I read lots of threads to learn how armor penetration works with mitigation debuffs.
As far as I read, I've got that removing mitigation of the target by X% will increase your damage on the target by X%. In all cases, independent of arP or the targets damage resistance(mitigation).
How did I get to that: Mitigation debuffs for example, Conduit of Ice(if you have last Thau feat) removes 15% of targets mitigation, and it can go below 0%.
1- If you have 24% armor penetration and the mob have 14% mitigation, you will take his mitigation to 0% with the armor penetration. And the 15% mitigation debuff will still make you deal 15% more damage (from 0% to -15%).
2- If you have 10% armor penetration and the mob have 14% mitigation, you will take his mitigation to 4% with the armor penetration. And the 15% mitigation debuff will still make you deal 15% more damage (from 4% to -11%).
Since mitigation removal has no cap like armor penetration(stops at 0%). WHAT'S THE DIFFERENCE BETWEEN SAYING "REMOVE 15% OF TARGET'S MITIGATION" AND "DEALS 15% MORE DAMAGE ON THE TARGET".
Someone help me please, it's making my head explode. s2s2s2
Post edited by tourage16 on
0
Comments
inthefade462Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited April 2014
It depends on the skill. Some abilities which boost dmg increase raw damage, where as debuffs apply afterwards, making their stacking multiplicative. Then again some debuffs stack multiplicatively anyway.
ie you deal 100 damage. You debuff a mob with 0 mitigation by 20%. You deal 120 (100) dmg. dmg in () is raw hit before mitigation/debuffs.
You deal 100 dmg but have a buff that adds 20%, you deal 120.
If you combine the 20% buff and 20% debuff, you do not deal 140 (120). You deal 144 (120) because the raw dmg is multiplied by mitigation/debuffs to determine actual damage.
As far as I read, I've got that removing mitigation of the target by X% will increase your damage on the target by X%.
The difference is that removing 15% of a target's mitigation will not always increase damage by exactly 15%. Up until they have 0% mitigation, arPen/arRemoval/arWhatever, will increase your damage percentage by more than whatever mitigation percentage it's removing.
I'll use an easy example for you. Let's say there was no defenses cap in Neverwinter and somebody has 99.9% mitigation. If you remove 15% of their mitigation, your doing 14,900% more damage.
You have a rectangle with sides A and B. Now you want to maximise the surface of the rectangle. With which side do you start first?
- Do you increase the shorter side first?
- Or do you increase the longer side of the rectangle?
If you paid attention in school when talking about geometry then you may know that a square has got a more efficient surface than a rectangle. And when you want to increase the surface of a rectangle then you should always try to increase the smaller side so that your rectangle becomes more like a square.
Here is an example:
Side A is 3m long.
Side B is 5m long.
The surface is therefore 15m2 (3m*5m) in size.
If you add +1m to side A will you get a rectangle with a size of 4m*5m = 20m2.
If you add +1m to side B will you get a rectangle with a size of 3m*6m = 18m2.
As you can see is adding +1m to the shorter side more profitable for increasing the surface.
Once you understand this will you also understand why in a multiplication, and this means any multiplication, you should always try to increase the smaller factors before the larger factors.
What does this mean for Neverwinter? Well, when you want to maximise your damage and have multiple ways of doing it like with a direct damage increase versus an armor reduction, and they all seem the same, then look for the smaller factors and try to increase them first.
It depends on the skill. Some abilities which boost dmg increase raw damage, where as debuffs apply afterwards, making their stacking multiplicative. Then again some debuffs stack multiplicatively anyway.
ie you deal 100 damage. You debuff a mob with 0 mitigation by 20%. You deal 120 (100) dmg. dmg in () is raw hit before mitigation/debuffs.
You deal 100 dmg but have a buff that adds 20%, you deal 120.
If you combine the 20% buff and 20% debuff, you do not deal 140 (120). You deal 144 (120) because the raw dmg is multiplied by mitigation/debuffs to determine actual damage.
So, a buff that makes you ignore X% mitigation will be better than a buff that makes you deal +X% damage?
So, a buff that makes you ignore X% mitigation will be better than a buff that makes you deal +X% damage?
well, at 0 mitigation they are the same thing. If you have 24% armor penetration every mob you fight has 0% mitigation in PVE (unless of course the specific skill you are using is bugged and doesn't benefit from armor pen)
for PVP where its unlikely to achieve 0% mitigation then yes, reducing mitigation is better than increasing base dmg.
Comments
ie you deal 100 damage. You debuff a mob with 0 mitigation by 20%. You deal 120 (100) dmg. dmg in () is raw hit before mitigation/debuffs.
You deal 100 dmg but have a buff that adds 20%, you deal 120.
If you combine the 20% buff and 20% debuff, you do not deal 140 (120). You deal 144 (120) because the raw dmg is multiplied by mitigation/debuffs to determine actual damage.
The difference is that removing 15% of a target's mitigation will not always increase damage by exactly 15%. Up until they have 0% mitigation, arPen/arRemoval/arWhatever, will increase your damage percentage by more than whatever mitigation percentage it's removing.
I'll use an easy example for you. Let's say there was no defenses cap in Neverwinter and somebody has 99.9% mitigation. If you remove 15% of their mitigation, your doing 14,900% more damage.
You have a rectangle with sides A and B. Now you want to maximise the surface of the rectangle. With which side do you start first?
- Do you increase the shorter side first?
- Or do you increase the longer side of the rectangle?
If you paid attention in school when talking about geometry then you may know that a square has got a more efficient surface than a rectangle. And when you want to increase the surface of a rectangle then you should always try to increase the smaller side so that your rectangle becomes more like a square.
Here is an example:
Side A is 3m long.
Side B is 5m long.
The surface is therefore 15m2 (3m*5m) in size.
If you add +1m to side A will you get a rectangle with a size of 4m*5m = 20m2.
If you add +1m to side B will you get a rectangle with a size of 3m*6m = 18m2.
As you can see is adding +1m to the shorter side more profitable for increasing the surface.
Once you understand this will you also understand why in a multiplication, and this means any multiplication, you should always try to increase the smaller factors before the larger factors.
What does this mean for Neverwinter? Well, when you want to maximise your damage and have multiple ways of doing it like with a direct damage increase versus an armor reduction, and they all seem the same, then look for the smaller factors and try to increase them first.
If your Armor penetration low you probably won't get the whole 10% only 8-9%.
I don't know the correct math behind it I must admit.
So, a buff that makes you ignore X% mitigation will be better than a buff that makes you deal +X% damage?
well, at 0 mitigation they are the same thing. If you have 24% armor penetration every mob you fight has 0% mitigation in PVE (unless of course the specific skill you are using is bugged and doesn't benefit from armor pen)
for PVP where its unlikely to achieve 0% mitigation then yes, reducing mitigation is better than increasing base dmg.