I have heard many different rumors/views that currently or in the next patch you can reduce enemies defense below 0. I have had hard time finding out if this is the truth. If you could reduce an enemies defense by 500 for example, would your ARP continue through the rest or bottom out at 0. thanks.
Short answer is: yes it does, and whether there is a cap on ARP itself or not doesn't really matter since all the other abilities and feats that further reduce mitigation or defense stack and are not a subject to a cap.
Was fixed in the GF exploit, Cant go below 0 you don't get bonus damage for more Mit/reduction it just takes it to 0
Tested by:
6 Pirates's Run same group same armour had to break set bonus to reduce Mit on Cleric (yes I realise there will be a dam fluctuation but should see significant change's)
AP - Stayed the same for the group this test was to gather data on Mitigation from skills/set's
Run 1, No Mitigation changes
Run 2, No Mitigation changes - Took Avg damage between 1 and 2 established baseline Noted a 5% damage difference between run's
Run 3, 50% Mitigation - 22% damage Increase from baseline
Run 4, 100% Mitigation - 45% damage Increase from baseline
Run 5, 150% Mitigation - 52% damage Increase from baseline -- only 7% increase in DPS with adding 50% more mitigation.
Run 6, 150% Mitigation - 49% damage Increase from baseline -- Re-ran 4% increase this time this is within the 5% as noted above.
Parsed using Advanced Combat Tracker, not the in-game system, this is not definitive it is only a guide to see actual effects would need to run alot more to get accurate data.
Will test effects of AP soon, then a combined MIT/AP test need baseline's.
Target dummy appears to have no mitigation base, as such increasing arp against target dummy gains no extra damage (no damage in brackets). However:
- 3 stacks of Student of the Sword (-45% defense) grant ~15% increased damage.
- 3 stacks of SotS and 3 stacks of Plague Fire mid enchant (-30% defense) grant a total of ~26.5% increased damage.
- 3 stacks of SotS and 3 stacsk of Plague Fire mid enchant and WMS debuff grant a total of ~59.5% increased damage with at-will, or ~37.9% with encounter damage (feated WMS, -10% mitigation on encounters).
So yes, you can go below 0, just not with ARP alone.
Don't test on target dummy's, they have weird stat's you cant get a real dps reading from them. Fight actual mob's and bosses.
Get ACT parser, floating combat text is as useful as an Icecube in antarctica
The info you posted above has no baseline of normal damage and you only produced 59.5% of Mit reduction thats a far cry from 100% Mit you can't say that you can go below 0 with this, you have no idea that kind of armour your target has or how much.
Get ACT parser, floating combat text is as useful as an Icecube in antarctica
I wasn't looking at floating combat text, just combat log. Combat log shows damage as: actual_damage (damage_before_mitigation). If actual_damage is greater than damage_before_mitigation, you have successfully gone into a negative mitigation QED.
The info you posted above has no baseline of normal damage and you only produced 59.5% of Mit reduction thats a far cry from 100% Mit you can't say that you can go below 0 with this, you have no idea that kind of armour your target has or how much.
This is why I'd like to have dueling in the game - to test stuff, but no matter. That's 59.5% into negative, or -59.5% mitigation, which is below 0. Now I've no idea if you are talking about pushing mitigation below 0, or pushing mitigation below -100%.
This is why I'd like to have dueling in the game - to test stuff, but no matter. That's 59.5% into negative, or -59.5% mitigation, which is below 0. Now I've no idea if you are talking about pushing mitigation below 0, or pushing mitigation below -100%.
Target dummies are weird, because their stats act differently to mobs, because they have no armour you assume that you Mit takes them into 0, this may be the case but a Game Mob cannot be taken below 0 AC from testing.
hmm perhaps, with % reduction. I ask because soon a CW set will be fixed, this set reduces target defense by 1350. not a %.
Im trying to figure whether it will work after ARP is applied and be useful.
say a mob has 1350 defense, you have 22% arp. you break through that damage. THEN you apply your debuff and it brings that defense to 0. would be be doing another 22% extra damage?
Comments
Tested by:
6 Pirates's Run same group same armour had to break set bonus to reduce Mit on Cleric (yes I realise there will be a dam fluctuation but should see significant change's)
AP - Stayed the same for the group this test was to gather data on Mitigation from skills/set's
Run 1, No Mitigation changes
Run 2, No Mitigation changes - Took Avg damage between 1 and 2 established baseline Noted a 5% damage difference between run's
Run 3, 50% Mitigation - 22% damage Increase from baseline
Run 4, 100% Mitigation - 45% damage Increase from baseline
Run 5, 150% Mitigation - 52% damage Increase from baseline -- only 7% increase in DPS with adding 50% more mitigation.
Run 6, 150% Mitigation - 49% damage Increase from baseline -- Re-ran 4% increase this time this is within the 5% as noted above.
Parsed using Advanced Combat Tracker, not the in-game system, this is not definitive it is only a guide to see actual effects would need to run alot more to get accurate data.
Will test effects of AP soon, then a combined MIT/AP test need baseline's.
- 3 stacks of Student of the Sword (-45% defense) grant ~15% increased damage.
- 3 stacks of SotS and 3 stacks of Plague Fire mid enchant (-30% defense) grant a total of ~26.5% increased damage.
- 3 stacks of SotS and 3 stacsk of Plague Fire mid enchant and WMS debuff grant a total of ~59.5% increased damage with at-will, or ~37.9% with encounter damage (feated WMS, -10% mitigation on encounters).
So yes, you can go below 0, just not with ARP alone.
Get ACT parser, floating combat text is as useful as an Icecube in antarctica
The info you posted above has no baseline of normal damage and you only produced 59.5% of Mit reduction thats a far cry from 100% Mit you can't say that you can go below 0 with this, you have no idea that kind of armour your target has or how much.
Can do tomorrow, going off now, though these things were extensively tested on GWF forums and you can dwell there if you wish.
I wasn't looking at floating combat text, just combat log. Combat log shows damage as: actual_damage (damage_before_mitigation). If actual_damage is greater than damage_before_mitigation, you have successfully gone into a negative mitigation QED.
This is why I'd like to have dueling in the game - to test stuff, but no matter. That's 59.5% into negative, or -59.5% mitigation, which is below 0. Now I've no idea if you are talking about pushing mitigation below 0, or pushing mitigation below -100%.
Target dummies are weird, because their stats act differently to mobs, because they have no armour you assume that you Mit takes them into 0, this may be the case but a Game Mob cannot be taken below 0 AC from testing.
Im trying to figure whether it will work after ARP is applied and be useful.
say a mob has 1350 defense, you have 22% arp. you break through that damage. THEN you apply your debuff and it brings that defense to 0. would be be doing another 22% extra damage?
this is what is confusing me.
and also the featured satirical comedic adventure "A Call for Heroes".