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How much armor pen does a CW need? (PvE)

midnightitamidnightita Member Posts: 228 Arc User
edited November 2014 in The Library
Im going for 2.400, someone told me I need less.

Is this true?
Post edited by midnightita on

Comments

  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited November 2014
    24% is the maximum armor of the boss mods. 22% for the toughest non-boss mobs.

    I think 2560 gets you 24%, but if you have anything over 20%, you'll be fine
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  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2014
    Stox did a study a long time ago and found that about 1950 (20%) is optimal for CW.

    This is because the grand majority of your damage is NOT on bosses - that is it on everything else, which will rarely have resistances over 20%. I think the elites might have 22% resistance.

    So since that last 4% of arp is rarely used, you are better off moving those 600 points into power, which should get you 3% dps or so.

    Think of it this way, 4% more damage to elites/bosses, or 3% more damage to everything.


    Of course for SW/TR (boss killing classes), then it makes more sense to go up higher.
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited November 2014
    I run with about 2500 armor penetration. The majority of the time a lot of that is wasted because of the reason Chem describes. However, I consider the extra damage on bosses to be worth the investment. The way the math works out for me:

    I have 9000 power (1.54x damage increase). If I swapped 600 armor pen to power I would then have 1.575x damage increase. 1.575/1.54 = 2.2% increase in damage from the extra power, but 5.2% less damage on bosses.

    It's your call which you'd rather have. I like being set up to kill bosses well because those are usually the most crucial parts of a dungeon run.
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  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited November 2014
    Chem, damage on random mobs is generally meaningless because it dies so easily (you could have made a point about it back in the original game where every boss was an add zerg).

    Bosses are the only place you can really wipe these days so I'd say that doing 4,1% more damage to the only thing that can kill you is more important.
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,261 Arc User
    edited November 2014
    And who knows maybe Tiamat has more than 24% dmg reduction
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  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2014
    Yes, the trash all dies easily too, I do know that.

    Now, in the old content fighting bosses with adds was the problem. So the way to make the boss fight easy is to kill the adds. Hence stox is probably right in that situation.

    In the new content... I'm playing other classes so that my CW doesn't get any more RAD than she already has XD Abaddon's argument is good too.

    We are, quite honestly, splitting hairs here. It will also depend on how much power you have, as power is linear increase and arp % is multiplicitave.

    So what's more valuable? 4% more damage to bosses, 2% more damage to elites OR whatever 600 power is worth to you (maybe 2.5% more to everything? Rough guess).

    I think we could make good arguments for either.

    Personally, I'm making sure everyone gets over 20%, don't mind anything between 20 and 24%, but i don't go over 24%. I'm guessing that anything between 20 and 24% is probably just fine.
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited November 2014
    Honestly, I wish I could lower my armor penetration but it's just not possible haha :P
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    edited November 2014
    Im going for 2.400, someone told me I need less.

    Is this true?

    I was going with 2500 Armor Penetration, thanks to the people that Chemboy spoke of, however I'm still perfectly content with the same damage I do with 1300 Armor Penetration. I guess that some spells simply don't take Armor penetration into the effect.

    But check this out, the Draconic Armor and the Greater Red Dragon Glyph actually work with all spells as far as I've concluded and, whatmore, only in PvP.

    So I gave up from checking that anymore :) and just :) stack power :) like the worst player :cool: And that's cool, alright.
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  • mmm1001mmm1001 Member, NW M9 Playtest Posts: 497 Arc User
    edited November 2014
    I was always wondering how does HV set work in relation to ArP - e.g. If you "steal" 3x450 defence from enemy, including boss, you would need only around 15% ArP for rest of his defense
    Did anyone test that?
  • wixxgs1chtwixxgs1cht Member Posts: 430 Arc User
    edited November 2014
    mmm1001 wrote: »
    I was always wondering how does HV set work in relation to ArP - e.g. If you "steal" 3x450 defence from enemy, including boss, you would need only around 15% ArP for rest of his defense
    Did anyone test that?

    It works a bit different.

    Arp reduces your opponent's defense by whatever percentage your stats grant you. AFTERWARDS the debuff from HV is applied, putting the foe's defense "into the negative". So you benefit from both - Arp and HV. So against bosses, running with only 15% Arp would be gimping your damage significantly.
  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2014
    mmm1001 wrote: »
    I was always wondering how does HV set work in relation to ArP - e.g. If you "steal" 3x450 defence from enemy, including boss, you would need only around 15% ArP for rest of his defense
    Did anyone test that?

    Think that mobs have something like armor class. Say a mob has an armor class of 40 - or 20% DR. You have 20% damage resistance, which lowers that 0.

    Now on players and mobs, the HV set and buffs like it work differently. On a player, HV will remove 450 defense as indicated in the tooltip. This could be a lot of mitigation or a little mitigation, depending upon that player's defense stat.

    Now, mobs don't have a defense stat to remove from, so instead of removing their defensive stat, HV and debuffs like it instead act as damage multipliers. This means that each "stack" is not 450 less defense but 10% more damage.

    So they stack completely, and since damage buffs stack to infinity, there is no theoretical limit on how many buffs you can put on a mob and potentially do insane damage.
  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2014
    c1k4ml3kc3 wrote: »
    I was going with 2500 Armor Penetration, thanks to the people that Chemboy spoke of, however I'm still perfectly content with the same damage I do with 1300 Armor Penetration. I guess that some spells simply don't take Armor penetration into the effect.

    But check this out, the Draconic Armor and the Greater Red Dragon Glyph actually work with all spells as far as I've concluded and, whatmore, only in PvP.

    So I gave up from checking that anymore :) and just :) stack power :) like the worst player :cool: And that's cool, alright.

    You are obviously being sarcastic ^^ But i'm quite sure anything under 20% is sub-optimal
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    edited November 2014
    chemboy613 wrote: »
    You are obviously being sarcastic ^^ But i'm quite sure anything under 20% is sub-optimal

    I'm annoyed, not sarcastic, heh. You are correct MoF-wise about armor pen and the comprehensive guide you wrote about is nicely calculated, but there're just some things which don't fit and I'm too tired to test it now, but after MOD5 comes I will have to be far more serious about bugs and powers which don't/are working flawlessly.
    So far not a single problem with MoF. The only one is that it doesn't show how much debuffing damage was done and that the damage shows up on other people's logs.
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  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2014
    c1k4ml3kc3 wrote: »
    I'm annoyed, not sarcastic, heh. You are correct MoF-wise about armor pen and the comprehensive guide you wrote about is nicely calculated, but there're just some things which don't fit and I'm too tired to test it now, but after MOD5 comes I will have to be far more serious about bugs and powers which don't/are working flawlessly.
    So far not a single problem with MoF. The only one is that it doesn't show how much debuffing damage was done and that the damage shows up on other people's logs.

    Oh sure, i too wish that was shown, but i don't think the log records it. That's obviously something we can't address b/c we can't change how the game logs things.

    That is something i wish we could log as we could then really figure out player effectiveness. Until then we are just doing approximations, albeit the best ones we can come up with.
  • edited November 2014
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  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2014
    etelgrin wrote: »
    or how does greater plague fire stealing 15%x3 times of his defence works then? How much ArP would you need then?

    They are unrelated. Each stack is a 3% damage buff. I believe in PvP it is working as it says, though i have no tested that personally.
  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2014
    Let's simply -

    Under 20% = not enough
    Over 24% = too much
  • veshorokveshorok Member, Neverwinter Beta Users Posts: 127 Bounty Hunter
    edited November 2014
    chemboy613 wrote: »
    Let's simply -

    Under 20% = not enough
    Over 24% = too much

    quick question since you know or tested nearly everything.
    is it confirmed 24% for Mod4 bosses?
    i just wonder why i barely iceknife Lostmauth by 100k while average on Valindra in VT is 150k+?
    (both without any sick debuffers like DC/MoF)

    UPD i'm sitting on 24.6%
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  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    edited November 2014
    For PvP you want to go more than 24% and especially as a MoF who uses RoF. Don't even mess with RoF, Smolder and focused wizardry
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  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2014
    veshorok wrote: »
    quick question since you know or tested nearly everything.
    is it confirmed 24% for Mod4 bosses?
    i just wonder why i barely iceknife Lostmauth by 100k while average on Valindra in VT is 150k+?
    (both without any sick debuffers like DC/MoF)

    UPD i'm sitting on 24.6%

    Actually, i am not entirely sure. 24% has been the cap since beta.

    It would be interesting to see someone actually test this. My arp isn't that high and IDK how to raise it without lowering power to get a good, solid test. Maybe some CW out there somehow has too much arp and we can test.
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