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GWF - Why "power" is the wrong way to go, imho

krayz33krayz33 Member Posts: 16 Arc User
edited May 2013 in The Militia Barracks
Hello everyone, I noticed that nearly everyone is going for Power first... and I wonder why they do that, unless they really calculated it well and took their avg. dmg into account, but from what I've read so far I really doubt they did that...

lets get some facts first, at least I believe them to be "facts" because the character sheet says so, yet who knows if that really applies. right?

25 Power = 1 Dmg
~145 Crit = 1% crit
~135 Arp = 1% resistance ignored (might be 145 too but that doesn't add up with my stats.. so I don't know for sure)

GWFs get 90% critdmg (75% + 15% from Talents)

We have certain talents that improve the viability of Power, 25% OR 50%, it depends on what tree you choose.
there is another one that applies on crit too, yet it doesn't stack, so we get a flat 15% power dmg every 5 seconds so to say.

so if we assume that we always have the +50% talent available, we'd get:

25 Power = 1,5dmg
the "bleed"-talent is kinda difficult to add, because it does 3% of your power as DPS but I don't know how to calculate a GWFs dps in general because you have to take swingtimers into account, which is kinda hard to time and varies because of Unstoppable, doesn't matter though, because you'll soon see my point:


so lets assume a low lvl scenario

1% crit, vs equal Power stats 145 vs 150 stats
150/25 = 6*1.5 = 9 <-- Flat dmg increase

100 swings (also note that this flat amount will also add to your encounters, which do MORE damage than your normal strikes)

109*100 =10900
99*100+1*190 (1% crit+90% critdmg) = 10090

Yay, Power wins! by quite alot I'm lvl 10 and I'll commit to power then!

however....
LvL 60 + better gearscore

1009*100 = 100900
99*1000 + 1900 = 100900

now lets talk about IBS for example
lets assume a 5k dmg non crit (might as well go for 4k or 3k we saw that 1k is the "breaking point")
out of 100 IBSs

100*5009 = 500900
99*5000+9500 = 504500



So what I'm getting out of this, is that Crit and especially ARP will outpreform power... what am I missing, what am I doing wrong, please consider that the numbers were in favor of Power and worse if you commit into the destroyer tree and whenever you do not have the 50% buff "available"

excuse my grammar and spelling, I thought I'd use the english forum because the german one is kinda "empty"

on a sidenote I believe the instigator tree to be better than the destroyer one now.. you get 15-25% more dmg on wicked strike
5% crit and dmg from combat advantage, at least around 20% or more power when playing with groups

vs additional Determination (which isn't building up fast enough on its own)
10% encounter dmg
3% power as DPS


Naturally - thats only if Power works the way I believe it to, I don't know exactly how power works, because the game doesn't give it away like others do

for example if its something like (Weapon damage + Power damage bonus) * Skill modifier, then thats a totally different story
but where can I look that up? (same goes for target limitations of skills etc. etc.)


edit: I just noticed that when I unequip an item with +120 power I lose 17 dmg on IBS
so it does seem to be working with a skill modifier, I already regret opening this thread.
Post edited by krayz33 on
«13

Comments

  • asaviosasavios Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 25 Arc User
    edited May 2013
    ARP is only viable in pvp. Imagine a monster has ~25% damage reduction through defense. Debuffing it with student of the sword: 25% * 0.55 = 13,75% damage reduction. Debuffing it further with weapon master's strike: 13,75% - 10% = 3,75%. Thats already pretty low. And there are abilities of other classes reducing it further.
  • proqludumproqludum Member, Neverwinter Beta Users Posts: 83
    edited May 2013
    Also don't forget that most non human/orc GFWs will have 85% critical severity. Many will take 1% crit over 5% crit damage.
  • h3rflikh3rflik Member Posts: 20
    edited May 2013
    I will take 5% critical damage any time over 1% crit rate. The simple thing is, 1% rate is easy to get via critical rate from gear, DEX points and other feats/abilities. Where the feat with critical dmg is the only thing that can increase it, well if you go half orc (like me) you get additional +5% critical damage from racial ability with is nice boost.

    I think the OP got nice point here, power would be much better if it gave % increase rather than flat. Critical rate is much better. I dont know how to rate armor penetration, since we got 45% from one feat, other things reduce it further, in party other clases probably reduce it even further, I think even Marking enemy reduce their mitigation.

    For me I go this way:
    Critical rate > Defense > Armor pen > Power
    I main defense since it reduce incoming damage by %, and since I spec into sentinel I get effectivess boost to it and its changed to power at 20% rate. Need to check Recovery effectivness, since it reduce cooldown of abilities by not bad %, with is somewhat increase of DPS. Regeneration sems to be the worst stat from what I seen.
  • terhixterhix Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 242 Bounty Hunter
    edited May 2013
    proqludum wrote: »
    Also don't forget that most non human/orc GFWs will have 85% critical severity. Many will take 1% crit over 5% crit damage.

    30% crit chance and 90% severity is 27% dps increase.
    31% crit chance and 85% severity is 26.35% dps increase.

    Gap gets bigger the more crit chance you have, take 3/3 severity, always.
  • terhixterhix Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 242 Bounty Hunter
    edited May 2013
    asavios wrote: »
    ARP is only viable in pvp. Imagine a monster has ~25% damage reduction through defense. Debuffing it with student of the sword: 25% * 0.55 = 13,75% damage reduction. Debuffing it further with weapon master's strike: 13,75% - 10% = 3,75%. Thats already pretty low. And there are abilities of other classes reducing it further.

    That's assuming arp reduces resistance rather then substracting from it. The wording of the effect is "Resistance ignored N%", the armor penetration from CON even states "Resistance ignored -X%" even. If arp reduces resistance by a flat number, and if it can go into negatives, then it can be better than Power.
  • krayz33krayz33 Member Posts: 16 Arc User
    edited May 2013
    Finally some numbers rolling, doesn't matter whether anyone is right or wrong atm, its good to see a few people think stuff over... am I missing a website or something were theorycrafting is done? well whatever I did some "testing" and found out that skills do indeed get a different amount of damage out of power

    my 3 most used skilss are Roar/Charge/IBS so I tested it with 2 of them.

    I bought an item with 150 power from the vendor (6 dmg)

    Roar damage went up 6 points, Charge went up 3 points (50%) and IBS around 22 if I remember correctly
    I tried to figure out how weapon damage is scaling with the skills but once I unequip my 150power item
    (with the weapon equipped of course) the damage lost is different from before

    this also applies if I equip more power items
    for example if I run with 1175 power (the only number without a 0.x increase i could manage) and I unequip the 150power swordknot, I get a -4 damage from charge (roar is still -6 however)
    IBS loses 21 damage instead of 22

    this is either because of uneven %-scaling and/or the game rounding up numbers i believe

    for example Charges Power scaling could be between 55% or 60% and not 50%

    my first guess was that roar and charge damage is calculated like this

    Roar = 113 + ~120% weapon dmg + (Powerdmg increase *1)
    (did it once with weapon and 1588 power and once with 4111 both were very accurate and only 1 damage off, most likely due to rounding up numbers in the game)
    Charge = 67 + ~80% weapon dmg + (Powerdmg increase *~0,5)

    charge is somehow off, roar is at least in my case pretty accurate
  • proqludumproqludum Member, Neverwinter Beta Users Posts: 83
    edited May 2013
    terhix wrote: »
    30% crit chance and 90% severity is 27% dps increase.
    31% crit chance and 85% severity is 26.35% dps increase.

    Gap gets bigger the more crit chance you have, take 3/3 severity, always.

    I see, but what if we take our crit procing paragon feats into account ?
  • terhixterhix Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 242 Bounty Hunter
    edited May 2013
    Good data, keep it up.
    proqludum wrote: »
    I see, but what if we take our crit procing paragon feats into account ?

    There is nearly no advantage of 1% more crit, you can only stack student of the sword 3 times, and whether you have 1% crit more or less at certain threshold you will just keep it up all the time on all the mobs. Deep Gash doesn't stack at all, just refreshes.
  • kikoodutroa8kikoodutroa8 Member Posts: 2 Arc User
    edited May 2013
    terhix wrote: »
    That's assuming arp reduces resistance rather then substracting from it. The wording of the effect is "Resistance ignored N%", the armor penetration from CON even states "Resistance ignored -X%" even. If arp reduces resistance by a flat number, and if it can go into negatives, then it can be better than Power.

    I'm not in the game now (nor do I have the gear on my low lvl GWF to do tests anyway), but this should be easily verified on the training dummies near the pvp npcs.
  • terhixterhix Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 242 Bounty Hunter
    edited May 2013
    I'm not in the game now (nor do I have the gear on my low lvl GWF to do tests anyway), but this should be easily verified on the training dummies near the pvp npcs.

    Well, there is the difficulty that damage done apparently doesn't show damage pre-mitigation like damage taken does, so you need to do some gear swapping and more elaborate testing. Might do it myself though I'm into a project of testing lifesteal myself now. I'd be very happy to know which one of those mechanics it is.
  • kikoodutroa8kikoodutroa8 Member Posts: 2 Arc User
    edited May 2013
    Ewww looks like the server crashed not too long after I logged in so saddly I can't give any numbers nor screen shot but it seems that:

    -Armor Pen reduces Res by a flat number (noticed a big difference of mitigation on the same mobs by going from 3.7% ap to 1.5%.
    -The feat that gives Weapon Master Strike is bugged, and currently debuffs resistance to WPS itself and not to encounters.

    Btw Terhix my combat log shows both damage output and damage taken, you should see something like this:
    Your Takedown deals 733 (845) Physical to Summoner.

    The number between brackets being your damage roll, before any mitigation or buff.
    With WMS, I had something like "your WMS does 180 (150) dmg to x", clearly showing the target had quite a big debuff against it.

    By the way, I'm terrible at maths so if someone could give me the formula to get the % mitigation in "Your Takedown deals 733 (845) Physical to Summoner.", I would be extremely thankful.
  • terhixterhix Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 242 Bounty Hunter
    edited May 2013
    Ewww looks like the server crashed not too long after I logged in so saddly I can't give any numbers nor screen shot but it seems that:

    -Armor Pen reduces Res by a flat number (noticed a big difference of mitigation on the same mobs by going from 3.7% ap to 1.5%.
    -The feat that gives Weapon Master Strike is bugged, and currently debuffs resistance to WPS itself and not to encounters.

    Btw Terhix my combat log shows both damage output and damage taken, you should see something like this:
    Your Takedown deals 733 (845) Physical to Summoner.

    The number between brackets being your damage roll, before any mitigation or buff.
    With WMS, I had something like "your WMS does 180 (150) dmg to x", clearly showing the target had quite a big debuff against it.

    By the way, I'm terrible at maths so if someone could give me the formula to get the % mitigation in "Your Takedown deals 733 (845) Physical to Summoner.", I would be extremely thankful.

    Great info! I went to target dummies to see if I get the difference in brackets and test it this way, only attacked it few times with no combat advantage and got nothing for some reason, so I assumed it's not there :p.

    Going to swap all my power gems into arp it seems.
  • jcfisher3rdjcfisher3rd Member Posts: 0 Arc User
    edited May 2013
    Supposedly the armor penetration works with 3% = 1% more damage as tested on the target dummys and power is not a flat damage buff but different skills have different power scaling and will benefit more or less from stacking it.
  • spacejewspacejew Member Posts: 1,044 Bounty Hunter
    edited May 2013
    Thing is that power goes along with crit chance and crit severity. At a certain point, more chance to crit is less desirable than making those crits hurt more either through power or crit severity. Power as your primary stat add's to both crit severity and average damage. Maybe armor penetration is superior, couldn't say, but Power will make your crits bigger just like crit severity will. Maybe it changes at higher level, but I've seen zero crit damage gear drop up to level 36.

    Also, TBH, anything past about 20% crit is wasted in my book. Especially since you can get weapon master stacks and destroyer stacks to buff both your chance to crit and your damage delt. Add's up to big crits either way. Probably depends on your class which combination works out better for you.
    MoF/Thaum CW SS/Thaum CW IV/Protector GF SW/Combat HR SM/Destroyer GWF WK/Executioner TR DO/Faithful DC
  • nocturnalgnocturnalg Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    The best 60 weapon to test damage on dummies is the "Drake's Greatsword of the Avatar of War". It has the same minimum and maximum damage(850) so it's not random.
    Carnage
    Lemonade Stand
  • krayz33krayz33 Member Posts: 16 Arc User
    edited May 2013
    spacejew wrote: »
    Thing is that power goes along with crit chance and crit severity. At a certain point, more chance to crit is less desirable than making those crits hurt more either through power or crit severity. Power as your primary stat add's to both crit severity and average damage. Maybe armor penetration is superior, couldn't say, but Power will make your crits bigger just like crit severity will. Maybe it changes at higher level, but I've seen zero crit damage gear drop up to level 36.

    Also, TBH, anything past about 20% crit is wasted in my book. Especially since you can get weapon master stacks and destroyer stacks to buff both your chance to crit and your damage delt. Add's up to big crits either way. Probably depends on your class which combination works out better for you.


    the thing is, when I first wrote this - I thought power would add a flat damage bonus, without any coefficents, while this isn't true its still up to question whether the coefficents are actually high enough to outshine +crit or arp.
    the GWF is kinda unlucky with its stat priorities if you ask me, while other classes "scale" with %crit with talents, utility and even damage, our talents are laid out for power (AND crit)
    and if you think that we end up with "big crits" due to our passives anyway then you are wrong, because we arn't, the only spell that was able to do more than 10k dmg for me was IBS so far (~8k+ gearscore)

    there is a time when Power will outpreform Crit for sure, the question is @ what %crit chance?

    if we take Roar for example, crit seems to be better pretty much...always
    150 power will increase its damage by 6 (with the 50% power buff its 9 of course)

    my current damage with this skill is 1362.. lets assume we have 30% crit (with 20% crit + wpmaster its 27,5%)

    100 Roars used

    1362*70= 95340 + (1362*1,9*30) = 172974 dmg

    now 31% crit and 150 power less

    1356*69 = 93564 + (1356*1,9*31) = 173432 dmg

    you see? crit is still better even with 30% crit - at least for roar which seems to scale with a "power"factor of "1"... this is different for every single spell however.
  • spacejewspacejew Member Posts: 1,044 Bounty Hunter
    edited May 2013
    I'm not talking about level 60, I'm only at level 35 with my GWF. You're using Roar, which is an AoE skill, which means it will almost definitely get at least one crit versus a group of mobs. So of course, crit is going to perform better if the skill hits multiple targets with multiple chances to crit. That being said, the only real question is if power's scaling with flat damage is better than the armor penetration 'adding' to damage by ignoring defenses. To further complicate that, it depends on the armor of the target you're hitting.

    I would bet that attacking dummies will reveal power to be better, but attacking an actual armored target could show the opposite. If I need to choose between something that will definitely help, versus something that might help, I will choose the option that definitely helps. That being said, you are not forced to choose one over the other so it's probably moot.

    Indeed, you can choose both power and armor penetration and rely almost entirely upon destroyer and weapon master stacks and probably do fairly well as long as your crit chance is somewhere above 15%-20%. GWF is lucky that they can rely on some of their tree skills to provide pretty big bonuses to crit and damage. Certainly you can stack those bonuses, or you can diversify.

    Also, just to point out, I think you ignored the added critical damage from the 150 power. So yeah, it add's 6 damage but on a crit with 95% crit damage (I'm a half orc) it actually add's another 5.7 damage on top of the 6 damage. It's almost double the bonus from power on a critical strike.
    MoF/Thaum CW SS/Thaum CW IV/Protector GF SW/Combat HR SM/Destroyer GWF WK/Executioner TR DO/Faithful DC
  • v4ngelv4ngel Member Posts: 0 Arc User
    edited May 2013
    are you sure that staying power feat is bugged ?
    like its not working ?
    cause i notice some damage difference when i used it
  • v4ngelv4ngel Member Posts: 0 Arc User
    edited May 2013
    wops double post
  • krayz33krayz33 Member Posts: 16 Arc User
    edited May 2013
    'm not talking about level 60, I'm only at level 35 with my GWF. You're using Roar, which is an AoE skill, which means it will almost definitely get at least one crit versus a group of mobs.

    the amount of enemies present have nothing to do with it, even if you use roar solely on single targets, it will be better to have 1% crit instead of 150 power if you have enough weapon damage etc.
    if the timeframe is long enough of course to root out RNG
    Also, just to point out, I think you ignored the added critical damage from the 150 power.

    no they are accounted for
    the first one has 30% crit and X+150 power and Y weapon dmg
    the second one has 31% crit and X power and Y weapon dmg
  • arazith07arazith07 Member, NW M9 Playtest Posts: 1,719 Arc User
    edited May 2013
    krayz33 wrote: »
    and if you think that we end up with "big crits" due to our passives anyway then you are wrong, because we arn't, the only spell that was able to do more than 10k dmg for me was IBS so far (~8k+ gearscore)

    I have gotten 17k hits from my main skills consistently (IBS, flourish, replenishing strike, and crescendo though that's a daily ofc) with only 7k gearscore and I mainly stack power with 30% crit chance. Not sure how you are setup (nor trying to say that you are bad in any form)...but its food for thought
  • aelvez0120aelvez0120 Member Posts: 59
    edited May 2013
    1000 power gives 40 damage on top of your THOUSANDS of damage. It is funny how every moron and their mom stack power just because other people tell them to.
  • krayz33krayz33 Member Posts: 16 Arc User
    edited May 2013
    I have gotten 17k hits from my main skills consistently (IBS, flourish, replenishing strike, and crescendo though that's a daily ofc) with only 7k gearscore and I mainly stack power with 30% crit chance. Not sure how you are setup (nor trying to say that you are bad in any form)...but its food for thought

    im currently going for power I'm doing ~11k on dummy with IBS WITH combat advantage

    I use PvP stuff + blue belt+neck with green rings the epics are mostly unenchanted though
    I even use "smiting" blues on head and feet

    both blues have +500 power each

    sry to say that but I don't believe you at all
    its not difficult to find out, if you have more Power than me its possible, if not - its not unless you have more Arp
    4111 power + PvP sword (max dmg 919) for me and I'm well aware that it is not "much", but with 7k gearscore you can't have *that* much more
  • aelvez0120aelvez0120 Member Posts: 59
    edited May 2013
    krayz33 wrote: »
    im currently going for power I'm doing ~11k on dummy with IBS

    I use PvP stuff + blue belt+neck with green rings the epics are mostly unenchanted though
    I even use "smiting" blues on head and feet

    both blues have +500 power each
    Take off your power equipments and try again. You will see no drop in damage.
  • spacejewspacejew Member Posts: 1,044 Bounty Hunter
    edited May 2013
    Ok, so you're saying that if you take the RNG out crit damage wins? This is not surprising.

    If you don't have power backing your attacks they can certainly still crit and do damage and penetrate more armor but from what I've seen armor penetration requires a stupid high investment in points to equal even a few percentage points in increased 'penetration', which just means you do more of your base damage through their armor which will be low without power.

    Certainly there's a logical limit on how effective AP can be given the armor of the target and diminishing returns, whereas power has no logical limit beyond diminishing returns.

    Don't get me wrong, I'm curious to see what your actual testing reveals but even on paper it looks like AP isn't worthwhile as a primary stat dump unless you're assuming 100% armor resistance at the get go with negative armor numbers being possible. (At least one of those things is patently false and obvious through casual game play.) Don't interpret this to mean that I think you should have zero armor penetration, at a certain point more into power or critical chance isn't going to mean much.

    Not to mention you could stack power and then armor penetration and rely on simply weapon master stacks to have a flat 12.5% chance to crit at five stacks (or 15.5% with feats). This assumes you didn't invest in critical chance at all, which means with even one gear slot you could easily achieve a 17-20% chance to critical for an insane amount. In a fight that lasts a finite amount of time, there's a balance to achieve the 'best' ratio.

    (I see where you added in power, it was in your base damage number. Either way your end result is only a difference of 458 damage when both are nearing the 200k mark. That sounds like margin of error to me in a calculation that's taking into account a RNG mechanic.)

    I'd put the ordering as Power, Crit Damage, Crit Chance, Armor Penetration for importance. I might switch Crit Damage and Crit Chance around depending on the attack rate and what skill tree buffs can compliment the setup.

    EDIT:

    So you're saying that power doesn't do anything at all Aelvez? Hmm, interesting stance. I'll have to test that out.
    MoF/Thaum CW SS/Thaum CW IV/Protector GF SW/Combat HR SM/Destroyer GWF WK/Executioner TR DO/Faithful DC
  • krayz33krayz33 Member Posts: 16 Arc User
    edited May 2013
    Take off your power equipments and try again. You will see no drop in damage.

    we are already like 1 page ahead of you.
    skills scale differently, while IBS gets a huge dmg increase from power, others do not (i.e. charge)
    power (especially with +%power increase feets) will outpreform crit rather quickly if you use IBS
    if I didn't make a mistake, you can see that Roar scales with a coefficent of 1. (1000 power = 40 dmg =40 dmg increase) and IBS with ~3,6666 ( 1000 power = 40dmg = 146,666dmg)

    and its already pretty close with Roar

    Ok, so you're saying that if you take the RNG out crit damage wins? This is not surprising.

    I don't think I understand what you mean, if I don't take out RNG out of this, it can be both in favor of either power or crit, you can crit 100 times in a row, you can also not crit 100 times at all.

    thats why "testing" even in numbers only should always be done either in a certain timeframe (like 180 seconds) or done with a certain amount of swings/encounters etc.
  • aelvez0120aelvez0120 Member Posts: 59
    edited May 2013
    I don't see any evidence that ARP is multiplicative. It says "reduce damage resistance" instead of "reduce defense"
  • aelvez0120aelvez0120 Member Posts: 59
    edited May 2013
    terhix wrote: »
    Great info! I went to target dummies to see if I get the difference in brackets and test it this way, only attacked it few times with no combat advantage and got nothing for some reason, so I assumed it's not there :p.

    Going to swap all my power gems into arp it seems.
    Target dummy has 0 defense. You hit them for whatever the damage is on your skill's tooltip.
  • trickshawtrickshaw Member Posts: 497 Arc User
    edited May 2013
    By the way, I'm terrible at maths so if someone could give me the formula to get the % mitigation in "Your Takedown deals 733 (845) Physical to Summoner.", I would be extremely thankful.

    Divide actual damage by potential damage. In this case 733 is 87.8% of 835 or 12.2% damage mitigated (733/835=0.8778).
    [SIGPIC][/SIGPIC]
  • arazith07arazith07 Member, NW M9 Playtest Posts: 1,719 Arc User
    edited May 2013
    I have 3k power with 1.5k ARP. Just turned 60 2 days ago and have the unicorn seal greatsword(755 damage I think). But the numbers I got was on the training dummies with no combat advantage, wish I could screenshot but I have no idea how to take one with the UI showing.
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