I need some help to understand some mechanics in Neverwinter and help to find the right enchantment for me.
I play a Scoundrel build so I don’t have critical overrun which benefits from crit severity. If I am full PVP equipped I have 42% critical hit chance.
My consideration about Perfect Vorpal enchantment are:
If I have a critical hit chance about 50% I would benefit from the perfect Vorpal enchantment estimate 25% more damage (half of my hits are crit and perfect vorpal grand’s 50 % crit severity) with my 42% crit chance I gain 21% more damage (0,42 (crit chance) * 0,5 (crit severity))
The Perfect Terror enchantment grand’s on the other hand 12 % more damage and 20% defense reduction.
My question is from which enchantment I will gain the most damage output overall.
I cant decide by myself because I am not sure how defense and armor reduction works.
Assumption:
My enemy has 30% damage resistance gain from defense stat
I can only think about two ways defense reduction from Terror enchantment works
1. 30% - 20% = 10% I don’t think this is the way defens reduction works, but I don’t know. In this fact I deal 20% more damage and overall with terror 33%
2. 30% *0,8 (0,8 = 1-0,2 perfect terror enchantment – 20%)= 24% so I lowered the damage reduction about 6% so I gain overall 18% more damage this is lower then the perfect vorpal. So the better enchantment is vorpal.
The following Question is about how does armor penetration works? Like defens reduction but it does not only affect the damage reduction gained from defense?
In fact I don’t know the mechanic I can imagine, that armor penetration works like the first way I explained about defens reduction and defense reduction the second way.
In this chase terror would be much weaker then vorpal, if both works the first way I don’t have to stack much armor penetration.
I would really enjoy a helpful answer to my questions, I am looking forward to understand an important mechanic in this game.
what u wrote is 2 ways a def reduction works for example grater plague fire lowers def like in ur second example but there are also skills that lower flat % of def like in ur 1 example. About witch one is terror i dont know since i didnt test it but if u have it then go strike dummy a few times and see if u have this % more dmg since dummies have near 0 def.
Now about ArP aka armor penetration
ArP works like flat % reduction but it wont lower def value lower than 0. Also ArP comes before all else def reductions and dmg increase.
So for example the enemy has 30 % def and u have 25% ArP so u go easy here 30-25=5 % is left for him then if u had g. plaguefire then
5% - (30% * 0,45) = 5% - 13,5% = -8,5% so u have + 8,5% dmg more on him
Another example enemy has 10% def and u have 25% ArP
10% - 25% = 0 since ArP wont lower it more than 0 then u have g. plaguefire
0% - (10% * 0,45) = 0% - 4,5% = -4,5% so u have +4,5% more dmg on him
hope i helped and didnt make any mistake and if i did maybe someone can correct
Dots from plaguefire do gives stacks of rampaging madness.
A CW with plaguefire only have to cast steal time on three targets to get 50 stacks of rampaging madness.
On a side note, on monsters plaguefire does not really reduces their defense, in fact it just gives you a bonus damage on said monster (regardless of his defense). The bonus is 1% per stack per level of plaguefire enchant. So three stack of a greater plaguefire is 9% bonus damage.
I have not tested terror but i think it must be the same, so perfect terror might give 4% bonus damage (you can test it easily on training dummies).
I have not tested it on players, so it might not work like that in pvp.
Comments
Now about ArP aka armor penetration
ArP works like flat % reduction but it wont lower def value lower than 0. Also ArP comes before all else def reductions and dmg increase.
So for example the enemy has 30 % def and u have 25% ArP so u go easy here 30-25=5 % is left for him then if u had g. plaguefire then
5% - (30% * 0,45) = 5% - 13,5% = -8,5% so u have + 8,5% dmg more on him
Another example enemy has 10% def and u have 25% ArP
10% - 25% = 0 since ArP wont lower it more than 0 then u have g. plaguefire
0% - (10% * 0,45) = 0% - 4,5% = -4,5% so u have +4,5% more dmg on him
hope i helped and didnt make any mistake and if i did maybe someone can correct
only one questionmark left
■ Damage sustenance: Plaguefire > Terror > Bronzewood
■ Team support: Plaguefire > Terror > Bronzewood
■ Direct damage: Terror > Plaguefire > Bronzewood
■ AH price trend: Plaguefire > Terror > Bronzewood
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Can u include Vorpal in ur list and explain the mechanics from Terror and Bronzewood?
A CW with plaguefire only have to cast steal time on three targets to get 50 stacks of rampaging madness.
On a side note, on monsters plaguefire does not really reduces their defense, in fact it just gives you a bonus damage on said monster (regardless of his defense). The bonus is 1% per stack per level of plaguefire enchant. So three stack of a greater plaguefire is 9% bonus damage.
I have not tested terror but i think it must be the same, so perfect terror might give 4% bonus damage (you can test it easily on training dummies).
I have not tested it on players, so it might not work like that in pvp.