I did a little bit of testing with Unstoppable and found that the damage reduction (25-50%) is ADDITIVE on top of w/e damage reduction you have.
I just assumed it was multiplicative, so yeah, more effective that I though it was.
I have 23.2% damage reduction and 15% AC/Defense effectiveness feat which would bring this up to 26.68% and from my testing I was hovering around there exactly. So I was taking about 73.32% dmg from mobs consistently.
Would get a full charge of unstoppable for 50% dmg reduction and was taking 23.32% dmg from mobs, pretty consistently, an ADDED +50% DR on top of mine.
I'm guessing a lot of people already knew this, but for those that didn't, there ya go lol, unstoppable DR is sick.
Kind of tricky testing how determination gains work unfortuantely. I tried doing some fall damage testing for consistency and was assuming it was 1% max hp lost = 1% determination and it seemed about right, but I'm not too sure when I was fighting mobs.
edit : I just went and tested again and made sure I wasn't receiving any healing, I'm pretty sure it is 1% max health lost = 2% determination gain.
I was at ~75% health at 50% determination and half health at full determination. Deflections were always giving half the determination as well so I'm pretty sure it's based off of max health unless they have some funky formula for dmg = determination that scales on level but doubtful. If it's true that means max hp is detrimental to our determination gains. =/
Personally I'm still not a fan of Damage Reduction on unstoppable, since we still have to lose half of our health to even get the full DR. I really wish they left it as temporary health or a heal honestly. Although, the massive additive DR makes Lifesteal STUPIDLY effective, so there's a bright side I guess.
I was under the impression that Armor Specialization (15% to AC and defense) wasn't working properly and after removing pieces of defense gear, it indeed doesn't look like it's working. Regardless though, I think it's a neat find as I do notice that I'm nearly unkillable with Unstoppable going. I'm not really sure how much Lifesteal benefits us though in the long run as we're usually either topped off or dead, there's rarely an in-between, at least not long enough for Lifesteal to really show its benefits.
I was under the impression that Armor Specialization (15% to AC and defense) wasn't working properly and after removing pieces of defense gear, it indeed doesn't look like it's working. Regardless though, I think it's a neat find as I do notice that I'm nearly unkillable with Unstoppable going. I'm not really sure how much Lifesteal benefits us though in the long run as we're usually either topped off or dead, there's rarely an in-between, at least not long enough for Lifesteal to really show its benefits.
Oh it's definately working, it just doesn't show up in your stats like a lot of things don't, just need to get your hands dirty and test em with a calculator and a fight.
As for lifesteal, here's the thing, we lack healing, we lack healing quite badly, yet we need healing to support our playstyle and unstoppable and at the same time we have a lot of mitigation, ESPECIALLY with unstoppable up (exponential increase in reduction) and mitigation makes healing more and more effective, THIS much mitigation especially makes healing SUPER effective.
On top of that, lifesteal is a defensive stat that scales the more dmg we can dish out (which we do more and more overall with more targets to hit), thus it's a defensive that essentially scales with the amount of mobs around you.
Put 2 and 2 together and lifesteal is probably the most essential defensive stat for us lol. Pvp is a completely different story though.
So as a quick example, you're fighting 5-10 mobs, they're hitting quite hard, knock you down to 50% and you get full unstoppable, with say 30% dmg reduction your unstoppable adds a FLAT 50% to that so you have 80% mitigation, lets say you also have Bravery and 20% deflection, another 10% mitigation for 82% mitigation (20% cut by 10%) suddenly those 1000 (base) hits are doing 180 dmg (on average with deflection in the mix). Now let's say you have 10% lifesteal, you do 1000 dps to 5 mobs, that's 5000 DPS * 0.1 = 500 HPS, while mobs are doing 900 DPS to you. You essentially become a god.
I have questions!
1) 1% heath lost = 2% determination gain. So stacking more health or defenses actually slows your Determination gain from taking damage?
2) Your 50% adds to your base damage reduction e.g. 50% + 30% = 80%. What about Daring Shout?
3) Can you build Determination while Unstoppable is up?
4) What kind of uptime can you get with Unstoppable it if you're going hard on the effects that build Determination?
5) Assuming you build defensively for tanking purposes, can you actually hold agro?
I have questions!
1) 1% heath lost = 2% determination gain. So stacking more health or defenses actually slows your Determination gain from taking damage?
I spec sentinel with 4/4 Titans and gobs and gobs of deflection. I've never noticed my determination wane.
3) Can you build Determination while Unstoppable is up?
Not from receiving damage, zomg I wish that was a feature..., but you can spike your determination up for a second with Roar. This is not a very good way to use Roar though.
Ok this brings up two questions...If they're additive...what's the cap? I seriously doubt they allow for us to reach 100% damage mitigation while unstoppable, even if there is armor pen and I'm pretty sure some mobs have some defense ignoring attacks. It'd still be way too powerful, even if hard to achieve.
Second, does this mean a GWF with little to no mitigation would have his unstoppable resistance pierced by armor pen?
Ok this brings up two questions...If they're additive...what's the cap? I seriously doubt they allow for us to reach 100% damage mitigation while unstoppable, even if there is armor pen and I'm pretty sure some mobs have some defense ignoring attacks. It'd still be way too powerful, even if hard to achieve.
If I were a betting man I'd say the cap is either 75% or 90%. You would need two people to test that one.
Second, does this mean a GWF with little to no mitigation would have his unstoppable resistance pierced by armor pen?
Presumably. Since it's additive it still gives you base 50% resistance starting off, so you never really have 'little to no mitigation' while you're using it. It is the mitigation.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Ok this brings up two questions...If they're additive...what's the cap? I seriously doubt they allow for us to reach 100% damage mitigation while unstoppable, even if there is armor pen and I'm pretty sure some mobs have some defense ignoring attacks. It'd still be way too powerful, even if hard to achieve.
Second, does this mean a GWF with little to no mitigation would have his unstoppable resistance pierced by armor pen?
I'm not actually not sure if Armor Pen effects any other damage reduction stat other than the Defense + AC one.
I'm having such a hard time getting people to cooperate in pvp to test if Constitution really counters penetration in the first place.
I spec sentinel with 4/4 Titans and gobs and gobs of deflection. I've never noticed my determination wane.
I think I've been noticing that my determination going up the same rate despite being even tankier, but I'm still not sure. I do know I get less from fall dmg on deflects. It could be based PRE-mitigation, but would still mean we're penalized for getting more HP which is stupid.
Typically, if one bonus is additive, they all are.
I think Unstoppable is the only additive DR. It's crazy enough as it is being additive can't imagine more. I use Daring Shout and I'm pretty sure it's multiplicative. In theory with 35% more effective defense from feats and 15% more AC, you could probably hit 45% DR pretty easily, and stack a flat 50% on that for 95% then 30% deflection on top of that. Assuming you can heal 50% of your health during each full unstoppable you could essentially become UNKILLABLE lol in pve
Not from receiving damage, zomg I wish that was a feature..., but you can spike your determination up for a second with Roar. This is not a very good way to use Roar though.
This, honestly it SHOULD be a feature of Unstoppable, enemies should be punished for hitting you with it up lol.
Ok this brings up two questions...If they're additive...what's the cap? I seriously doubt they allow for us to reach 100% damage mitigation while unstoppable, even if there is armor pen and I'm pretty sure some mobs have some defense ignoring attacks. It'd still be way too powerful, even if hard to achieve.
Second, does this mean a GWF with little to no mitigation would have his unstoppable resistance pierced by armor pen?
I've given up all aspects of PvE with my GWF, pugging is just a gigantic pain in the <font color="orange">HAMSTER</font> and I simply don't have time nor the patience for a guild, but when I was PvE'ing I did not notice any "defense" bypassing attacks in regards to unstoppable. I never popped unstoppable and went, "zomg wtf just hit me?"
As far as PvE goes, I doubt ArP applies to unstoppable but I know plague fire and other "Reduces Defense by %" abilities do. I've popped Unstoppable at greater than 50% health pool and gotten obliterated before the unstoppable animation even finished firing off.
Comments
Oh it's definately working, it just doesn't show up in your stats like a lot of things don't, just need to get your hands dirty and test em with a calculator and a fight.
As for lifesteal, here's the thing, we lack healing, we lack healing quite badly, yet we need healing to support our playstyle and unstoppable and at the same time we have a lot of mitigation, ESPECIALLY with unstoppable up (exponential increase in reduction) and mitigation makes healing more and more effective, THIS much mitigation especially makes healing SUPER effective.
On top of that, lifesteal is a defensive stat that scales the more dmg we can dish out (which we do more and more overall with more targets to hit), thus it's a defensive that essentially scales with the amount of mobs around you.
Put 2 and 2 together and lifesteal is probably the most essential defensive stat for us lol. Pvp is a completely different story though.
So as a quick example, you're fighting 5-10 mobs, they're hitting quite hard, knock you down to 50% and you get full unstoppable, with say 30% dmg reduction your unstoppable adds a FLAT 50% to that so you have 80% mitigation, lets say you also have Bravery and 20% deflection, another 10% mitigation for 82% mitigation (20% cut by 10%) suddenly those 1000 (base) hits are doing 180 dmg (on average with deflection in the mix). Now let's say you have 10% lifesteal, you do 1000 dps to 5 mobs, that's 5000 DPS * 0.1 = 500 HPS, while mobs are doing 900 DPS to you. You essentially become a god.
1) 1% heath lost = 2% determination gain. So stacking more health or defenses actually slows your Determination gain from taking damage?
2) Your 50% adds to your base damage reduction e.g. 50% + 30% = 80%. What about Daring Shout?
3) Can you build Determination while Unstoppable is up?
4) What kind of uptime can you get with Unstoppable it if you're going hard on the effects that build Determination?
5) Assuming you build defensively for tanking purposes, can you actually hold agro?
I spec sentinel with 4/4 Titans and gobs and gobs of deflection. I've never noticed my determination wane.
Typically, if one bonus is additive, they all are.
Not from receiving damage, zomg I wish that was a feature..., but you can spike your determination up for a second with Roar. This is not a very good way to use Roar though.
When I'm the center of attention I can pop Determination relatively quickly after it drops. Within a second or two.
LOL...
No.
Second, does this mean a GWF with little to no mitigation would have his unstoppable resistance pierced by armor pen?
If I were a betting man I'd say the cap is either 75% or 90%. You would need two people to test that one.
Presumably. Since it's additive it still gives you base 50% resistance starting off, so you never really have 'little to no mitigation' while you're using it. It is the mitigation.
I'm not actually not sure if Armor Pen effects any other damage reduction stat other than the Defense + AC one.
I'm having such a hard time getting people to cooperate in pvp to test if Constitution really counters penetration in the first place.
I want to say no though.
I think I've been noticing that my determination going up the same rate despite being even tankier, but I'm still not sure. I do know I get less from fall dmg on deflects. It could be based PRE-mitigation, but would still mean we're penalized for getting more HP which is stupid.
I think Unstoppable is the only additive DR. It's crazy enough as it is being additive can't imagine more. I use Daring Shout and I'm pretty sure it's multiplicative. In theory with 35% more effective defense from feats and 15% more AC, you could probably hit 45% DR pretty easily, and stack a flat 50% on that for 95% then 30% deflection on top of that. Assuming you can heal 50% of your health during each full unstoppable you could essentially become UNKILLABLE lol in pve
This, honestly it SHOULD be a feature of Unstoppable, enemies should be punished for hitting you with it up lol.
I've given up all aspects of PvE with my GWF, pugging is just a gigantic pain in the <font color="orange">HAMSTER</font> and I simply don't have time nor the patience for a guild, but when I was PvE'ing I did not notice any "defense" bypassing attacks in regards to unstoppable. I never popped unstoppable and went, "zomg wtf just hit me?"
As far as PvE goes, I doubt ArP applies to unstoppable but I know plague fire and other "Reduces Defense by %" abilities do. I've popped Unstoppable at greater than 50% health pool and gotten obliterated before the unstoppable animation even finished firing off.
I believe I was getting a multiplicative -18% dmg reduction against 3 rotters.
Not bad, I have to test on a stronger mob now.