Ok this has been bothering me for several games and not just Neverwinter. As I understand it Armor Penetration is key to doing maximum damage, but isn't the ability to penetrate armor a Physical ability? So the more we have the better. Now here is the dilemma: why does magic not just ignore armor like in quite a few other games??
Take Runes Of Magic for example: In order to mitigate magic damage you have to spec for magic resistances. This is completely separate from Armor Penetration, and pretty much the only classes that need AP are those that actually do physical damage. Other MMORPG's use the same formula, but there are some that use the same formula that Neverwinter uses.
Why cannot the game developers use the same system and make it much easier to know what people will need when going up against other's/mobs.
I am no expert in this and just want to hear from others on their opinion. So please keep it civil guys.
Also, unlimited or maximum Armor Penetration is not "key to doing maximum damage", unless you mean against a single high mitigation target and absolutely everything else possible being equal. Choice of spells, class features, feats and appropriate gear, playstyle and context can make a lot more difference than a little bit more mitigation removal on your gear.
Besides, having only one mitigation removal stat across all classes and all spell effects, makes the game much easier to understand and balance for both developers and players. It should be obvious why this is appealing.
If you want it to make some "lore" sense, perhaps think of all armor in this game as being "spell armor", i.e. armor is always crafted to counter standard magic as well as physical attacks. But again, this is even less relevant to CW-specific forums...
Also, unlimited or maximum Armor Penetration is not "key to doing maximum damage"
It is first key to do maximum of you current possible damage. Even if you spec is horrible and you do nothing but autoattacking, you will do 100% of that horrible damage instead of diminished by armor damage.
It is first key to do maximum of you current possible damage. Even if you spec is horrible and you do nothing but autoattacking, you will do 100% of that horrible damage instead of diminished by armor damage.
Yeah, and who will care from all that autoattack damage. Even a DC, who almost always have zero Armor Pen, would have done not a factor but a magnitude more damage than you PLUS all their healing, debuffing and damage reduction...
Seriously, Kerro, I know you only care about personal damage potential and nothing else, but you're just being silly now! Stop derailing threads with this kind of thing.
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chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
-Deleted my reply after re-reading OP and realized he already knew what I tried to say.
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
Ok first I stuck this here because I play a Control Wizard with a build that I do massive damage with.
My concerns are that every class uses the generic armor penetration formula when as a magic class any spell caster should not truthfully have to worry about unless we are hitting a mob with out weapon (not exactly a great thing with some of the weapons we as Wizards use).
I mentioned RoM because that is one game where you have to spec for magic damage, either mitigation or potential damage. Making a game easy by setting it so everyone has to use AP to kill stuff is not bright in my opinion (and I do not mean to offend anyone), but I actually would love to see a stat that can mitigate magic damage either generic or type specific (fire, wind, water, earth based).
Yes I know there are other games out there that can give me what I would like too see, but I am enjoying myself playing NW so for the moment I do not plan on going anywhere. I do not feel the lack of a magic damage mitigating or enhancing stat is a game breaker at all, but it would be nice to see it especially since a lot of bosses and mobs in the game use magic as their main attack.
SO far this is going well with yall's responces so I would like to see more of yall let me and the rest know your thoughts.
I have noticed a few non named mobs that are immune to magic. If this is the case maybe they were gonna include the stat to mitigate/improve magic damage???
In regards to PvE, its my understanding that only bosses have mitigation?
I go in depth about mitigation reduction for CW's in my thread: Here
A short list of mitigation values:
Mitigation values have been cited as the following: Bosses- 24% mitigation. Brutes- 20% or 22% mitigation. Strikers and Leaders- 16.2% or 18% mitigation. Minions- 14.4% mitigation. ControllersandRanged Strikers- 12.8% or 14% mitigation.
Armor Penetration is calculated first. It also only goes to 0. It doesn't matter if you have 4000 ArP, it will stop at 0. At THAT point, extras you have like terror/plaguefire/bronzewood/GWF stuff etc and so on take effect, effectively taking the mob into negative resists, which means more damage for you.
I have found that with my build I am critting like there is no tomorrow. I used a modified Renegade build that I found online. Just trying to get some better gear now.
Comments
Also, unlimited or maximum Armor Penetration is not "key to doing maximum damage", unless you mean against a single high mitigation target and absolutely everything else possible being equal. Choice of spells, class features, feats and appropriate gear, playstyle and context can make a lot more difference than a little bit more mitigation removal on your gear.
Besides, having only one mitigation removal stat across all classes and all spell effects, makes the game much easier to understand and balance for both developers and players. It should be obvious why this is appealing.
If you want it to make some "lore" sense, perhaps think of all armor in this game as being "spell armor", i.e. armor is always crafted to counter standard magic as well as physical attacks. But again, this is even less relevant to CW-specific forums...
Gameplay forums are over there ================================> http://nw-forum.perfectworld.com/forumdisplay.php?881-Gameplay-Combat-and-PvP-Discussion
Note. And eww, eww for even mentioning the horror that is RoM *shudder*!
Yeah, and who will care from all that autoattack damage. Even a DC, who almost always have zero Armor Pen, would have done not a factor but a magnitude more damage than you PLUS all their healing, debuffing and damage reduction...
Seriously, Kerro, I know you only care about personal damage potential and nothing else, but you're just being silly now! Stop derailing threads with this kind of thing.
Roland Mac Sheonin GF | Tarron Direheart SW |
My concerns are that every class uses the generic armor penetration formula when as a magic class any spell caster should not truthfully have to worry about unless we are hitting a mob with out weapon (not exactly a great thing with some of the weapons we as Wizards use).
I mentioned RoM because that is one game where you have to spec for magic damage, either mitigation or potential damage. Making a game easy by setting it so everyone has to use AP to kill stuff is not bright in my opinion (and I do not mean to offend anyone), but I actually would love to see a stat that can mitigate magic damage either generic or type specific (fire, wind, water, earth based).
Yes I know there are other games out there that can give me what I would like too see, but I am enjoying myself playing NW so for the moment I do not plan on going anywhere. I do not feel the lack of a magic damage mitigating or enhancing stat is a game breaker at all, but it would be nice to see it especially since a lot of bosses and mobs in the game use magic as their main attack.
SO far this is going well with yall's responces so I would like to see more of yall let me and the rest know your thoughts.
I have noticed a few non named mobs that are immune to magic. If this is the case maybe they were gonna include the stat to mitigate/improve magic damage???
I go in depth about mitigation reduction for CW's in my thread: Here
A short list of mitigation values:
Mitigation values have been cited as the following:
Bosses - 24% mitigation.
Brutes - 20% or 22% mitigation.
Strikers and Leaders - 16.2% or 18% mitigation.
Minions - 14.4% mitigation.
Controllers and Ranged Strikers - 12.8% or 14% mitigation.
Source: Calculating Stats and their Effects.