"The sum of the whole is this: walk and be happy; walk and be healthy. The best way to lengthen out our days is to walk steadily and with a purpose." -Charles Dickens
I'd like to know this also, as the game recommended that I equip a ring with + armor pen & + critical strike, even though I had another ring with + crit & + recovery in my bag. When I moused over that ring, it did not come up as recommended. Both rings were the same level & neither was a quest reward or bound to my character at the time.
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shaneo8709Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 21Arc User
well, there is only Defense, which if the game separate physical and magic they usually put defense magic and physical defense differently, so yea I think it help
Hi. As i can see depend on your play style,CWs can debuff ap so if you are a debuff user you dont need pumped AP,instead if you are not going to use debuff you will do more damage even with at-will and others spell if you have big AP.
It works but at the current state of the game it is useless to stack it. The CWs role is not dps. He is weaker than a rogue in single target and weaker than a GWF in AOE. His role is to knock things off ledges and control adds in general.To be able to do that you need recovery for insane AP charge, not arm pen.
gummibear2Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 31Arc User
edited May 2013
For the ppl talking about "recommended gear", please do NOT count of it, it mearly means that hat piece of gear have more raw stats in it, but not that the stats are in any way usefull, For instance if you had a ring with +500 armor pen and +500 power, vs a ring with +600 defense and +500movement, the game would reomment the latter, yet any sane person would clearly say that in pretty much all cases the first would be FAR better
Its less a question of whether it helps, more a question of whether it helps more than other stats you have the option of stacking.
In short, no. You get far too much benefit from the other available options... Power, Crit, recovery... even the survivability value from regen or lifesteal really do more for you than the small amount in the end ArP will do. Not only does ArP devalue the lower the defense of the target is, its already being reduced by debuffs, etc. If everything int he game had HUGE defense stats, THEN it would have more value, but even then if youre playing in groups, most mobs are getting massively debuffed in defense through passive effects of pplz skills and intentional debuffing.
So, I'm not saying that ArP does nothing... Just that its value is minimal compared to what you get from nearly everything else. Its kind of like Str to a wiz... you could stack it, but WHY, if you have a finite number of alloted pts?
Hi. As i can see depend on your play style,CWs can debuff ap so if you are a debuff user you dont need pumped AP,instead if you are not going to use debuff you will do more damage even with at-will and others spell if you have big AP.
Yes... its not like ArP does nothing.. THe question is does it do more than your other available options? No, it doesnt. Its already been crunched. Its not like you won't see a difference if you replace ArP from starting with nothing. You, and every class atm, will just see more diffence in damage over time AND your spke potential if you don't go after it intentionally. You will get some no gear you can't avoid at end game, but even IT is devalued if you play in any grp. Other classes skills debuff defense both passively and actively. That means that your ArP has less and less value.
My intuitive feeling would be pretty close to this. Recovery so you can spam your spells, followed armour pen for the most increased damage per point. Issue with power and crit is that according to some calculation i saw power doesn't add as much damage as armour penetration, and crit while extremely useful since it triggers various effects is rendered innately less valuable by the ability that gives you a percentage chance to auto-crit for a few seconds.
Issue with power and crit is that according to some calculation i saw power doesn't add as much damage as armour penetration, and crit while extremely useful since it triggers various effects is rendered innately less valuable by the ability that gives you a percentage chance to auto-crit for a few seconds.
You are 100% correct about this. Power/crit is semi-efficent for a CW for reasons you have mentioned. Still, it does not make armor penetration good CW stat because in PvE targets are already severely debuffed. Having a lot of Recovery and a bit of power/crit/arm pen would not hurt thou.
Those that are claiming in this thread that Armor penetration isn't usefull because of debuffs are mistaken.
Debuffs can make armor negative, armor pen can't.
Armor pen get's calculated first thus debuffs have no effect on it's usefullness, the amount of armor your target has does though.
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winds0ng1Member, Neverwinter Knight of the Feywild UsersPosts: 5Arc User
edited September 2013
The argument here caused me to test it practical way. By killing monsters. Having power of 3986 and ARP of 451 based on 11 samples, i dealt 2693 average damage using chill strike (no crits). However having power of 3480 and ARP of 1017 based on 11 samples, i dealt 2932 average damage using chill strike (no crits). So i have to agree, ARP scales better in order to increase damage. Some of chill strikes hit over 3000, while with power none reached 2900.
nothing will increase you damage more then armor pen until you have it capped at 2535. power is practically useless and should only be added after your other offensive stats (and one could argue defensive stats as well) have reached or well surpassed the point of diminishing returns.
here is a very nice chart showing the point benefits and returns of each stat
nothing will increase you damage more then armor pen until you have it capped at 2535. power is practically useless and should only be added after your other offensive stats (and one could argue defensive stats as well) have reached or well surpassed the point of diminishing returns.
here is a very nice chart showing the point benefits and returns of each stat
He's right. Simply put, Arp relates to how much of your damage is NOT lost on defense. I'm sure there are perfect balances for someone's playstyle, but it does wonders for your dps.
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winds0ng1Member, Neverwinter Knight of the Feywild UsersPosts: 5Arc User
edited September 2013
Then again, i bought tons of green equipment, no enchants or anything, just kept my original orb. Having power of 5333 and ARP of 129, i dealt 2921 average damage using chill strike (no crits). Mind you, that whole lot of green items cost approximately 500 AD.
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garagatzaMember, Neverwinter Beta UsersPosts: 1Arc User
edited October 2013
stupid to call a cw just good ad pushing things over ledges . Control is in its class name, not suckerpunch. arpen is 3rd most important stat, if you have enough power and recovery than arpen need boost.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited October 2013
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Comments
If it doesn't I would like to have some of what the gear designer was smoking when he put armor pen on some of the CW epics.
He was smoking the same sh*t as the designer who put regen on CW PVE gear and Lifesteal on DC PVP gear.
My GWF loves it.
Its less a question of whether it helps, more a question of whether it helps more than other stats you have the option of stacking.
In short, no. You get far too much benefit from the other available options... Power, Crit, recovery... even the survivability value from regen or lifesteal really do more for you than the small amount in the end ArP will do. Not only does ArP devalue the lower the defense of the target is, its already being reduced by debuffs, etc. If everything int he game had HUGE defense stats, THEN it would have more value, but even then if youre playing in groups, most mobs are getting massively debuffed in defense through passive effects of pplz skills and intentional debuffing.
So, I'm not saying that ArP does nothing... Just that its value is minimal compared to what you get from nearly everything else. Its kind of like Str to a wiz... you could stack it, but WHY, if you have a finite number of alloted pts?
Id challenge you to remove all of your ArP and replace it with a priority of power/crit/recovery and see your output double. Then post again.
Yes... its not like ArP does nothing.. THe question is does it do more than your other available options? No, it doesnt. Its already been crunched. Its not like you won't see a difference if you replace ArP from starting with nothing. You, and every class atm, will just see more diffence in damage over time AND your spke potential if you don't go after it intentionally. You will get some no gear you can't avoid at end game, but even IT is devalued if you play in any grp. Other classes skills debuff defense both passively and actively. That means that your ArP has less and less value.
My intuitive feeling would be pretty close to this. Recovery so you can spam your spells, followed armour pen for the most increased damage per point. Issue with power and crit is that according to some calculation i saw power doesn't add as much damage as armour penetration, and crit while extremely useful since it triggers various effects is rendered innately less valuable by the ability that gives you a percentage chance to auto-crit for a few seconds.
You are 100% correct about this. Power/crit is semi-efficent for a CW for reasons you have mentioned. Still, it does not make armor penetration good CW stat because in PvE targets are already severely debuffed. Having a lot of Recovery and a bit of power/crit/arm pen would not hurt thou.
This is so wrong, lol.
Also, CW does more AoE damage than GWF and it can do it from a distance.
Like said above, Recovery > Armor Pen > Crit/Power
Armor Pen only needs to get to ~2300 and regardless of whether you debuff or not it needs to be here. Debuff is not the same as AP.
Debuffs can make armor negative, armor pen can't.
Armor pen get's calculated first thus debuffs have no effect on it's usefullness, the amount of armor your target has does though.
here is a very nice chart showing the point benefits and returns of each stat
https://www.desmos.com/calculator/3dqpvhuavj
He's right. Simply put, Arp relates to how much of your damage is NOT lost on defense. I'm sure there are perfect balances for someone's playstyle, but it does wonders for your dps.
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