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Holy Avenger Enchant, how does it work?

ennsquaredennsquared Member Posts: 13 Arc User
edited July 2013 in PvE Discussion
so the Holy Avenger Weapon enchant increase damage resist by 15%;

is we have 50% base resist for example, does it

a) increase it to 65% or
b) increase it to 57.5%?

im guessing a, but wanted to make sure
Post edited by ennsquared on

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    arcrivalarcrival Member Posts: 39 Arc User
    edited July 2013
    15% of characters current resist stat.
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    wholyhandgrenadewholyhandgrenade Member Posts: 0 Arc User
    edited July 2013
    arcrival wrote: »
    15% of characters current resist stat.

    which is really weak given players can have really high armor penetration (fully penetrated armor should have a 0 defense value, not a negative defense value) and damage scales up by hundreds of percent ... for those who fail at math (I assume this game's developers do) a +100% increase to damage is offset by the formula of [(100% - previous resistance %) / 2] + previous resistance % ... a 100% damage increase is not offset by 35% resistance, nor is it even offset by 50% ... this of course does not factor in critical hits nor dodge/reflection/health but not every class has much of those sorts of things.
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    ennsquaredennsquared Member Posts: 13 Arc User
    edited July 2013
    ahh **** thats no good >_<

    i was hoping since damage resist was given as a percentage, and the enchant also it would just be a simple addition :(
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    gunbahahagunbahaha Member, Neverwinter Beta Users Posts: 139
    edited July 2013
    isn't the answer 65% capping at a maximum of 80% DR?

    afaik pretty much everything in this game is additive
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    wholyhandgrenadewholyhandgrenade Member Posts: 0 Arc User
    edited July 2013
    gunbahaha wrote: »
    isn't the answer 65% capping at a maximum of 80% DR?

    afaik pretty much everything in this game is additive

    I think this differs based upon the class... clerics don't come anywhere close to the defense resistance % that DF's get
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    gunbahahagunbahaha Member, Neverwinter Beta Users Posts: 139
    edited July 2013
    I think this differs based upon the class... clerics don't come anywhere close to the defense resistance % that DF's get

    what? you can hit the cap on a cleric no problem
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    wholyhandgrenadewholyhandgrenade Member Posts: 0 Arc User
    edited July 2013
    gunbahaha wrote: »
    what? you can hit the cap on a cleric no problem

    how? on one of my clerics I went with just about as much defense as I could get and it only sits at 40%
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    ennsquaredennsquared Member Posts: 13 Arc User
    edited July 2013
    gunbahaha wrote: »
    isn't the answer 65% capping at a maximum of 80% DR?

    afaik pretty much everything in this game is additive

    that's what i thought.

    and it doesn't matter about which class it should still work the same then, if this is the case.

    thanks for everyones input :)
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    kiadannahkiadannah Member Posts: 97
    edited July 2013
    clerics cant atm. Actually when I comes down to it, their gear is ****, so no they cant. Its even worse because foresight is broken. the 11% value (with feat) has no effect with skill on and off, tested with a friend against me in pvp. It also does not show up on your character sheet. The skill is completely broken.
    When foresight is fixed, clerics will be a little bit tankier, though with **** eq choices, that 51% defence you have would be a bit meaningless in a lot of situations.
    but stil much better off.
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