honest I am quite confused on how tenacity works.
I tried a few PVP matches tonight, after a long time of not doing any PVP. And everyone was yelling at me for not having any tenacity gear.

But in the past, to be honest, I have used tenacity gear, and it didn't seem to make much of a difference.

Right now I have Elemental Elven gear for my CW, and to trade it for AH Blue Tenacity gear would mean a gain of 1k in tenacity but a loss of about 20k in HP. Is that tradeoff worth it? If so, can you explain exactly and precisely why? And furthermore can you explain what the optimal balance is for tenacity vs. the other stats?

Comments

  • rustlordrustlord Member Posts: 1,454 Arc User
    Tenacity makes a big difference in PvP. Even without PvP gear, the base tenacity is always 20%. You get four benefits from tenacity;

    1. Damage resistance that is not pierced by armor penetration
    2. Armor Penetration resistance, which further reduces the effect of ArPen stat against you
    3. Critical DR, only on critical strikes, further reduces damage taken
    4. Control Resistance, reduces the duration of control effects

    At 1K Tenacity, that is;

    14% more damage resistance from normal attacks
    30% arpen resistance
    14% more crit resistance
    14% more control resistance


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  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    edited September 2015
    Ahhh this is what you were talking about rustlord. Nice... I hope everything was answered.

    If they remove Tenacity from the gear why would they even offer PvP gear?​​
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    Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
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  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    drkbodhi said:

    If they remove Tenacity from the gear why would they even offer PvP gear?​​

    Good point. There would be little to no reason to collect pvp gear if we were all given the same Tenacity stat. Even the same amount of HP on pve gear with the same ilvl.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • urabaskurabask Member Posts: 2,923 Arc User
    drkbodhi said:

    Ahhh this is what you were talking about rustlord. Nice... I hope everything was answered.



    If they remove Tenacity from the gear why would they even offer PvP gear?​​

    So that people that play PvP and don't want to run dungeons don't have to.
    I8r4ux9.jpg
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  • jaotutjaotut Member, NW M9 Playtest Posts: 576 Arc User
    I think PvP in NW was the most fun before they introduced tenacity. There were still sets that you can get from doing PvP and GG, and they were drops from the GG dungeons.

    What made it so good was that casual players could feel competitive even without full PvP gear. Everyone could get good matches maybe 4 out of 5 times, now it's probably the other way around.

    They should just have PvP sets where it gives more HP, but less offensive stats. That way people would still want to get the right sets for PvE or PvP purposes, but it's not a must.
    Merlin - CW Merlyn - HR Psylocke - TR Black Widow - GWF


    Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
  • kweassakweassa Member Posts: 2,390 Arc User
    jaotut said:

    I think PvP in NW was the most fun before they introduced tenacity. There were still sets that you can get from doing PvP and GG, and they were drops from the GG dungeons.

    What made it so good was that casual players could feel competitive even without full PvP gear. Everyone could get good matches maybe 4 out of 5 times, now it's probably the other way around.

    They should just have PvP sets where it gives more HP, but less offensive stats. That way people would still want to get the right sets for PvE or PvP purposes, but it's not a must.

    Sorry, jaotut, but it's not tenacity, much less pvp gear.

    As people may already know I am very vocal about this problem, and I make it a habit to try and inspect everyone's gear in almost every game. Truth be told, most 'casuals' or 'pugs' already have at least Grim-tier gear, and most already with the Burning-tier. Their tenacity is not the problem.

    The nauseating amount of performance difference between casual/pugs and 'pros', comes from everything else. Specifically speaking, EVERYTHING ELSE YOU NEED TO SPEND MONEY ON.

    That's really about it, jao.

    In the end, the past mods felt better not because it did not have tenacity. Past mods felt better because we didn't need to spend hundred of dollars to become competitive. All we needed was better enchants. Sure, it cost some money, but still it was 10~13 pieces to upto maybe rank8 at the least. It was manageable.


    Nowdays?


    3 pieces of artifact set for neck/waste/artifact... 3 additional artifacts to level upto at least legendary... a piece of mainhand and offhand artifact equipment to do the same... 4 pieces of consumable armor kit to be applied to head/torso/arms/feet, and another 4 pieces of utility armor kits to be applied to neck/waste/2xrings... and each and every refinement rank up associated with additional money used to buy chance-modifiers if the upgrade chance falls below 10%... and of course, a ridiculous legendary mount as well

    ...on TOP of 10~13 enchants to now level upto rank12.

    This is where the performance difference comes from.




    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
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  • rustlordrustlord Member Posts: 1,454 Arc User
    The very basic of PvP gear, blues, should be sold for both glory and PvE currency, seals of protector. This ought to make the transition less cumbersome for casuals who start to dip into some PvP content.
  • jaotutjaotut Member, NW M9 Playtest Posts: 576 Arc User
    kweassa said:



    Yeah Kweassa, I totally agree. There are so many things that are factored into 1 sided match, and newer players unable to even get a geared person down to half health etc. But since this was a tenacity thread, I didn't wanna hijack it too much.

    It's just that regarding to tenacity. It's such a struggle for any new player to get enough glory and/or seal of triumphs to buy these gear. The could, and should buy blue gear with tenacity on AH, but they probably don't understand how tenacity is important. It's just another added thing on top of so many things that they need to catch up on in order to compete.

    I think there should be a PvP tutorial, just like the one for Stronghold Siege PvP.

    They should also rework the PvP campaign. Add one for beginners that are easily achievable and reward them with PvP gear that cannot be sold or salvaged. And at the end of the campaign, give them a bloodraven artifact that cannot be used to refine other artifacts. Doing this will at least make them survive a bit longer

    This will be the first step to get more people interested in PvP. Shortly after, they should bring back NCL, or start their NCL season 1 (if the preseason wasn't meant to be season 1). Then hopefully, we won't have to wait 30 mins for a match, and there might even be enough players to improve their matchmaking system.
    Merlin - CW Merlyn - HR Psylocke - TR Black Widow - GWF


    Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited September 2015
    morenthar said:

    why tenacity should be removed from gear:


    Potential for greater gear diversity.

    How so? Currently there are 2 sets for pve and two sets for pvp. Not much diversity to speak of even with all 4 sets at your disposal. Mostly it's just one stat that is different between either the pve or pvp sets (well in my experience as HR). Generally I'm using all Assault or Executioner as the stats on Raid and Duelist suck.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    edited September 2015
    i too think its not directly about tenacity, although its annoying for pvers get new set for pvp. i try my alt cleric with blue tenacity gear, as we always say new people to buy, but honestly, i feel like naked, oneshoted by rogues over and over
  • rustlordrustlord Member Posts: 1,454 Arc User
    I think what we do need (to be fair to all) are Tenacity Reinforcement Kits purchased for either PvE seals or a large amount of glory. What I don't know is how this will play out without first removing tenacity from existing PvP gear, because it seems to me it might simply act as a blanket upgrade for everybody. In either way, the dev team should incentivize gear from whichever source it came from. I vaguely remember all the hard work farming Purified Black Ice gear, only for it to be phased out one or two modules later. Gear you worked hard for should be usable in different context, with a value that carries through between PvP or PvE, which justifies the effort you have put in to get it in the first place.
  • pando83pando83 Member Posts: 2,564 Arc User
    edited September 2015
    @pointsman:

    dude, you're doing it wrong. You compare elven (BiS PvE purple gear) with AH blue PvP gear which:

    - is at least a couple of tiers below= a TON of HP lost going from purple BiS to blue stuff

    - has less tenacity than the sets you find in trade of blades. Exactly. If you compare lvl 65 blue PvP set from ToB and random blue pieces you get from AH, you'll see they have roughly 15% less tenacity stat even when lvl 69 stuff.

    So you need to compare elven gear to burning PvP gear. And sorry to tell you, but it's a TON of difference for PvP. Reason, very simple, is that HP is the same, stats are more PvP-oriented and the amount of tenacity you get is enough to increase your survivability BY FAR. I can notice the difference in survivability even just switching 2 PvP pieces for 2x PvE pieces, when facing another geared PvP player.

    So you need burning gear, or at least grim gear. Nothing less. If you want to PvP, that is. Go gauntlgrym, where you can focus more on capping and have less intense fighting pace. Get glory+ grym coins you can exchange for a lot of glory. Complete the victory daily every day for seals of triumph and in no time you'll have grim gear. After that, focus on saving for burning gear. GG and daily every day.

    Burning set>>>elven set for PvP.

    Now, my point of view on the overall matter:

    - removing the need for PvP-PvE sets might work to increase diversity, but you need to raise base tenacity/extra DR or you'll end up again with PvP instakills. Tenacity was introduced to reduce overall DPS spikes in PvP and allow for slower/ more tactical gameplay. This must remain. And making piercing damage respect tenacity. Tenacity must reduce ALL incoming damage sources.

    - removing the need for double sets is indeed a good thing since it's literally impossible to either double your enchants (at least if you want to go above rank 8's/9's) or coninuously switch amor, weapon and all other enchants everytime you go switch from PvP to PvE.

    - but even so, the stats and build you need in PvP and PvE are different. Example: as a GWF in PvP you need more than 60% ArP, and must go full DPS, while in PvE you must touch 60% DRI and then focus heavily on crit. You need very high LS in PvP, while in PvE not really that much (RS in solo play is enough, in dungeons you have DC and tanks).

    Point is, PvP wants you to be perfectly build and geared for it. PvE doesn't, really. So the best choice for a player who wants to both PvP and PvE is, imho, this, which is what i'm trying to do now:

    Fully spec and gear for PvP. Usually DPS classes need quite good DPS in PvP too, so...a PvP spec can work in PvE too. Not BiS. But good enough.

    Enchants on artifacts, shirt, pants, body piece shared. Body piece PvP gear. So no need for double.
    Head, gloves, boots PvE gear set when you go PvE. No need for double enchants there, since you just put dragon hoards in utility for PvE.

    What you can REALISTICALLY do then is:

    buy a lesser SF for PvE and switch armor enchant only each time

    Get a couple of PvE artifacts to switch
    Example: let's say i need crit in place of ArP from my artifacts. I can invoke a CW and a TR alts to 60, get the class artifact, then bring it to purple in double RP week end. This way i can lower my ArP to 60% DRI and raise my crit stat.
    This coupled with the 3x PvE pieces might be enough to tweak stats going from PvP to PvE.

    Also buy a ioun stone for more stats-tweaking. A blue stone (allure) is enough, with companion gear, to do that.

    So you can go BiS for PvP and still be good enough for PvE. If you want to play both.


    Else, do the opposite if you are PvE focused. Get burning gear at least and may be switch a couple of artifacts that are easier to refine to at least purple through double RP week ends.

    Also if you are a really squishy PvE-specced toon, you might want to switch the personalized rings for the new purple PvP rings that give you 500 tenacity each. 1 enchant slot only but the 1k tenacity increase might be worth it for PvP.

    You will still be no match for dedicated PvPers but will do good enough in PUG PvP.
  • eyceaethereyceaether Member Posts: 146 Arc User
    edited September 2015
    Another issue is people abusing gameplay interactions. There are a LOT of Impossible to Catch abusing TRs (Who seem to be 3k GS+ with Rank 12s) who I could kill if their Stealthed ITC were not up EVERY SINGLE TIME. There are Paladins who are constantly using Binding Oath over and over and over again, then DPing whenever, and constantly refilling their temporary health while dealing out enormous amounts of damage.

    Then you have the Devoted Clerics sitting in Astral Shield and you can't do ANYTHING about it because your crowd controls don't DO anything. I can't roar him out of it, I can't frontline surge him out of it, I can't even Indomitable Strike him out of it.

    Oh, wait, can't forget about Hunter Rangers. They aren't that hard to deal with once you catch them out of an immunity frame and remove Fox's Cunning, and pray to the RNG gods that you don't get a key skill deflected.

    To be brutally honest, most of PvP is the way it is due to:

    Poor design choices (No cooldowns on Dailies. Each Daily should have a cooldown JUST like Hunter Rangers dailies have cooldowns.)
    Unintended interactions (Echoes of Light and Aura of Vengeance, not sure if a Weapon enchantment is involved. This leads to countless encounter spam, most often Templars Wrath/Smite/Divine Touch/Binding Oath. Elven Battle causing Hunter Rangers roots to do more damage to you.)
    Ridiculously overtuned items (Elven Battle giving 30% more stamina regeneration AND making you 80% more resistant to most CCs, Lostmauth being affected by power and damage bonuses, Negation before it got nerfed)
    Classes that have feast or famine encounters, atwills, class features, paragons and feats (GWF's can't use Instigator or Sentinel because they cannot do they're intended jobs. MI Saboteurs being able to constantly have Impossible To Catch up with a little bit of work here and there. Hunter Rangers being required to use Crushing Roots so they can kill anything.)
    And things that are straight up broken (Avalanche, Divine Protector, Empowered Astral Shield, Stealthed ITC.)

    It's like this: If you ACTUALLY explained to people in PvP why they can't kill that DC, they'd feel so much better about themselves. The enchantments and things like that do matter, but more often then not its people who are better than you mechanically, know what other people's abilities can and can't do, (And most importantly) are abusing the strongest things they can about their class.

    DC is a perfect example of this... You reduce damage by 26.6% from Astral Shield or 41.68% depending on how its calculated, but that ignores the fact that you get a flat 3% of your max health PER Empowered Stack in flat damage reduction (9000 damage reduction per INSTANCE of damage)... How the HAMSTER is anyone supposed to deal with that? Oh crowd control you out of it... Wait, crowd controls do nothing because: the dodge mechanic in this game is extremely forgiving and many classes don't have crowd control that actually works effectively. Let's say you land it though. Oh wait, that Cleric has Elven Battle. So they can be up to 80% more resistant to most forms of crowd control. HAMSTER. Oh wait, because of the way Control Resistance is calculated its not that bad! Oh wait... They can also get up to 30% more Stamina regeneration... HAMSTER. Well at least they won't kill me!

    https://www.reddit.com/r/Neverwinter/comments/3eux9a/avalanche_proc_bugs_detailed/



    Oh...

    If you're wondering how I know what these things are, its because I have a character for every class and I've learned what just about every single animation looks like, along with the sound that comes with it. I don't have BIS characters or anything, I just wanted to get the Sigils and understand what it is that each class actually does.

    But... Do ya'll see my point? When I catch these really geared, Rank 12, full mythic artifact, full legendary artifact equipment people off guard I am able to really dent them and it feels FAIR. It feels fair to die to a Rogue that whittles me down with CoS, dodges my Savage Advance/Takedown/IBS, stealths, hits me in the HAMSTER with Lashing Blade, and then Shocking Executions me. I can live with that. We fought, he outplayed me and I lost. It doesn't feel fair when a Rogue comes from stealth, Shocking Executions me with First Strike... and then pops Stealth ITC so that I literally can't do anything to him. It's even MORE infuriating when later, I catch him with his pants down and no stealth ITC and I CLEAVE through him like BUTTER.
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    morenthar said:

    Rust summed it up.

    Tenacity is a necessity. The problem is that it is on gear instead of it simply being applied to everyone when they enter PvP.

    I really don't see the problem

    You play save up for armor and get it

    Simple



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  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    rustlord said:

    Tenacity makes a big difference in PvP. Even without PvP gear, the base tenacity is always 20%. You get four benefits from tenacity;

    1. Damage resistance that is not pierced by armor penetration
    2. Armor Penetration resistance, which further reduces the effect of ArPen stat against you
    3. Critical DR, only on critical strikes, further reduces damage taken
    4. Control Resistance, reduces the duration of control effects

    At 1K Tenacity, that is;

    14% more damage resistance from normal attacks
    30% arpen resistance
    14% more crit resistance
    14% more control resistance


    I guess I don't understand the purpose. Why do we build for crits, for example, just to have tenacity throttle it? Why stack arpen? Aren't CWs supposed to control? Perhaps we should all just go home.
  • eyceaethereyceaether Member Posts: 146 Arc User
    Because the purpose of Tenacity is to lower the TTK (Time to Kill) to an acceptable level so that the game is actually fun and competitive, otherwise people would get blown the HAMSTER up insanely fast.
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  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    edited September 2015

    Because the purpose of Tenacity is to lower the TTK (Time to Kill) to an acceptable level so that the game is actually fun and competitive, otherwise people would get blown the HAMSTER up insanely fast.

    Then they should shield the arena with a dampener that gives a consistent amount of tenacity to everybody. Say 2K, 1K, whatever. There's no reason to junk the characters up with it AND have it stackable like ArmPen. Why should newer or lesser geared players be at FURTHER disadvantage by not having mythical "tenacity"?

    It doesn't slow down the kills for these types of characters, the way it is imposed on the system.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited September 2015

    Then they should shield the arena with a dampener that gives a consistent amount of tenacity to everybody. Say 2K, 1K, whatever. There's no reason to junk the characters up with it AND have it stackable like ArmPen. Why should newer or lesser geared players be at FURTHER disadvantage by not having mythical "tenacity"?

    Because that 'mythical' tenacity is easy to get and prepare oneself with in the first place. Straight upto lv69 tenacity equipment is easy to get, and the only thing that stops from those 'newer or lesser' geared players is their own stupidity and laziness. I try to advise any newbie I see in low-level PvP and every time the response I get from those idiots are underwhelming. They don't have a clue as to how important tenacity is, and yet how easy it is to get.

    After reaching lv70 tenacity is simply a matter of time which applies equally for everyone. Takes about a week to get the Grim-tier gear, and then about a month to get the Burning-tier gear. New or old, doesn't matter, it's equal time invested, so there's no such thing as an unfair advantage to anyone.

    It doesn't slow down the kills for these types of characters, the way it is imposed on the system.

    That's because 'those' types of characters never remember the times when they've met and fought their peers. All they remember is the times they've met people +2k higher than themselves in IL and then being 1-shot.


    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    kweassa said:



    That's because 'those' types of characters never remember the times when they've met and fought their peers. All they remember is the times they've met people +2k higher than themselves in IL and then being 1-shot.


    But if the point is simply to slow kills, why not just make it integrated into the environment? Why have a stackable stat for it? I wear Burning gear because I PVP. There are better armors out there I'd like to run with.
  • kweassakweassa Member Posts: 2,390 Arc User

    But if the point is simply to slow kills, why not just make it integrated into the environment? Why have a stackable stat for it? I wear Burning gear because I PVP. There are better armors out there I'd like to run with.

    Because progression is important as well. The fact that you have to work towards a certain objective, instead of everything just freely handed out to you.



    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    rustlord said:

    The very basic of PvP gear, blues, should be sold for both glory and PvE currency, seals of protector. This ought to make the transition less cumbersome for casuals who start to dip into some PvP content.

    You can buy blues on the AH-no armor enchant slot though.
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    kweassa said:



    Because progression is important as well. The fact that you have to work towards a certain objective, instead of everything just freely handed out to you.



    Oh, I have my Burning Gear. I still say tenacity is HAMSTER. Agree to disagree.
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