If i got it right, deflection is a chance to "deflect" the attack, reducing the damage by 50% or so.
Does it mean that going up to, for example, 25% deflection, gives you a 25% chance to deflect a attack? Does it help reducing damage a lot, compared to a build with low deflect/ no deflect, or is it just a "plus" after you've stacked defense and HP/ regen?
It's not bad if you stack it, but it's quite bad if you don't. Then again, it's random again...meaning that you may get your deflectio to dodge Icy Knife or a Magic Missile ping, you can't control it. No matter how you twist it, it's a tanky stat that is not affected by Armor Penetration (or at I least I hope it isn't).
Personally I like more HP/regen/defense but if you are talking GF you can get it quite easily without getting out for your way (no Deflect enchants), and if you are talking GWF you can run Sentinel and get to 25% Deflect just by spec and Weapon Mastery stacks.
Bottomline, not bad to have but I wouldn't focus on it.
Deflect is a pvp stat mainly as in pve both fighters have mechanics to avoid large hits. My order in picking stats in pve is defense to 3k, lifesteal to 1.2k, health as much as u can get and stay with the deflect given by your set.
In pvp is different, u get deflect as high as u can since it is not affected by ar pen and avoids big burst. So in pvp u pick deflect-regen-HP and not so much defense and ignore lifesteal or stay with what u have on your set.
If i got it right, deflection is a chance to "deflect" the attack, reducing the damage by 50% or so.
Does it mean that going up to, for example, 25% deflection, gives you a 25% chance to deflect a attack? Does it help reducing damage a lot, compared to a build with low deflect/ no deflect, or is it just a "plus" after you've stacked defense and HP/ regen?
I have alot of deflect in my build, I run around with 40% in PvE and about 35-38% in PvP. I tell you, it works HUGE wonders in both scenarios. Running through CN pulling every single room becomes so easy when things are hitting you for like 200-500. Though I suggest not stacking deflect unless you're tanking high level dungeons, try strengthening your other stats first, arpen, crit, defense. Once you soft capped them, you can try upping your HP and Deflect (Silveries are hella cheap btw)
This means if you deflect a CC it's times is cut or sometimes completely ignored if it has a very short CC. This is why you'll notice targets sliding vs. going prone when you hit them with a CC skill. It's because they've deflected the skill.
If i got it right, deflection is a chance to "deflect" the attack, reducing the damage by 50% or so.
Does it mean that going up to, for example, 25% deflection, gives you a 25% chance to deflect a attack? Does it help reducing damage a lot, compared to a build with low deflect/ no deflect, or is it just a "plus" after you've stacked defense and HP/ regen?
I have a question too about deflect... does the deflect damage % (50% base, i don't know if it can get up) apply to base damage or to actual damage?
i.e. if a mage, suppose 0 armor penetration, hits me for 800 damage and i have 50% damage resistance, if i deflect, will I receive 400 damage (half of 800 that he dealt, as if i didn't deflect) or 200 (half of 400 that I would normally receive)?
I have a question too about deflect... does the deflect damage % (50% base, i don't know if it can get up) apply to base damage or to actual damage?
i.e. if a mage, suppose 0 armor penetration, hits me for 800 damage and i have 50% damage resistance, if i deflect, will I receive 400 damage (half of 800 that he dealt, as if i didn't deflect) or 200 (half of 400 that I would normally receive)?
Thanks!
The latter. As in Damage Resistance applies on deflected attacks. This is how it is possible to go over the 80% Damage Resistance from all sources hard cap due to total damage reduction on deflected attacks, i.e. X(1 - 80%)(1 - 50%) = X(10%) => 90% damage reduction.
Note, as a GWF, if you want to be able to spam Unstoppable, Deflect stacking may not be the wisest choice under all circumstances.
The latter. As in Damage Resistance applies on deflected attacks. This is how it is possible to go over the 80% Damage Resistance from all sources hard cap due to total damage reduction on deflected attacks, i.e. X(1 - 80%)(1 - 50%) = X(10%) => 90% damage reduction.
Note, as a GWF, if you want to be able to spam Unstoppable, Deflect stacking may not be the wisest choice under all circumstances.
In both PvP and PvE there will be certain instances where your unstoppable may be cut through if you're too squishy. Spamming unstoppable is also good, but you would still take more damage regardless. I can't say much in my case because I've soft capped everything, almost hitting the hardcap.
Edit: I also think the deflect ignores armor pen, so it's way wayyy good in PvP
In reality deflect would work better for pve than pvp, but it is decent for stacking when you can like others have mentioned. Other stats have better priority though depending on what you want to do. The bigger the mobs you take, the more hits you take, and more hits means more of a chance you will deflect attacks. Id definitely go with HP > deflect for pvp, deflect > HP for pve. Once I switched from using all rank 7 silver in defense slots to rank 7 radiants, pvp survivability goes up, but now I need to be more careful with soloing things like feywild dungeons by running to the boss and fighting all the mobs at once.
to help me understanding, can someone confirm this to me:
a) deflect severity tells how much damage is avoided if deflect triggers, right? and it's 50% for all classes but TR, for which it is 75%? so…. incoming 10k damage, defense reduces it, say, by 20%, then deflect triggers and, so incoming is 4k (or 2k for a rogue)?
so for most classes, deflect X% is only half as efficient as damage reduction X%, in expectation
b) how does deflect work in NWO - many of the things here are solved in a good way (mathematically), say cool down reduction of 50% is not actually half the time, but 0.5/(1+0.5), i.e., 33%. is this the same for deflection, i.e., if your deflect chance is 0.33 (or x in general), is your actual deflection chance 0.33 (x) or 0.33/(1+0.33)=0.25 (x/(1+x))?
in the first case this would make deflection quite powerful with good gear and proper stats/race, say with halfling rogues that push DEX and CHA. just crunching numbers, if 60% would be possible, that would negate on average 45% of all damage, while 60% damage reduction does only do so for 0.6/1.6=0.375
just thinking whether a TR truly benefits form being a halfling and from those deflection feats
(and whether GFs should look into deflection at all)
a) Yes. Well, its less than half as efficient because it has a proc chance. So, for typical high Deflect build it would be 25% x 50% = 12.5% Damage Resistance equivalent or for a TR 40% x 75% = 30% Damage Resistance equivalent. The main value, at least for non-TR classes, is it suffers less from diminishing returns after you have a high amount of Defense. The other value is that it is unaffected by Resistance Ignored and therefore useful in PvP.
b) Deflection chance is just the direct percentage.
TRs already benefit from Deflection much more than other classes because of DEX, Deflection Severity and gear. On top of that, the opportunity cost of pumping up CHA is very high due to STR being a very strong stat on TR (flat damage increase without having to rely on stealth, plus stamina regen). So, unless you go Halfing to pump up CON as well for Regen or Tenebrous, it does not have as much of an impact as being Halfling on all the other classes (most of all as a Cleric).
i actually try to figure this out for my girlfriend, as she plans to start as a rogue. she is not a superbly skilled player so she rather prefers survivability over dealing immense amounts of damage.
and with deflection chance being the direct percentage, then with possibly upcoming changes for items each increase in that chance becomes more and more valuable. ok, the difference will hardly be noticeable, i guess....
the fact that it's only 75% efficient (even worse for other classes) does bother me.... because that moves the threshold at which it becomes superior to things like STR up quite a bit. i take 80% deflection over 80% increased damage any time - too bad that 80% deflect is not even closely possible.
as far as i understood it, CA damage is 15% more, and the increase by CHA is multiplicative, so basically ... 6.66 points of CHA create a flat 1% damage increase (in the case of combat advantage). yeah, that#s not noteworthy....
Comments
Personally I like more HP/regen/defense but if you are talking GF you can get it quite easily without getting out for your way (no Deflect enchants), and if you are talking GWF you can run Sentinel and get to 25% Deflect just by spec and Weapon Mastery stacks.
Bottomline, not bad to have but I wouldn't focus on it.
In pvp is different, u get deflect as high as u can since it is not affected by ar pen and avoids big burst. So in pvp u pick deflect-regen-HP and not so much defense and ignore lifesteal or stay with what u have on your set.
I have alot of deflect in my build, I run around with 40% in PvE and about 35-38% in PvP. I tell you, it works HUGE wonders in both scenarios. Running through CN pulling every single room becomes so easy when things are hitting you for like 200-500. Though I suggest not stacking deflect unless you're tanking high level dungeons, try strengthening your other stats first, arpen, crit, defense. Once you soft capped them, you can try upping your HP and Deflect (Silveries are hella cheap btw)
This means if you deflect a CC it's times is cut or sometimes completely ignored if it has a very short CC. This is why you'll notice targets sliding vs. going prone when you hit them with a CC skill. It's because they've deflected the skill.
I have a question too about deflect... does the deflect damage % (50% base, i don't know if it can get up) apply to base damage or to actual damage?
i.e. if a mage, suppose 0 armor penetration, hits me for 800 damage and i have 50% damage resistance, if i deflect, will I receive 400 damage (half of 800 that he dealt, as if i didn't deflect) or 200 (half of 400 that I would normally receive)?
Thanks!
The latter. As in Damage Resistance applies on deflected attacks. This is how it is possible to go over the 80% Damage Resistance from all sources hard cap due to total damage reduction on deflected attacks, i.e. X(1 - 80%)(1 - 50%) = X(10%) => 90% damage reduction.
Note, as a GWF, if you want to be able to spam Unstoppable, Deflect stacking may not be the wisest choice under all circumstances.
In both PvP and PvE there will be certain instances where your unstoppable may be cut through if you're too squishy. Spamming unstoppable is also good, but you would still take more damage regardless. I can't say much in my case because I've soft capped everything, almost hitting the hardcap.
Edit: I also think the deflect ignores armor pen, so it's way wayyy good in PvP
a) deflect severity tells how much damage is avoided if deflect triggers, right? and it's 50% for all classes but TR, for which it is 75%? so…. incoming 10k damage, defense reduces it, say, by 20%, then deflect triggers and, so incoming is 4k (or 2k for a rogue)?
so for most classes, deflect X% is only half as efficient as damage reduction X%, in expectation
b) how does deflect work in NWO - many of the things here are solved in a good way (mathematically), say cool down reduction of 50% is not actually half the time, but 0.5/(1+0.5), i.e., 33%. is this the same for deflection, i.e., if your deflect chance is 0.33 (or x in general), is your actual deflection chance 0.33 (x) or 0.33/(1+0.33)=0.25 (x/(1+x))?
in the first case this would make deflection quite powerful with good gear and proper stats/race, say with halfling rogues that push DEX and CHA. just crunching numbers, if 60% would be possible, that would negate on average 45% of all damage, while 60% damage reduction does only do so for 0.6/1.6=0.375
just thinking whether a TR truly benefits form being a halfling and from those deflection feats
(and whether GFs should look into deflection at all)
b) Deflection chance is just the direct percentage.
TRs already benefit from Deflection much more than other classes because of DEX, Deflection Severity and gear. On top of that, the opportunity cost of pumping up CHA is very high due to STR being a very strong stat on TR (flat damage increase without having to rely on stealth, plus stamina regen). So, unless you go Halfing to pump up CON as well for Regen or Tenebrous, it does not have as much of an impact as being Halfling on all the other classes (most of all as a Cleric).
and with deflection chance being the direct percentage, then with possibly upcoming changes for items each increase in that chance becomes more and more valuable. ok, the difference will hardly be noticeable, i guess....
the fact that it's only 75% efficient (even worse for other classes) does bother me.... because that moves the threshold at which it becomes superior to things like STR up quite a bit. i take 80% deflection over 80% increased damage any time - too bad that 80% deflect is not even closely possible.
as far as i understood it, CA damage is 15% more, and the increase by CHA is multiplicative, so basically ... 6.66 points of CHA create a flat 1% damage increase (in the case of combat advantage). yeah, that#s not noteworthy....