I wanted to ask you, whether stacks of Arcane mastery are applied before of after the effect that created them? So, if I use Entangling force on mastery, will it immediately benefit from the stacks it created (the way effects in DotA work)?
Also, could you explain the ray of enfeeblement mechanics? It reduces mitigation. Is the mitigation the same thing as armour? Is 20% the absolute value (e. g. enemy has 20% resist, we reduce it by 20 and enemy has 0% resist) or it is 20% of current resist. How does it work together with armor penetration? So, if we have AP of 20% (usual enemies armour resist), effectively ignoring enemy's armour and then use the ray - what will happen?
P.S. And yep, I can't thank you enough for this guide!
0
theclansman35Member, Neverwinter Beta UsersPosts: 15Arc User
edited January 2014
Learned Spellcaster: Increases the bonus damage intelligence provides by 1/2/3/4/5% This is a confusing tooltip, it actually increases your damage by that set amount, also your intelligence bonus will apply to this bonus too. so if you have 20% from Int, you will get 1.2/2.4/3.6/4.8/6%.
I cant understand it, if u get %20 form Int and you select %5 form it, then you get %1 overall, not %6 i guess.
I you deal 1000 dmg, and int gives you %20, it'll 1200 dmg.and you select %5 ( but it apllies to int percentage ) 200*1,05=210 dmg. So you deal 1210 dmg with it.1210/1000= %21.
How the buff is calculated :
20% is in reality an 1.2 factor, like the 5% is an 1.05 factor.
if intellect increase the damage by 20%, it give a 1.2 factor in fact. This buff increase it by 5% (*1.05). The damage increase will be now :
1.2 * 1.05 = 1.26
So for 1000 damage, you should have 1200 damage without the buff and 1260 damage with it.
So the buff isn't 20% but 26%, so yeas, the damage increase is by "+6%" but the intel damage's buff increase by 5%.
the damage bonus formula should be something like this :
(1+ ([intel]-10)*0.02) * (1+ [Learned Spellcaster]*0.01)
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited January 2014
Could someone test if Evocation works with:
Oppressive Force, Sudden Storm, Maelstorm of Chaos, Arcane Singularity, Conduit of Ice
A clarification.
Building the character, I think it is essential to respect the priority in the stats.
About the Wizard, if I understand correctly, the priority is this:
Power> Critical> Armor Penetration> Recovery> Life Points HP> Defense> Lifesteal
What is the relationship between Power and Critical? are they equal stats? And between Critical and Armor Penetration?
I try to draw some percentages:
25% Power> 25% Critical> 25% Armor Penetration>10% Recovery> 5% Life Points HP> 5% Defense> 5% Lifesteal
Do can they work as is?
I find it also important to include a minimum of movement between the stats, especially to be able to get away from the mob or even for PvP.
Do you think it is useful or not? It is better to use only the first 4 stats in a row, and strengthen exclusively those, forgetting everything else (Life Points HP, Defense, Lifesteal)?
Suggestions?
[SIGPIC][/SIGPIC]
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
0
theclansman35Member, Neverwinter Beta UsersPosts: 15Arc User
How the buff is calculated :
20% is in reality an 1.2 factor, like the 5% is an 1.05 factor.
if intellect increase the damage by 20%, it give a 1.2 factor in fact. This buff increase it by 5% (*1.05). The damage increase will be now :
1.2 * 1.05 = 1.26
So for 1000 damage, you should have 1200 damage without the buff and 1260 damage with it.
So the buff isn't 20% but 26%, so yeas, the damage increase is by "+6%" but the intel damage's buff increase by 5%.
the damage bonus formula should be something like this :
(1+ ([intel]-10)*0.02) * (1+ [Learned Spellcaster]*0.01)
Make it that way:
%20 is actually 20/100, and if u get 5/100 of that is (20/100)*(5/100)=0,2*0,05=0,01 and this is %1 increase.%20 form int = %21
Not %26.
it says, it will increase your dmg %5 by your int "percentage".Its all about percantage math.you're calculating with "1"s.In math, yea it's same to use 1,2 and 1*(1+%20).but it says it'll increase your dmg bonus percentage over int.
Little confusing.But I tried this lot, when i put 3 points on aoe dmg increase ( bottom one on tier4 ) and 2 poins for learned spellcaster, i dealed lots of dmg then 5 points on learned spellcaster.And my int 24.
I use "1.XX" instead XX% directly because the game calculate things like that. With percentage, most of the time, it's 1.XX in the internal formula.
In this tier, all 3 feats are interesting but each have a different purpose :
>> Learned increase bonus damage from Intellect. It increase all damage (single target, DoT, AOE)
>> Prestidigitation increase stat rating. it means that you have 1%/2%/3% more Crit, ArmPen, Regen, Def (...) from Gear. It include Power, so it also increasing damage.
>> Focused increase AOE's damage.
So what to choose :
>> Learned is good because it's for all damage. But Intellect is limited.
>> Prestidigitation is the best because it reduce ArmPen cap from 2530 to 2457, it increase damage and defence, life-steal, Crit, etc. And more important, it's shared with ally and can stack with other CW.
>> AOE damage is always good as we did a lot of AOE but we already have one feat for that and if you play a lot with DoT, it's less interesting. The number spell concerned is limited, not Storm Spell for example.
My conclusion :
put 3 points in Prestidigitation
if you play Fire, go for Learned
if not, go for Focused or Learned depending on your play style.
Sorry if i write this question again.
Rereading my previous post, I do not think I have been very understandable. English is not my language (and it shows!).
I try to present it again. Sorry if I do it, but really, it seems to me that it was not at all clear.
I ask for a little clarification, if possible.
What are the statistics of the 'clothes' to improve and in what percentage?
If I understand correctly, for a Control Wizard, is better to use only these values, and more or less in this order:
Power> Critical> Armor Penetration> Recovery> Life Points> Defense> Lifesteal
If I had to describe it the values in percentages, I would write:
25% Power> 25% Critical> 25% Armor Penetration> 10% recovery of> 5% Life Points> 5% Defense> 5% Lifesteal
Do you think these values are correct?
Among the statistics, personally, would put too> Movement, especially to be able to move away the fighting quickly, or for PvP, for example. Do you think it is useful or can I do without it?
Better focus to grow only the first 4 values, namely: Power> Critical> Armor Penetration> Recovery>, aiming to increase only ones, leaving everyone else to a minimum?
Any suggestions?
[SIGPIC][/SIGPIC]
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
0
uurbsMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 449Bounty Hunter
edited January 2014
@xgesarx, just read the beginning of this very thread. Grimah goes into much detail about the stats.
[...]
If I understand correctly, for a Control Wizard, is better to use only these values, and more or less in this order:
Power> Critical> Armor Penetration> Recovery> Life Points> Defense> Lifesteal
[...]
Any suggestions?
Armor Penetration up to 2,536 points > Critical Strike to 2,500-3,000 points > Recovery to 3,000 points > Defense to ~1,200 points > Regeneration/Life Steal (personal preference) to ~1,200 points > Power (anything else). And get an Ioun Stone of Allure first.
Thanks for your kind reply (and sorry again for my bad language and for the mistakes).
In truth, I was trying to figure out the stats values expressed in 'percentage' (comparing them with each other), rather than having fixed setpoints.
Have fixed values, however, means to have reached the top level and ALL enhancements. And in the middle path?
It is also not clear to me if ALL of the other values (including Movement, for example) are really unnecessary.
An example: to me, it is perfectly clear that developing Deviation in a Wizard is a perfectly useless. But among Lifesteal and Regeneration, or Movement, which are to be preferred? Depend on the way in which you play or what?
I invite you to consider that I have just started playing this game, but still I try to carefully follow the guide of those who have much more experience than me, just because they respect the 'work' done by others.
[SIGPIC][/SIGPIC]
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
0
uurbsMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 449Bounty Hunter
edited January 2014
As I already mentioned, get an Ioun Stone of Allure as soon as you can. Even with low equipment, that will help out a lot. You need 24% of Armor Penetration to be able to deal all possible damage even on the boss, but 20-22% ArP will help you with most trash MOBs. You should aim at around >25% of Critical Strike--which depends on your CHA attribute as well. After that still Recovery and only go for Power if all your other stats are on the above mentioned cap. Regeneration or Life Steal depends on your group setup and play style. Regeneration helps you recover HP faster out-of-combat and Life Steal during combat. So for a beginning CW I would aim for Regeneration. Get the Archmage T1 set first and than the High Vizier T2 set--the later will help you reach the cap of Recovery and Regeneration.
Thank you once again.
One last consideration: the Power does not affect significantly damage? From what you wrote, the Power, at the end, seems to be less important than the Critical and Armor Penetration stats. In fact, it is so, then?
And again, to grow a minimum of Defense would not be a good idea?
[SIGPIC][/SIGPIC]
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
Thank you once again.
One last consideration: the Power does not affect significantly damage? From what you wrote, the Power, at the end, seems to be less important than the Critical and Armor Penetration stats. In fact, it is so, then?
And again, to grow a minimum of Defense would not be a good idea?
Every end-game wizard has their personal preference, some go for 4k crit, some 1.5k etc etc.
I went for 2k defense before changing to HP, ArP i keep at 2200 (some go lower). I go for both lifesteal + regen (from armor/artifact). My power is only at 5.5k (i think) and some stack it to 7k+
Also know a pve wizard using 30k+ HP (low def), and his damage is fine. Its all up to how you want to play
Thank you once again.
One last consideration: the Power does not affect significantly damage? From what you wrote, the Power, at the end, seems to be less important than the Critical and Armor Penetration stats. In fact, it is so, then?
And again, to grow a minimum of Defense would not be a good idea?
As grimah indicated, there aren't many true right or wrong answers. The only thing I would add is that investing too heavily into a single stat is pretty much always a bad idea. I've seen CWs with very high Power stacking underperform quite badly due to lack of sufficient investment in ArP and Crit.
I have just hit lvl 60. Now I look at the campaigns, epic dungeons and stuff... What is the most reasonable way to go further? Get some epics for campaigns and then go for Dungeons? Are Campaigns items worth it? Any reason to get some of the campaign sets for a wizard? What can you say about it?
0
focusmanMember, Neverwinter Beta UsersPosts: 0Arc User
edited January 2014
So Evocation is still half working, since it won't affect Sudden Storm? At least in my tests, is this correct?
Additional info: Maelstrom of Chaos can not crit or has very low chance for crit. Can't make it crit even with nightmare wizardy. It also does not benefit from Evocation. Most probably do not benefit from AP too. Not sure about AoE dmg buffs and other damage buffs.
It makes MoC work even worse, then expected. I have spent some time with it trying to figure out its point, but failed.
Need help with mechanics. How do High Wizier and AP work together? Can defence go into negatives? Do AP add damage, when there is no defence and no resists? So, how does it all work?
Armor penetration can not drop defense to negatives.
Defense debuffs can drop defense to negatives (HV, Conduit of Ice for Thaumaturge etc)
So, if a target has 24% Damage Reduction, and you have Armor Penetration to ignore 30% Damage Reduction the damage algorithm goes like that:
a) 24-30 %= target has 0 damage reduction (not -6%)
b) If you hit him with an encounter whlie wearing full HV, then you steal 350 Defense (let's say 3% damage reduction equivalent)
c) So, now the target has -3% damage reduction, which is directly translated to +3% damage for you.
Armor penetration can not drop defense to negatives.
Defense debuffs can drop defense to negatives (HV, Conduit of Ice for Thaumaturge etc)
So, if a target has 24% Damage Reduction, and you have Armor Penetration to ignore 30% Damage Reduction the damage algorithm goes like that:
a) 24-30 %= target has 0 damage reduction (not -6%)
b) If you hit him with an encounter whlie wearing full HV, then you steal 350 Defense (let's say 3% damage reduction equivalent)
c) So, now the target has -3% damage reduction, which is directly translated to +3% damage for you.
Depends on the encounter you use with HV, but Steal Time would apply all 3 stacks to your opponent. Despite what the tooltip says, each stacks always seems to result in a flat 10% damage increase although that may be because I haven't paid enough attention when using it against opponents with a high defence. Anyway, in hidahayabusa's example your AP drops his defence to zero, then each stack of HV gives him a -10% mitigation, i.e. +10% to your damage. Which is nice.
Tele Savalas, Dwarf Thaumaturge CW
Putting the Buff into Debuff since 2013 \o/ (Does that even make sense)?
I think bilethorn is the only one that does now (one that procs poison after 4 seconds). 4 seconds is rather long and prob not worth trying, though i have not tested.
EDIT: forgot to change it on the guide thanks for the reminder!
Comments
Respecing right away
I wanted to ask you, whether stacks of Arcane mastery are applied before of after the effect that created them? So, if I use Entangling force on mastery, will it immediately benefit from the stacks it created (the way effects in DotA work)?
Also, could you explain the ray of enfeeblement mechanics? It reduces mitigation. Is the mitigation the same thing as armour? Is 20% the absolute value (e. g. enemy has 20% resist, we reduce it by 20 and enemy has 0% resist) or it is 20% of current resist. How does it work together with armor penetration? So, if we have AP of 20% (usual enemies armour resist), effectively ignoring enemy's armour and then use the ray - what will happen?
P.S. And yep, I can't thank you enough for this guide!
This is a confusing tooltip, it actually increases your damage by that set amount, also your intelligence bonus will apply to this bonus too. so if you have 20% from Int, you will get 1.2/2.4/3.6/4.8/6%.
I cant understand it, if u get %20 form Int and you select %5 form it, then you get %1 overall, not %6 i guess.
I you deal 1000 dmg, and int gives you %20, it'll 1200 dmg.and you select %5 ( but it apllies to int percentage ) 200*1,05=210 dmg. So you deal 1210 dmg with it.1210/1000= %21.
Am i calculating it wrong?
so instead of +20% +5%
its +20% (+5% *1.20%)
in simple terms it just means its slightly better than it actually says.
and also the featured satirical comedic adventure "A Call for Heroes".
20% is in reality an 1.2 factor, like the 5% is an 1.05 factor.
if intellect increase the damage by 20%, it give a 1.2 factor in fact. This buff increase it by 5% (*1.05). The damage increase will be now :
1.2 * 1.05 = 1.26
So for 1000 damage, you should have 1200 damage without the buff and 1260 damage with it.
So the buff isn't 20% but 26%, so yeas, the damage increase is by "+6%" but the intel damage's buff increase by 5%.
the damage bonus formula should be something like this :
(1+ ([intel]-10)*0.02) * (1+ [Learned Spellcaster]*0.01)
Oppressive Force, Sudden Storm, Maelstorm of Chaos, Arcane Singularity, Conduit of Ice
as well as the new Paragon powers
Building the character, I think it is essential to respect the priority in the stats.
About the Wizard, if I understand correctly, the priority is this:
Power> Critical> Armor Penetration> Recovery> Life Points HP> Defense> Lifesteal
What is the relationship between Power and Critical? are they equal stats? And between Critical and Armor Penetration?
I try to draw some percentages:
25% Power> 25% Critical> 25% Armor Penetration>10% Recovery> 5% Life Points HP> 5% Defense> 5% Lifesteal
Do can they work as is?
I find it also important to include a minimum of movement between the stats, especially to be able to get away from the mob or even for PvP.
Do you think it is useful or not? It is better to use only the first 4 stats in a row, and strengthen exclusively those, forgetting everything else (Life Points HP, Defense, Lifesteal)?
Suggestions?
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
Make it that way:
%20 is actually 20/100, and if u get 5/100 of that is (20/100)*(5/100)=0,2*0,05=0,01 and this is %1 increase.%20 form int = %21
Not %26.
it says, it will increase your dmg %5 by your int "percentage".Its all about percantage math.you're calculating with "1"s.In math, yea it's same to use 1,2 and 1*(1+%20).but it says it'll increase your dmg bonus percentage over int.
Little confusing.But I tried this lot, when i put 3 points on aoe dmg increase ( bottom one on tier4 ) and 2 poins for learned spellcaster, i dealed lots of dmg then 5 points on learned spellcaster.And my int 24.
In this tier, all 3 feats are interesting but each have a different purpose :
>> Learned increase bonus damage from Intellect. It increase all damage (single target, DoT, AOE)
>> Prestidigitation increase stat rating. it means that you have 1%/2%/3% more Crit, ArmPen, Regen, Def (...) from Gear. It include Power, so it also increasing damage.
>> Focused increase AOE's damage.
So what to choose :
>> Learned is good because it's for all damage. But Intellect is limited.
>> Prestidigitation is the best because it reduce ArmPen cap from 2530 to 2457, it increase damage and defence, life-steal, Crit, etc. And more important, it's shared with ally and can stack with other CW.
>> AOE damage is always good as we did a lot of AOE but we already have one feat for that and if you play a lot with DoT, it's less interesting. The number spell concerned is limited, not Storm Spell for example.
My conclusion :
put 3 points in Prestidigitation
if you play Fire, go for Learned
if not, go for Focused or Learned depending on your play style.
Rereading my previous post, I do not think I have been very understandable. English is not my language (and it shows!).
I try to present it again. Sorry if I do it, but really, it seems to me that it was not at all clear.
I ask for a little clarification, if possible.
What are the statistics of the 'clothes' to improve and in what percentage?
If I understand correctly, for a Control Wizard, is better to use only these values, and more or less in this order:
Power> Critical> Armor Penetration> Recovery> Life Points> Defense> Lifesteal
If I had to describe it the values in percentages, I would write:
25% Power> 25% Critical> 25% Armor Penetration> 10% recovery of> 5% Life Points> 5% Defense> 5% Lifesteal
Do you think these values are correct?
Among the statistics, personally, would put too> Movement, especially to be able to move away the fighting quickly, or for PvP, for example. Do you think it is useful or can I do without it?
Better focus to grow only the first 4 values, namely: Power> Critical> Armor Penetration> Recovery>, aiming to increase only ones, leaving everyone else to a minimum?
Any suggestions?
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
If everything was really clear to me, I would not have asked this question.
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
In truth, I was trying to figure out the stats values expressed in 'percentage' (comparing them with each other), rather than having fixed setpoints.
Have fixed values, however, means to have reached the top level and ALL enhancements. And in the middle path?
It is also not clear to me if ALL of the other values (including Movement, for example) are really unnecessary.
An example: to me, it is perfectly clear that developing Deviation in a Wizard is a perfectly useless. But among Lifesteal and Regeneration, or Movement, which are to be preferred? Depend on the way in which you play or what?
I invite you to consider that I have just started playing this game, but still I try to carefully follow the guide of those who have much more experience than me, just because they respect the 'work' done by others.
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
One last consideration: the Power does not affect significantly damage? From what you wrote, the Power, at the end, seems to be less important than the Critical and Armor Penetration stats. In fact, it is so, then?
And again, to grow a minimum of Defense would not be a good idea?
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
Every end-game wizard has their personal preference, some go for 4k crit, some 1.5k etc etc.
I went for 2k defense before changing to HP, ArP i keep at 2200 (some go lower). I go for both lifesteal + regen (from armor/artifact). My power is only at 5.5k (i think) and some stack it to 7k+
Also know a pve wizard using 30k+ HP (low def), and his damage is fine. Its all up to how you want to play
and also the featured satirical comedic adventure "A Call for Heroes".
As grimah indicated, there aren't many true right or wrong answers. The only thing I would add is that investing too heavily into a single stat is pretty much always a bad idea. I've seen CWs with very high Power stacking underperform quite badly due to lack of sufficient investment in ArP and Crit.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Have a good game!
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
I have just hit lvl 60. Now I look at the campaigns, epic dungeons and stuff... What is the most reasonable way to go further? Get some epics for campaigns and then go for Dungeons? Are Campaigns items worth it? Any reason to get some of the campaign sets for a wizard? What can you say about it?
Black Lotus
http://nl.twitch.tv/wixardofoz
Im currently missing information on combustive action (how much AP it gives) if evocation/aoe feats work with sorching burst, furious immolation.
and also the featured satirical comedic adventure "A Call for Heroes".
It makes MoC work even worse, then expected. I have spent some time with it trying to figure out its point, but failed.
Need help with mechanics. How do High Wizier and AP work together? Can defence go into negatives? Do AP add damage, when there is no defence and no resists? So, how does it all work?
Defense debuffs can drop defense to negatives (HV, Conduit of Ice for Thaumaturge etc)
So, if a target has 24% Damage Reduction, and you have Armor Penetration to ignore 30% Damage Reduction the damage algorithm goes like that:
a) 24-30 %= target has 0 damage reduction (not -6%)
b) If you hit him with an encounter whlie wearing full HV, then you steal 350 Defense (let's say 3% damage reduction equivalent)
c) So, now the target has -3% damage reduction, which is directly translated to +3% damage for you.
Depends on the encounter you use with HV, but Steal Time would apply all 3 stacks to your opponent. Despite what the tooltip says, each stacks always seems to result in a flat 10% damage increase although that may be because I haven't paid enough attention when using it against opponents with a high defence. Anyway, in hidahayabusa's example your AP drops his defence to zero, then each stack of HV gives him a -10% mitigation, i.e. +10% to your damage. Which is nice.
I just used a random number for the example. Thanks for the correction Drscone.
nope.
I think bilethorn is the only one that does now (one that procs poison after 4 seconds). 4 seconds is rather long and prob not worth trying, though i have not tested.
EDIT: forgot to change it on the guide thanks for the reminder!
and also the featured satirical comedic adventure "A Call for Heroes".