I am new to the GWF class and am trying to excel at it to get better but need some advice on stats such as power/crit/def/recovery..
I know there are different types of GWF but I'm trying to go the
DPS route
COLOR="#FF0000"]Destroyer[/COLOR.
So what would be the top 3 stats in order from 1 to 3
U][COLOR="#FF0000"]1 being your priority[/COLOR][/U . And what would be the 2 optional stats that are slightly beneficial but still worth getting if I did not have a choice on a peace of gear
You could copy and paste the chart below to help you out :cool:
DPS stats
1.
2.
3.
Optional
4.
5.
Thanks ahead of time for anyone in the community who would respond with a reasonable reply.
Comments
I went half-orc starting stats at 18 str 18 dex. Str gives you the raw damage dex improves your crit. Intel might also make for an interesting stat to take since it lowers your cooldown on encounters.
Arpen>Recovery>Crit>Power for dps
Def>Deflect>Health for Tanking
Deflect>Health>Defence for PVP tanking
You should be ~31-34% Damage Reduction at a minimum on GWF prior to any Unstoppable use (another 25-50% added on top of your base)
As DR only serves to limit your damage taken over time then the biggest concern you would have on GWF is taking huge chunks of damage at once. DR doesn't serve to really stop that, at least not in the amounts slotting a few defense slots would be.
Adding two slots of R7 Azure (Defense, or ~3.5% Damage Reduction) would save you 350HP on a 10000 damage hit where two slots of R7 Radiant (1480HP) would still have HP left over.
On a 20000 damage hit, you would prevent 700 damage.
On a 40000 damage hit, you would prevent 1400 damage.
In general, a GWF is not going to die from taking constant/trash damage as it has too many tools to prevent this but it can die from huge bursts because it doesn't have a dodge. HP is the way to go.
Edit: Example
I think the biggest burst I take in the game right now at 34% DR is the 3rd boss in CN's red ring of death. If you lag even a little and get hit by it, it does ~20000 damage which puts its actual damage at ~27000. (Not factoring things like if he has ArP or Constitutions effect on that, etc) You can also pro status this and hit a potion before the DoT ticks but yeah.
There are a few other moves that come pretty close, Hrimnir hits pretty hard, as do the hands during Dracolich if you get fingered by one. In all of these situations, regardless of DR stats, AC, or class, HP is going to be your best option against the burst while tank-ish classes are going to also get mileage from DR for all the other times they're getting hit (GWF, GF, DC). Classes like TR and CW are going to get more bang for their buck out of HP just due to the fact that it will provide a bigger buffer against the things that will actually kill them.
Adding health drastically reduces the uptime of Unstoppable since Determination is built of a % of health taken per hit. The higher your health pool the slower your Determination builds up, and YES having a higher DR % will also slow the uptime of Unstoppable, but at a much lower rate and proves much for effective after taking this into account.
Yeah it's a huge bummer that HP actually punishes us.
PvE wise the downtime is very minimal and can be timed with Roar/Slam so that it's up even if you're not taking damage. Literally the only time you won't have it up is during boss fights where the adds are tanked away from the boss (CN, Spellplague). Every other dungeon is full uptime with ease and even Dracolich is pretty easy because the adds are a Roar away.
Edit: Assuming you're not padding deeps by fighting the adds 1xCW can CC solo and actually fighting the boss.
For me,
ArP 2300
Recovery 3000
Crit 3500
---
Power
HP
Recovery works into ArP and Crit is <font color="orange">HAMSTER</font> easy to get high leaving you plenty of room to add whatever you want. That's basically 3 offense slots remaining using only R7 enchants.
Long story short : Armor Pen is a very very strong stat, and Power isn't as bad as people say.
Arp is applied AFTER defence reduction.
Example. If a mob has 20% DR and you stack 3 Student of the Swords (45% defence reduction) the mob is now on 11% DR, So a 9% increase in dps.
If you additionally have 20% armour penetration it is a flat 1%/1% increase in damage.
Just saying this off the top of my head, Trickshaw has a full guide for Arp.
Using your example, ArP is -20% from the mob, usually leaving 2% for SoS to remove giving you a net gain of 29% damage.
If it worked as you worded, it would only give 20% as ArP does not go negative.
Actually I don't believe it works that way.
From my testing I'm really sure Armor Pen comes before anything, and defense reductions don't work like they sound.
I was getting a consistent flat reduction from my Student of the Sword and even plague fire on another char.
Basically 1/3 of the stated amount in FLAT reduction (45% from Sots giving -15% FLAT reduction, no matter how much or little my ArPen was), same for plaguefire.
I need to do more testing.
Also 20% armor pen doesnt = 20% more dmg, it doesn't work that way in terms of the BONUS dmg you're actually gaining. Reducing someone's 20% DR with 20% Armor Pen is actually a 25% increase in dmg.
Check out Trickshaws guide, we have reason to believe that it actually can go negative, resulting in a flat Damage increase
Check Trickshaws thread man, you can dig it up somewhere in here, from what it seems 2200 isn't the hard cap either since the Diminishing returns are extremely extremely small.
Basically resulting in Arp>Recovery(3500 is around the soft cap)>Crit>Power(200 additional power being roughy 1% increase in damage)
Technically 2200 is sort of a hard cap because there's not that many things that will have mitigation above 20%.
Yeah but referring back to the point that people are noticing that even after 2200 on mobs they are having increasing damage values which suggests that Armour penetration can actually go into the negative values.
I can assure you it doesn't go negative by itself.
People have tested this with positive results dude
"Armor Penetration
Armor Penetration Tooltip = 35.7*ArmorPenetration^1.88/(LevelConstant+ArmorPenetration^1.88)
Targets Mitigation % = Mitigation-(ArmorPenetrationTooltip*(1+StatBonus))
...where the level constant for level 60 is between 1,224,109 and 1,225,473.
Your % of Armor Penetration subtracts directly from the targets mitigation to a minimum of 0 mitigation. Abilities effects stack, are applied after Armor Penetration and can reduce the targets mitigation into negative numbers."
Yeah you just proved what I just said.
It doesn't go into negative by itself.
Lots of abilities have effects that "reduce defense" or whatever the wording is, they're the ones that will happily push mitigation down into the negatives. The fact that they apply after the Armor Penetration needs more testing.
Also the supposed cap of 22% mitigation in PvE also needs more testing.