thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
In general, I agree with this thread. However, bear in mind, the only creature in the game with 60% DR is tiamat, everything else sits at 40% or lower so unless you plan on actively farming tiamat, 40% is fine. It is also important to note that for pvp you will need much higher then 60% RI, to deal with tenacity. Furthermore, if you choose the right gear pieces, you should hit 6k RI without even needing to slot darks, I know from my CW for example, I got 6k arp and I have never invested in a single dark. This is because arp scales 1:100, where as most other stats, excluding recovery and those weird stats like AP gain, scale 1:400. This means that with little to no effort you can hit 60% RI. When choosing gear, my recommendation is choosing gear pieces that have Arp, crit and power ideally, even if it means you do not use the highest level gear piece available to you. For example, a friend of mine who plays GWF uses a t1 helmet on their gwf even though they have t2 helmets available to them because the t2 helmets don't have that stat combination available to them but the t1 helmets do. It is all about min/maxing. Take a look at your gear, ignore the word recommended and look at the stats on the gear. Don't worry too much about whether or not the stats are higher, look at whether or not they are the stats you want. This makes a character a lot more effective then if you trust the games recommendations.
This is interesting: today I levelled my GWF from 60 to 61, and the resistance ignored stat went up from a bit over 31 to 58 after just changing my weapon (more ArPen on it, yeah, but never though it would go up like this), and the defence stat went down from 32 to 21 which should have been affected at all. It's like a levelling up one step changes some formulas to force you to update most of your gear if you want to keep your character balanced.
I decided to run with Draconics in both offence and defence slots as I wasn't sure what to put in and this gave me a good balance I thought. Is there anything wrong with this???
@ddem0n888 Not technically "wrong" per say. There are just better ways to stack your enchants. After you get your gear, you want to try and get 60% RI using Dark Enchants. Then depending on the class you want to throw some Crit enchants(Azures) or most likely Radiant Enchants for POWER. That is really mainly for DPS classes. I'm sure for Heal DC/Pally/Tank it may be a bit different.
Draconic is a good enchant for a few different stats, but you want to focus on the stats you actually NEED for your build.
In general, I agree with this thread. However, bear in mind, the only creature in the game with 60% DR is tiamat, everything else sits at 40% or lower so unless you plan on actively farming tiamat, 40% is fine.
@blindmonkeyz you're saying that tiamat has an even higher DR than what we all thought (60%)? Would make sense if that link above is true, because those mobs have high resistance.
Is there an official source about this damage resistance numbers for bosses? Some say 60 here, others 70, others 55. Where do they get their numbers from?
Afaik, they do extensive testing on PC version, which allows them to collect a lot of logs with damage numbers, and then parse these logs using a program called ACT (with a plugin for NW). I think as longs as you know you current RI % and it's lower than the DR % of the target mob calculating the mob's DR % is a fairly straightforward math.
For all dungeons(Not named Tiamat) bosses are 60%, Ads still around 40% or so. I was not including Tiamat in my statement, mainly because you have 25 people in there lol. So 60% by 25 people, should be more than sufficient.
Is there an official source about this damage resistance numbers for bosses? Some say 60 here, others 70, others 55. Where do they get their numbers from?
Nothing has 70%, Tiamat is right below 60% The link posted by Randomdigits a few post up is as good as official info, check that out.
I decided to run with Draconics in both offence and defence slots as I wasn't sure what to put in and this gave me a good balance I thought. Is there anything wrong with this???
I have all rank 8 draconics in every slot currently until I can decide what to do when I have all my personalized gear done. Nothing wrong with it imo. Its a stepping stone to progression and they are cheap to buy at rank 7 and 8.
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As blunt as this statement may be I have to agree, prancing around like Alice in Wonderland (because it's fun) in a serious fight is a sure way to get people killed and fail the mission, not to mention forcing people to have to blow through their resources to survive. Save the nonchalant play style for when you're frolicking around a flower patch in Sharandar.
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Your math is very accurate, but I am not sure why you speak of DR as if it is overall Resistance. DR should only effect Damage, If a DC with no RI were to cast divine glow on a boss, (the debuff value is -10% DR) are you saying the debuff value would only be 4%? I have played that class too much and watched as stacking divine glow help the dps melt enemies. I can't believe that without proof. I understand RI is important to make sure you are getting the most damage out of your attacks but am I the only one that thinks that a flat rate of 60% is sometimes too high? For instance, does a HR trapper with a PF enchantment still need 60% RI? I don't think so, The sw has a class feature from the hellbringer paragon that increases RI by 25%, and curse consume ability on the dreadtheft encounter lowers target defenses by over 9% and stacks up to 5 times, there are too many wildcards that comes into play for there to be one flat rate to aim for. you can only ignore what defenses they have, any more than that is useless, which would make all of these debuffs i have shared and probably others completely useless if you already ignore all of their DR,
Do you have credible sources to support your claim that DR also resists buffs and debuffs?
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Tiamat was 60% before Mod 6, it went up when WoD changed.
Tiamat is still 60%. The reason I said about 40% is good enough for dungeons is because in a group, you should ideally have some debuffer who would be able to address the last 20%. Ideally though, you still want that 60%.
Also, you got to remember when number crunching with crit, that crit has a hard cap of 100% and if you play with a group, there is almost no reason to take crit higher then 70%. This is because a renegade CW has a buff called chaotic nexus, which adds 30% crit chance when it is up, which will bring your crit up to 100%. They also have a passive 5% crit bonus which would technically bring your crit up as well, but from an efficiency standpoint, if you are a dps class, I would say if you on a limited budget, aim for 70% crit chance and if you are not, aim for at least 78%.
Also, people number crunching with vorp, bear in mind that vorp acts as a buff for you, where as plaguefire, terror and fey all benefit the entire party. I am not going to give the full explanation of why vorpal is not as amazing as people assume it is here, but I will link to an explanation I gave a long time ago on the matter, for anyone interested in reading it: http://knightsofnever.guildlaunch.com/forums/viewtopic.php?t=10724422&p=37386569&gid=427468#37386569
(This guild is long dead, but the theorycrafting I did on it remains true even today)
Take note: For personal dps, vorp is the undisputed king of weapon enchants IF you are built for crit, (if you are not built for crit, its feytouched, assuming you got a trans fey) however in a party, things become more muddled as then for optimal play, its important to give consideration to group performance over personal performance where things like a plaguefire will give more dps to a party then a vorpal.
It is also important to note that different ranks of plaguefire will both apply the debuff, because they are registered independently. So whilst running 2 perfect plaguefires will only apply the debuff up to a maximum of 3 times because they are the same rank, a perfect and a pure plaguefire would apply the debuff up to a maximum of 6 times, because they are registered independently and don't stack with one another.
Finally, as an aside note, ill mention that its important to note how recovery works, which is why stacking it isn't particularly effective. Recovery works, by adding to the denominator when determining cooldowns. So say an ability has a 10 second cooldown with nothing effecting its cooldown, then a player gets 20k recovery (or 100% recharge speed increase, as it so happens to be). This would then change the cooldown as follows: 10*(100/(100+100)) = 10*0.5 = 5 seconds, so with 20k recovery, you have halved the cooldown. Say you then add another 20k recovery, you will then reduce the cooldowns down to 3.3 seconds recurring. You will notice its effect on cooldowns, in the given example, suffers from diminishing returns. Recovery itself might be a linear stat, whereby 200 recovery = 1%, but you have to remember that recovery only scales your recharge speed and recharge speed, does have diminishing returns. This means that recovery indirectly has diminishing returns and you need to factor this in when building a character.
A 9% damage buff for the entire party is not something to be scoffed at, especially because, even in a best case scenario, vorpal is only a 28.5714 boost to personal damage (not 50%) and the more crit severity to have, the less effective vorp becomes as a boost, where as the damage boost provided by other sources remains constant. For reference, assume you are a CW in a party where the top 3 dps all do the same amount of damage, you have effectively done the same as increased your own dps by 27%, before increasing the dps of the tank and healer. What is more likely though, is that if you are with a properly built GWF or SW, you will not be on par with the other dps and you will have effectively increased your own dps by more then 30%. This is where the power of the debuff enchantment stems from. Also, in future I recommend not quoting from kaelac but rather abaddon's more recent work (I will link it if I can find it again) as kaelac's work is now about 3 modules out of date and abaddon's work is only 1 module out of date.
Comments
Draconic is a good enchant for a few different stats, but you want to focus on the stats you actually NEED for your build.
Last I've heard many of the elite mobs have the DR around 50-55%:
https://nwobattleground.wordpress.com/2015/07/08/whats-the-amount-of-arpen-needed-for-the-campaign-maps/
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LGPG Alliance
Reagents of Death - Leader
CW - Phoenix lvl 70 4034 (Main)
GF - Spectre lvl 70 4012 (Main)
GWF - Ice lvl 70 4010 (Main)
SW - Zor lvl 70 3230 (Main)
OP - Box lvl 70 3002 (Retired)
PS4
Look Good Play Good
GWF - Ice lvl 70 3875 (Main)
GF - Spectre lvl 70 2669 (Alt)
And @ the GWF goin from 60-61 exsperincing stat fluxuation. Thats the point where stat curves jump drastically
Tiamat should be at 59.5% according to tests...
The link posted by Randomdigits a few post up is as good as official info, check that out.
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[]Full Metal Witch[]
4149 TiL
Guild: (X1) The Legendary Outlaws
"The Best of the Best"
"Nobody does it better"
#TLO BiS
Unleash The Wolves- HR Lvl 70 (PVE)
<font color="Aquamarine">"Non-Pay-To-Win"</font>
I hunt GWF "Magik" on sight.
No TRUER WORDS have EVER been said!
Do you have credible sources to support your claim that DR also resists buffs and debuffs?
Also, you got to remember when number crunching with crit, that crit has a hard cap of 100% and if you play with a group, there is almost no reason to take crit higher then 70%. This is because a renegade CW has a buff called chaotic nexus, which adds 30% crit chance when it is up, which will bring your crit up to 100%. They also have a passive 5% crit bonus which would technically bring your crit up as well, but from an efficiency standpoint, if you are a dps class, I would say if you on a limited budget, aim for 70% crit chance and if you are not, aim for at least 78%.
Also, people number crunching with vorp, bear in mind that vorp acts as a buff for you, where as plaguefire, terror and fey all benefit the entire party. I am not going to give the full explanation of why vorpal is not as amazing as people assume it is here, but I will link to an explanation I gave a long time ago on the matter, for anyone interested in reading it:
http://knightsofnever.guildlaunch.com/forums/viewtopic.php?t=10724422&p=37386569&gid=427468#37386569
(This guild is long dead, but the theorycrafting I did on it remains true even today)
Take note:
For personal dps, vorp is the undisputed king of weapon enchants IF you are built for crit, (if you are not built for crit, its feytouched, assuming you got a trans fey) however in a party, things become more muddled as then for optimal play, its important to give consideration to group performance over personal performance where things like a plaguefire will give more dps to a party then a vorpal.
It is also important to note that different ranks of plaguefire will both apply the debuff, because they are registered independently. So whilst running 2 perfect plaguefires will only apply the debuff up to a maximum of 3 times because they are the same rank, a perfect and a pure plaguefire would apply the debuff up to a maximum of 6 times, because they are registered independently and don't stack with one another.
Finally, as an aside note, ill mention that its important to note how recovery works, which is why stacking it isn't particularly effective. Recovery works, by adding to the denominator when determining cooldowns. So say an ability has a 10 second cooldown with nothing effecting its cooldown, then a player gets 20k recovery (or 100% recharge speed increase, as it so happens to be). This would then change the cooldown as follows:
10*(100/(100+100)) = 10*0.5 = 5 seconds, so with 20k recovery, you have halved the cooldown. Say you then add another 20k recovery, you will then reduce the cooldowns down to 3.3 seconds recurring. You will notice its effect on cooldowns, in the given example, suffers from diminishing returns. Recovery itself might be a linear stat, whereby 200 recovery = 1%, but you have to remember that recovery only scales your recharge speed and recharge speed, does have diminishing returns. This means that recovery indirectly has diminishing returns and you need to factor this in when building a character.
Hope this helps.
I dont know if your talking to me but i already mentioned go off of R I on character sheet as it is fixed and accurate
Yes and you want RI capped so that dmg mitigation to adds turn into raw dmg buffs
Also enchants like plaguefire that say -15% defence per stack 3max work much more ineffectivly than you think.
Pure plague 3 stacks translates to 9% dmg bonus, and mobs hit 9% softer.
Well known source
http://laggygamerz.com/forum/index.php?/topic/382-kaelac’s-guide-to-damage-tenacity-reisistance-and-debuffs-in-neverwinter/
Also crit based dps should how vorpals, tank and healers should split terror and plagfire.
I tank with pure plag and focus on keeping stacks up on main targets, and fanning big groups with WMS at beginning if my immune phase during rotation