test content
What is the Arc Client?
Install Arc

Does armor penetration help wizards?

losse1losse1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
edited October 2013 in General Discussion (PC)
Just want to make sure.
"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
Post edited by losse1 on

Comments

  • ladyshaie1ladyshaie1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 109 Bounty Hunter
    edited May 2013
    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.
  • shaneo8709shaneo8709 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 21 Arc User
    edited May 2013
    im curious about this as well, anyone?
  • kevinf08kevinf08 Member Posts: 432 Bounty Hunter
    edited May 2013
    Pretty sure it does.

    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.
  • okaminosukeokaminosuke Member, Neverwinter Beta Users Posts: 155 Bounty Hunter
    edited May 2013
    It works with spells but for CW's it is not worth stacking.
  • teemoorteemoor Member, Neverwinter Beta Users Posts: 82
    edited May 2013
    kevinf08 wrote: »
    Pretty sure it does.

    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.
  • rangurenranguren Member Posts: 4
    edited May 2013
    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
  • gottneverwintergottneverwinter Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 112 Bounty Hunter
    edited May 2013
    Of course it does. This game doesn't take damage type into effect. DR is DR.
  • nerollonenerollone Member Posts: 0 Arc User
    edited May 2013
    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.
  • iluvatarrulesiluvatarrules Member Posts: 172 Bounty Hunter
    edited May 2013
    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.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited May 2013
    Penetration is good for everyone.

    My GWF loves it.
  • agbadehanagbadehan Member Posts: 74
    edited May 2013
    Recovery for AP & CDR.
  • gummibear2gummibear2 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 31 Arc 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
  • justworknamejustworkname Member Posts: 63
    edited May 2013
    losse1 wrote: »
    Just want to make sure.

    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?
  • justworknamejustworkname Member Posts: 63
    edited May 2013
    knoteskad wrote: »
    Penetration is good for everyone.

    My GWF loves it.

    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.
  • justworknamejustworkname Member Posts: 63
    edited May 2013
    nerollone wrote: »
    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.
  • avangerisavangeris Member, Neverwinter Beta Users Posts: 40
    edited May 2013
    For cws its Recovery>armor pen>power>crit
  • okaminosukeokaminosuke Member, Neverwinter Beta Users Posts: 155 Bounty Hunter
    edited May 2013
    avangeris wrote: »
    For cws its Recovery>armor pen>power>crit
    Imo it rather is Recovery -> Recovery -> Recovery -> Power -> Crit
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited May 2013
    avangeris wrote: »
    For cws its Recovery>armor pen>power>crit

    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.
  • okaminosukeokaminosuke Member, Neverwinter Beta Users Posts: 155 Bounty Hunter
    edited May 2013
    mconosrep wrote: »
    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.
  • churchilligcchurchilligc Member Posts: 175 Bounty Hunter
    edited May 2013
    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.

    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.
  • kevinf08kevinf08 Member Posts: 432 Bounty Hunter
    edited May 2013
    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.
  • winds0ng1winds0ng1 Member, Neverwinter Knight of the Feywild Users Posts: 5 Arc 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.
  • bubba1966bubba1966 Member Posts: 174 Bounty Hunter
    edited September 2013
    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

    https://www.desmos.com/calculator/3dqpvhuavj
  • yeruneyerune Member Posts: 0 Arc User
    edited September 2013
    bubba1966 wrote: »
    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

    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.
  • winds0ng1winds0ng1 Member, Neverwinter Knight of the Feywild Users Posts: 5 Arc 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.
  • garagatzagaragatza Member, Neverwinter Beta Users Posts: 1 Arc 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.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited October 2013
    . . . . . Necromancy is not allowed. Please feel free to start a new topic in the Gameplay & Combat forum or post in an existing living one. This thread was necro'd twice now, the first passed notice.
    zebular wrote: »
    Section III - Prohibited Topics/Posts

    Rule 3.13 - No Necromancy
    . . . . If a thread has not been posted on in over thirty days, it likely contains out of date information or opinions. If you would like to continue such a discussion, please create a new thread to do so, or find an existing "living" one.
This discussion has been closed.