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Is defense useful now that tr and hr damage is no longer piercing?

jwfortjwfort Member Posts: 1 Arc User
With the damage mitigated would it be wise to switch to defense enchants that provide a bit of defense? I currently use enchants athat give deflect/hit points in my defense slots and I'm on console so I'm just wondering if there is any changes I may need to change.

Comments

  • slysnow#2290 slysnow Member Posts: 110 Arc User
    edited August 2018
    Defense has always been good. Defense helps reduce the initial hit. To my knowledge when hit it first goes through your defense, then your deflect chance, then your HP.

    So a 10k hit will be mitigated by your damage dealt reduction (defense) first. Lets say you have 40% so now that 10k hit is down to 6k. From here it goes to your deflect chance. If you successfully deflect you then reduce that 6k hit by an additional 60%. That would mean you will take 3600 damage to your HP , down from the initial 10k hit. To my knowledge that is how it works. Sharp also had something similar in one of his guides before I think. Its been awhile since i looked into that so dont quote me on all this lol

    To get a sense of if defense is good or not for you just ask someone to private que you 1v1. Use incoming healing boon as your defense boon. Then go again but use the defense boon. Just stand there and let the person hit you until death. The result of that test will let you know whether or not to use defense boon/stack defense
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited August 2018
    Oppressive Darkness Feature by TRs is still piercing.

    Aimed Shot by HRs is still piercing.

    You still need to stack HP in some instances.
    Post edited by vordayn on
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited August 2018
    MOst player invest in deflect on PC but i saw some DC´s running at 80% DR+negation+classfeat on top and were near impossible to kill that like ... maybe by stacking 200% RI, can´t tell. So it seems to be from value from my observation.
    Honestly i don´t understand some mechanics of TR´s.

    I saw TR´s with 50k power, 15k recovery, near no arp and they went - stealth (CA+100%power) - bloodbath -hits dealt like 30k each one on a player with 60% defense + deflect 30-50%+ and and unp. shadowclad.
    The ammount of damage was dealt by that daily, it´s not Opressive darkness following ACT that melts you in seconds and it´s not the SoD-proc (not needed...).
    Beside the fact that some buffs are doubled (somone mentioned it somewhere x1.4 instead x1.2), I can´t understand the ammount of damage dealt by a daily by a class with no RI.
    Or is it simply the ammount of non resistet damage wich kills you since the damage premitigation is that high from selfbuffs?
    If so DR should be a good way to lower that ammount of incoming damage.
    SoD from my understanding is no direct piercing also, only a proc (piercing) wich is a result of the ammount of dealt damage in the passing 6 seconds, tirggered by one encounter. So if you block everything (GF), there will be no high SoD proc following.
    Post edited by schietindebux on
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    Thx a lot, awesome.
    So in the end Tr´s ignore crit and arp more or less :)

    If a DC runs 80% DR + Negation + Hollowed ground + Forsight (of hand feat on top), he is at 80% + 0-40% DR + 35% + 8% = 123-163% DR
    I need to overcome 43-83% DR to get him below cap, means I need up to 207% RI to scratch at that cap.
    My warlock at 140% RI get´s him down to 63%, that´s a 65% damage increase for short ... at 3 stacks of negation he is at cap again.
    A TR won´t get him down to anything, so at cap you can demenish incoming damage from a TR from 80% up to 90% (depending on added deflect), Oppressive darkness (15% piercing) will also be downsized by that, not worthless in my eyes. I´ll check my DC setup next time.

    Most classes can´t stack DR up to an acceptable ammount like DC can. At 60% DR I get down to zero by 150% RI , if debuffs are involved even faster. At 40% my opponent needs 100% RI (that´s the average Ri most classses run I´d say). DR is not that valuable for most classes since you need to stack a lot to be effecitve I´d say, so Deflect is your friend.

    Anyone knows how debuffs work in PVP in terms of effectiveness?

  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited August 2018

    Thx a lot, awesome.
    So in the end Tr´s ignore crit and arp more or less :)

    Yep, besides ignoring Crit and ArPen, they can also ignore Defense and Deflect because of their ITC, multiple immunity frames (dodge, BB), control power (smoke bomb/daze) and stealth mechanic.

    So they only really need to focus on Power and Recovery, making them one of the best classes to min/max their stats.


    If a DC runs 80% DR + Negation + Hollowed ground + Forsight (of hand feat on top), he is at 80% + 0-40% DR + 35% + 8% = 123-163% DR
    I need to overcome 43-83% DR to get him below cap, means I need up to 207% RI to scratch at that cap.
    My warlock at 140% RI get´s him down to 63%, that´s a 65% damage increase for short ... at 3 stacks of negation he is at cap again.
    A TR won´t get him down to anything, so at cap you can demenish incoming damage from a TR from 80% up to 90% (depending on added deflect), Oppressive darkness (15% piercing) will also be downsized by that, not worthless in my eyes. I´ll check my DC setup next time.

    Most classes can´t stack DR up to an acceptable ammount like DC can. At 60% DR I get down to zero by 150% RI , if debuffs are involved even faster. At 40% my opponent needs 100% RI (that´s the average Ri most classses run I´d say). DR is not that valuable for most classes since you need to stack a lot to be effecitve I´d say, so Deflect is your friend.

    Yes, however, you do notice the difference good defense makes against a TR. If you didn't have any defense (above that of their RI) then you will go down *a lot* faster.

    The GF and OP can also make good use of defense stacking.

    The GF has a third layer of mitigation: their Shield Mechanic. Hence, only 20% gets through if their shield is up, and of this 20%, if they have full 80% DR, then only 4% gets through, and then if deflected only 2% of the damage gets through (or 1.6% if they have Foehammer's Elixir).

    I am not sure though, does the Shield Mechanic block piercing attacks?


    Anyone knows how debuffs work in PVP in terms of effectiveness?

    AFAIK, there is no reduction in terms of effectiveness of debuffs in PvP vs PvE. I would also assume that it suffers diminishing returns like in PvE, but because there isn't a lot of stacking of debuffs in PvP, then it would still be in the steeper part of the debuffing curve. Happy to be corrected though.

    Hence, if you have a Righteous DC + MoF Debuffer (either with a Dread Enchant) in the party, it can shred most tanky classes defenses quite easily.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    edited August 2018
    Uhm, people, aimed shot has never been piercing damage. Archers have only one piercing feat on the archer feat tree, longshot, which is pretty HAMSTER tbh.

    If aimed shot had been piercing, I'd have oneshot absolutely every pvp toon in the game, every single time.
    Post edited by jonkoca on
    No idea what my toon is now.
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