Hi all!
I'm a fresh lvl60 cleric and is now enchanting my gears.
According to my calculation, if I focus on def I can get it to 2.5k or more and that would smash the softcap badly.
Should I forget about it and increase my HP instead? Got 20k HP now.
Edit: according to my calculation, I should get around either 4k power 4k crit and 4.5k rec or 4k power 3.5k crit 5k rec
which one is better or can you propose another better option?
If you have an aggressive playstyle and often are the "tank" or puller in a group, therefore aggroing a lot of mobs plus want to minimize the number of potions you use without reducing their effectiveness, Defense over 2k can work well. Defense is one of the stats least affected by DR (up to 3500 every 1,000 gives at least 2% extra damage resistance).
But if your objective is to prevent yourself being one-shot by boss aoe or in pvp, you are far better off stacking HP and Deflection after 2k Defense. Since this suits most Cleric PvE healers backseat playstyles (in my experience on my non-DC endgame alts), this tends to be a better option.
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cayonMember, Neverwinter Knight of the Feywild UsersPosts: 3Arc User
edited August 2013
Thank you! Got the idea now I think.
ps.defensive slot=either def or hp, power is another story
k now new topic =p
according to my calculation, I should get around either 4k power 4k crit and 4.5k rec or 4k power 3.5k crit 5k rec
which one is better or can you propose another better option?
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cayonMember, Neverwinter Knight of the Feywild UsersPosts: 3Arc User
edited August 2013
I'm totally a backseat healer except when I spam Sunburst, I got some aggro regardless xD
I'm thinking of now stopping at 2k def and stacking up more HP and see how it works
been having problem surviving all the way to lvl60 T_T
Defence is way better for PVE then HP. For PVP HP+Regen+Deflect seems to work for some people. I still use HP+Regen+Defence on mine tho. It's hard to get Deflect to any decent number on DC.
With just HP it might be hard to get HP back up if you take consistant dmg, With Defence you can pretty much sit on full HP all the time.
With just HP it might be hard to get HP back up if you take consistant dmg, With Defence you can pretty much sit on full HP all the time.
There are a few powers and feats (and armour set bonuses) that do stuff based on max HP, so there are additional benefits to stacking health, but yeah, I'd prefer to take less damage than simply be ABLE to take more.
The best in this case is HP instead of defense, despite stacking one stat and ignoring another is rarely favorable. (This is since you get DR from AC and forced Defense from your armor and pants).
We'll need some base assumptions to make our calculations to prove this;
Lets assume your a level 60 endgame DC,
lets assume you have around 21'000 base HP (around what I had)
Lets assume you have no feats changing your HP or defense gain from stats.
lets assume you take the boon giving you 700 more HP.
And lets assume you use 4 pieces of T2 gear (all give the same as far as I know) giving you 990 defense and +12 AC (to a total of 22)
Lets assume you use gemmed pants for 54 more defense
And finally you are using a purple ancient belt for 616 more HP
So, here we got
22'316 HP and 1044 defense without any enchantments.
The formula for Defense stat to DR is 49.99*x/(1643.6+x) where x is your Defense.
This means your effective HP, without any enchantments is
22'316/(1-0.06-0.01(49.99*1044/(1643.6+1044)) = 27'694
We're just getting started at level 60, so we'll use rank 6 enchantments,
With given gear we would have 3 defense slots, so our options are:
3 Radiant rank 6 (600 HP each): 33'436 effective HP
2 Radiant, 1 Azure (150 Defense): 32'604 effective HP
1 Radiant, 2 Azure: 31'772 effective HP
3 Azure: 30'940 effective HP
We're now a bit richer from farming CN, so we upgrade to rank 7,
3 Radiant rank 6 (740 HP each): 34'275 effective HP
2 Radiant, 1 Azure (185 Defense): 33'241 effective HP
1 Radiant, 2 Azure: 32'207effective HP
3 Azure: 31'174 effective HP
Now, lets see what happens when we add rank 8 enchantments (we have plenty of AD, but not tons of it (yet)).
3 Radiant rank 8 (880 HP each): 35'120 effective HP
2 Radiant, 1 Azure (220 defense): 33'882 effective HP
1 Radiant, 2 Azure: 32'644 effective HP
3 Azure: 31'405 effective HP
So far , 3 Radiant for HP would be the most efficient combination, lets try with rank 9 ones (as we've gotten richer since last time).
3 Radiant rank 9 (1040 HP each): 36'094 effective HP
2 Radiant, 1 Azure (260 defense): 34'618 effective HP
1 Radiant, 2 Azure: 33'143 effective HP
3 Azure: 31'667 effective HP
Also here the Radiant ones for HP wins, so it's safe to assume HP is better to stack than Defense.
With rings with Defense slot (Still same basic stats tho, just to prove point, rank 8 enchants are assumed);
5 Radiant, 0 Azure: 38'690 effective HP
4 Radiant, 1 Azure: 37'416 effective HP
3 Radiant, 2 Azure: 36'142 effective HP
2 Radiant, 3 Azure: 34'867 effective HP
1 Radiant, 4 Azure: 33'593 effective HP
0 Radiant, 5 Azure: 32'318 effective HP
You now whats more useless, have nothing slotted at all, this was the dumbest post i've ever seen.
It was perhaps narrow minded in that peoples gear varies enough that in some cases this might not be absolute truth, but I suspect they didn't mean an absolute 9 or nothing, but rather to slot something else at lower ranks.
22'316 HP and 1044 defense without any enchantments.
The formula for Defense stat to DR is 49.99*x/(1643.6+x) where x is your Defense.
This means your effective HP, without any enchantments is
22'316/(1-0.06-0.01(49.99*1044/(1643.6+1044)) = 27'694
I don't think this is right. You would have a flat 6% DR from Armor Class, and 19.42% from Defense for a total of 25.42% total DR. The amount of damage that you could take would be TotalHP/(1-TotalDR), or 29,922 in this example. To be explicit:
29,922 - (29,922 * 0.2542) = 22,316
HP does seem to have a slight advantage, but that's only with the base DR of 19.42%. Once you start adding extra DR to the figures, Defense starts to give more effective HP. Say were were to slot feated Foresight and stand in your Astral Shield or Hallowed Ground. Azure enchants come out ahead then. If you start including Temporary HP, Azure pulls ahead again; the more base HP you have, the more effective HP you get from DR.
I don't think this is right. You would have a flat 6% DR from Armor Class, and 19.42% from Defense for a total of 25.42% total DR. The amount of damage that you could take would be TotalHP/(1-TotalDR), or 29,922 in this example. To be explicit:
29,922 - (29,922 * 0.2542) = 22,316
HP does seem to have a slight advantage, but that's only with the base DR of 19.42%. Once you start adding extra DR to the figures, Defense starts to give more effective HP. Say were were to slot feated Foresight and stand in your Astral Shield or Hallowed Ground. Azure enchants come out ahead then. If you start including Temporary HP, Azure pulls ahead again; the more base HP you have, the more effective HP you get from DR.
You're correct about the misscalculation, just tested it myself, I'll check and correct the rest of the data tomorrow. What I am puzzled by tho, is the usage of 30% DR and temp HP, a 3 rank AS and HG both gave 33% when I last tested, and DA is only around 16% temp HP if I recall correctly, so would've found the math for those stats more interesting. But, overall great job!
You're correct about the misscalculation, just tested it myself, I'll check and correct the rest of the data tomorrow. What I am puzzled by tho, is the usage of 30% DR and temp HP, a 3 rank AS and HG both gave 33% when I last tested, and DA is only around 16% temp HP if I recall correctly, so would've found the math for those stats more interesting. But, overall great job!
I wasn't necessarily attempting to model any specific power. Now that we can see TempHP amounts, it looks like DA gives 20% temp HP at Rank 1, so I am guessing Rank 3 would be 30%, though it could be (20*1.05*1.05) 22.05%. I also have no clue about the Hallowed Ground amounts. Somewhere around 30% damage/DR sounds right. It's possible that it's been changed since the last time someone tested it. Or it may be broken and do nothing. Honestly with this game, it's impossible to know without testing every patch.
HP has some other advantages that are hard to quantify. Miracle Healer heals, immune to Armor Penetration, and things like that which would be entirely dependent on the build and playstyle of a particular DC.
Another big issue for a DC considering HP vs Defense that just came to me: You need more healing to restore actual HP, but "effective HP" granted from DR results in effectively larger heals.
Defense also increases the effective HP from TempHP. That shows in the charts, but I didn't say it explicitly.
On the other hand do the cleric class have several abilities which work via % HP (MH set, Feywild set, Moontouched feat, Divine Armor, and so on). But yes, the increased need for healing the more HP one has are very much a relevant input.
Another thing, which speaks in the favor of HP is Constitution and the Heroic feat, not sure whether they stack with enchantments or not, but can be tested tomorrow afternoon. (I will post the answer to my tests, and some other ones.)
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tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
That is a completely useless statement unless you can back it up with facts.
I think me and my dear friend whistlingdixie crushed that statement considering that our data shows that equal levels results in HP=Defense more or less (+/-2% effect more or less).
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deberserkerMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 48
edited September 2013
I'm a tanky cleric, and recommend getting around 2,5K defense and around 27-30K HP, which means you have to put around half defense and half health enchantments in your defensive slots. I'd recommend getting defense slot rings and waist. I know not many people like the build I'm going for but I love it, both for PvE and PvP.
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yukuaiitaMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited September 2013
I'm a it confused: I'm a full healing cleric, and my stats atm are (in the parenthesis the value with cat evoked):
Power: 4412
Recovery: 2640 (2900)
Critical: 1629 (2800)
Defense: 1517
HP: 20K
In this situations I've to choose def or hp?
I see your calculation but it's TLDR sorry
I'm a it confused: I'm a full healing cleric, and my stats atm are (in the parenthesis the value with cat evoked):
Power: 4412
Recovery: 2640 (2900)
Critical: 1629 (2800)
Defense: 1517
HP: 20K
In this situations I've to choose def or hp?
I see your calculation but it's TLDR sorry
Some quick math says HP wins in that case, which holds true to earlier calculations considering the balance point is around 22k HP with 1040 defense.
It depends on whether you're talking about PvP or PvE. For PvP you need to be running feated foresight, and with that 11% added in you should be at around 46-48% DR and then you can start slotting HP. For PvE I would say it doesn't even matter as I cleared everything short of MC in blues with 9300 GS =P
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
It depends on whether you're talking about PvP or PvE. For PvP you need to be running feated foresight, and with that 11% added in you should be at around 46-48% DR and then you can start slotting HP. For PvE I would say it doesn't even matter as I cleared everything short of MC in blues with 9300 GS =P
Well, in this very specific case, implying he wasn't going to PvP as a offtank, HP wins. But, for PvP you should invest stats in both, and get some deflection.
I believe in Zoidburg, who art teacher of all things 'why not both?!' Try both rather then one or the other my thinking is, "What good is Health points when you're to dead to enjoy their presence, and what good is defense, when there's nothing for the damage to be resisted for." always keep a healthy amount of duality in def mechanics.
I'll go further than "try both" to suggest "try all four". Defense, deflect, HP & regen. With rough numbers being deflect 2500, defense 2200, +HP (items alone - not counting feats or relatively high con) 1700, and regen 1000. Do I notice this combo? yes - tanky as hell. Haven't factored out the deflect and defense boons from Sharandar.
As with all things in life, a focus is a trade-off, so I'm not packing much power, crit, armpen (zero), or recovery. Do I notice that ? not really at this stage as :
(a) I've never sought dps or heal maximization
(b) mobs melt like butter under a full set of DC debuffs & AOEs and I never need to slot healing of any type in solo pve (sharandar & GG mostly)
(c) In dungeons I'm focussed on doing the mitigate & spot heal role and that seems to be working fine. The wait for a new astral shield is obviously longer than for a recovery stacker - so i'll throw a healing word, or seal/dot a mob or 2 to generate divinity while I wait.
(d) In pvp I'm focussed on staying alive while focussed, and simultaneously doing the mitigate, spot heal & debuff dance for the team in pvp. Also seems to work.
(e) Got a stone. Stone beefs up the stats I have not prioritized when outside pvp.
Pretty sure I'll be getting some high crit & recovery gear to swap in for the tougher T2 dungeons though to give me some wiggle room.
Comments
It depends on your playstyle.
If you have an aggressive playstyle and often are the "tank" or puller in a group, therefore aggroing a lot of mobs plus want to minimize the number of potions you use without reducing their effectiveness, Defense over 2k can work well. Defense is one of the stats least affected by DR (up to 3500 every 1,000 gives at least 2% extra damage resistance).
But if your objective is to prevent yourself being one-shot by boss aoe or in pvp, you are far better off stacking HP and Deflection after 2k Defense. Since this suits most Cleric PvE healers backseat playstyles (in my experience on my non-DC endgame alts), this tends to be a better option.
ps.defensive slot=either def or hp, power is another story
k now new topic =p
according to my calculation, I should get around either 4k power 4k crit and 4.5k rec or 4k power 3.5k crit 5k rec
which one is better or can you propose another better option?
I'm thinking of now stopping at 2k def and stacking up more HP and see how it works
been having problem surviving all the way to lvl60 T_T
With just HP it might be hard to get HP back up if you take consistant dmg, With Defence you can pretty much sit on full HP all the time.
There are a few powers and feats (and armour set bonuses) that do stuff based on max HP, so there are additional benefits to stacking health, but yeah, I'd prefer to take less damage than simply be ABLE to take more.
Long version;
The best in this case is HP instead of defense, despite stacking one stat and ignoring another is rarely favorable. (This is since you get DR from AC and forced Defense from your armor and pants).
We'll need some base assumptions to make our calculations to prove this;
Lets assume your a level 60 endgame DC,
lets assume you have around 21'000 base HP (around what I had)
Lets assume you have no feats changing your HP or defense gain from stats.
lets assume you take the boon giving you 700 more HP.
And lets assume you use 4 pieces of T2 gear (all give the same as far as I know) giving you 990 defense and +12 AC (to a total of 22)
Lets assume you use gemmed pants for 54 more defense
And finally you are using a purple ancient belt for 616 more HP
So, here we got
22'316 HP and 1044 defense without any enchantments.
The formula for Defense stat to DR is 49.99*x/(1643.6+x) where x is your Defense.
This means your effective HP, without any enchantments is
22'316/(1-0.06-0.01(49.99*1044/(1643.6+1044)) = 27'694
We're just getting started at level 60, so we'll use rank 6 enchantments,
With given gear we would have 3 defense slots, so our options are:
3 Radiant rank 6 (600 HP each): 33'436 effective HP
2 Radiant, 1 Azure (150 Defense): 32'604 effective HP
1 Radiant, 2 Azure: 31'772 effective HP
3 Azure: 30'940 effective HP
We're now a bit richer from farming CN, so we upgrade to rank 7,
3 Radiant rank 6 (740 HP each): 34'275 effective HP
2 Radiant, 1 Azure (185 Defense): 33'241 effective HP
1 Radiant, 2 Azure: 32'207effective HP
3 Azure: 31'174 effective HP
Now, lets see what happens when we add rank 8 enchantments (we have plenty of AD, but not tons of it (yet)).
3 Radiant rank 8 (880 HP each): 35'120 effective HP
2 Radiant, 1 Azure (220 defense): 33'882 effective HP
1 Radiant, 2 Azure: 32'644 effective HP
3 Azure: 31'405 effective HP
So far , 3 Radiant for HP would be the most efficient combination, lets try with rank 9 ones (as we've gotten richer since last time).
3 Radiant rank 9 (1040 HP each): 36'094 effective HP
2 Radiant, 1 Azure (260 defense): 34'618 effective HP
1 Radiant, 2 Azure: 33'143 effective HP
3 Azure: 31'667 effective HP
Also here the Radiant ones for HP wins, so it's safe to assume HP is better to stack than Defense.
With rings with Defense slot (Still same basic stats tho, just to prove point, rank 8 enchants are assumed);
5 Radiant, 0 Azure: 38'690 effective HP
4 Radiant, 1 Azure: 37'416 effective HP
3 Radiant, 2 Azure: 36'142 effective HP
2 Radiant, 3 Azure: 34'867 effective HP
1 Radiant, 4 Azure: 33'593 effective HP
0 Radiant, 5 Azure: 32'318 effective HP
It was perhaps narrow minded in that peoples gear varies enough that in some cases this might not be absolute truth, but I suspect they didn't mean an absolute 9 or nothing, but rather to slot something else at lower ranks.
I don't think this is right. You would have a flat 6% DR from Armor Class, and 19.42% from Defense for a total of 25.42% total DR. The amount of damage that you could take would be TotalHP/(1-TotalDR), or 29,922 in this example. To be explicit:
29,922 - (29,922 * 0.2542) = 22,316
HP does seem to have a slight advantage, but that's only with the base DR of 19.42%. Once you start adding extra DR to the figures, Defense starts to give more effective HP. Say were were to slot feated Foresight and stand in your Astral Shield or Hallowed Ground. Azure enchants come out ahead then. If you start including Temporary HP, Azure pulls ahead again; the more base HP you have, the more effective HP you get from DR.
Here's a link to my calculations if you want to look at them.
https://docs.google.com/spreadsheet/ccc?key=0Ary1XEcNOABtdGh3d3BvQzdlZmZoNnRkWkFZdEhiNXc#gid=0
I wasn't necessarily attempting to model any specific power. Now that we can see TempHP amounts, it looks like DA gives 20% temp HP at Rank 1, so I am guessing Rank 3 would be 30%, though it could be (20*1.05*1.05) 22.05%. I also have no clue about the Hallowed Ground amounts. Somewhere around 30% damage/DR sounds right. It's possible that it's been changed since the last time someone tested it. Or it may be broken and do nothing. Honestly with this game, it's impossible to know without testing every patch.
HP has some other advantages that are hard to quantify. Miracle Healer heals, immune to Armor Penetration, and things like that which would be entirely dependent on the build and playstyle of a particular DC.
Defense also increases the effective HP from TempHP. That shows in the charts, but I didn't say it explicitly.
Another thing, which speaks in the favor of HP is Constitution and the Heroic feat, not sure whether they stack with enchantments or not, but can be tested tomorrow afternoon. (I will post the answer to my tests, and some other ones.)
That is a completely useless statement unless you can back it up with facts.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Power: 4412
Recovery: 2640 (2900)
Critical: 1629 (2800)
Defense: 1517
HP: 20K
In this situations I've to choose def or hp?
I see your calculation but it's TLDR sorry
We are definitely dominating, and we are always about to win.
Graph on the matter: https://www.desmos.com/calculator/aulcwurl6x (Yes, I love graphs)
As with all things in life, a focus is a trade-off, so I'm not packing much power, crit, armpen (zero), or recovery. Do I notice that ? not really at this stage as :
(a) I've never sought dps or heal maximization
(b) mobs melt like butter under a full set of DC debuffs & AOEs and I never need to slot healing of any type in solo pve (sharandar & GG mostly)
(c) In dungeons I'm focussed on doing the mitigate & spot heal role and that seems to be working fine. The wait for a new astral shield is obviously longer than for a recovery stacker - so i'll throw a healing word, or seal/dot a mob or 2 to generate divinity while I wait.
(d) In pvp I'm focussed on staying alive while focussed, and simultaneously doing the mitigate, spot heal & debuff dance for the team in pvp. Also seems to work.
(e) Got a stone. Stone beefs up the stats I have not prioritized when outside pvp.
Pretty sure I'll be getting some high crit & recovery gear to swap in for the tougher T2 dungeons though to give me some wiggle room.