I'm getting my GF all equipped and getting him his campaing boons, so I'd like to make him tank soon, without making a fool of myself.
I need some explanations about defensive stats and mechanics.
Namely, I know that:
Damage Resistance caps at 80% (or rather 95%, when dealing with mobs with their 15% armorpen).
Deflect (for a GF) halves damage taken, so that would be another 50% damage off if I deflect.
Blocking (shift) reduces incoming damage by 80%.
Let's say I'm tanking with my GF. I got a powesharing acdc and op, so our power is quite high. Let's also say that everyone in the party has the Sheperd's Devotion mount insigna bonus and that everyone can fire off a daily every 9-10 seconds, so that's 5 stacks of Sheperd with two powersharers. (by the way, everyone should have Sheperd's on their toons)
That would mean that I got my Damage Resistance capped, my Deflect at 100% chance and I still gotta raise my shield. Since we can Deflect while Blocking, I can have capped damage resistance, deflect and can also block.
If i also block, do i get all three damage reductions? I mean, 80% from block, 80% from damage resistance and 50% from a successful deflect, thus taking something like 2% of the incoming damage?
I mean, a monster attacks me, I block 80% of the damage with my shield, so that's 20% remaining.
I also deflect, so 50% off 20% is 10% of the initial hit.
I got capped Damage Resistance, so that's another 80% off that 10% off the initial hit, which results in 2% damage taken after all those layers of defense.
Does it work that way?
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Furthermore, if you use Foehammer's Favour Elixir, this increases your deflect severity by 10%, hence you would only take 1.6% damage in the above scenario.
If we wanted to reduce the damage even further, just out of spite for the poor mobs trying to caress us, what could we add in the mix, without resorting to debuffs?
I mean, would DCs' Divine Glow, Hallowed Ground and Anointed Army or Paladins' daily bubbles, Sacred Ground or Bane make that 1,6% of the initial damage even lower?
- Anything which debuffs the enemy's damage will make the initial damage even lower e.g. Feytouched enchantment, Bane, Divine Glow or other debuffing powers
- Any temp HP or damage absorbed is taken before it eats into your HP e.g. Take Measure's GF feat, DC's Anointed Army and Divine Intervention, OP's Daily bubbles etc
Hallowed Ground works in the Defense mitigation stage, so won't lower the 1.6% any further.Sometimes I get 0 damage taken during combat, as in a yellow 0 flying above my head. Does it mean temp hp or Anointed Army has eaten that 1,6% completely, or is there something else? I want my Reckless Attacker stacks to build up and also want some damage for my Martial Mastery to work with (Tactician Build).
I guess this counts as a separated mitigation not a part of DR.
Dunno about Divine Protector, since I've never seen it used even once.
For instance if you have 20K defense and have 3 points into armor specialization your base defense is 23K and not 20K which equates to a bonus of 7.5% to your DR. AC is the same, if you have 30 base you actually have 34.5 AC and gain additional 2.25% DR.
What I do is aim for 100% DR with armor specialization in mind or around 85% base. This than allows you to put points into other defensive stats, such as HP, lifesteal and deflect.
If you are going to play as a Tac GF for group content I also highly recommend the dancing shield for its debuff and it will provide additional defense and deflection. I run all offensive companion gear and enchantments on my companion due to defensive and deflection gains I get from my dancing shield with bonding.
If you are trying to avoid as much damage as possible there are boons that can provide some shielding and others that would be useless to a true GF due to the high DR most Tac GF already have from enchantments.