Light vs. Robes: Any hard data out there?
WarrenWolfy - Sanctuary
Posts: 1,686 Arc User
My sister has a lvl ~50 Cleric and she was asking me about what armour she should be using. Anecdotally, the word on the street (well, forums actually) seems to be that both have their advantages. Robes are perceived as the more orthodox approach for spell-casters, while Light gives more survivability versus physical.
Well, I decided to crunch some numbers and at first glance it appears that for spell-casters, according to my limited objective data, Robes appear to dump on Light from a significant height.
I used one of the on-line character simulators to make a level 60 Cleric with Robes and another with Light armour. I then outfitted them with stock level 60 armour and recorded the defense. For Robes, pdef ends up being 319, which gives a damage reduction of ~11%. For Light, pdef is ~1000, which gives ~28% reduction.
For the Robe user, this means that 2140 HP gets multiplied to be effectively 2405 HP. However, the Light user has only 1230 HP, which even after adding in the damage reduction gives an effective HP of only 1708.
So my (early) conclusion seems to be that a Robe caster will be able to soak up roughly 40% more physical damage than a Light caster. And of course the Robe caster will also have a huge advantage in Magic defense as well.
Obviously there are a lot of factors I haven't examined yet, so I'm wondering if anybody has any objective data showing situations where Light has a proven defensive advantage over Robes? Or is the perceived better defense of Light just that: a perception that isn't sustained by objective facts?
Well, I decided to crunch some numbers and at first glance it appears that for spell-casters, according to my limited objective data, Robes appear to dump on Light from a significant height.
I used one of the on-line character simulators to make a level 60 Cleric with Robes and another with Light armour. I then outfitted them with stock level 60 armour and recorded the defense. For Robes, pdef ends up being 319, which gives a damage reduction of ~11%. For Light, pdef is ~1000, which gives ~28% reduction.
For the Robe user, this means that 2140 HP gets multiplied to be effectively 2405 HP. However, the Light user has only 1230 HP, which even after adding in the damage reduction gives an effective HP of only 1708.
So my (early) conclusion seems to be that a Robe caster will be able to soak up roughly 40% more physical damage than a Light caster. And of course the Robe caster will also have a huge advantage in Magic defense as well.
Obviously there are a lot of factors I haven't examined yet, so I'm wondering if anybody has any objective data showing situations where Light has a proven defensive advantage over Robes? Or is the perceived better defense of Light just that: a perception that isn't sustained by objective facts?
[SIGPIC][/SIGPIC]
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Post edited by WarrenWolfy - Sanctuary on
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I just carry HH arcane and Molds for light armor around with me, and switch based on which mob I'm fighting. Only 3 more slots, and I have an expanded invo, so it works for me.xD
Pretty much Arcane is good for full on magic, heavy is good for full on physical, and light is in the middle, where you make a sacrifice in defence in one area, in order to have a wider range of it in other areas.
Not much help.b:surrender
Just wanted to throw in a word.xD0 -
WarrenWolfy - Sanctuary wrote: »My sister has a lvl ~50 Cleric and she was asking me about what armour she should be using. Anecdotally, the word on the street (well, forums actually) seems to be that both have their advantages. Robes are perceived as the more orthodox approach for spell-casters, while Light gives more survivability versus physical.
Well, I decided to crunch some numbers and at first glance it appears that for spell-casters, according to my limited objective data, Robes appear to dump on Light from a significant height.
I used one of the on-line character simulators to make a level 60 Cleric with Robes and another with Light armour. I then outfitted them with stock level 60 armour and recorded the defense. For Robes, pdef ends up being 319, which gives a damage reduction of ~11%. For Light, pdef is ~1000, which gives ~28% reduction.
For the Robe user, this means that 2140 HP gets multiplied to be effectively 2405 HP. However, the Light user has only 1230 HP, which even after adding in the damage reduction gives an effective HP of only 1708.
So my (early) conclusion seems to be that a Robe caster will be able to soak up roughly 40% more physical damage than a Light caster. And of course the Robe caster will also have a huge advantage in Magic defense as well.
Obviously there are a lot of factors I haven't examined yet, so I'm wondering if anybody has any objective data showing situations where Light has a proven defensive advantage over Robes? Or is the perceived better defense of Light just that: a perception that isn't sustained by objective facts?
I dont have any "hard data" but as a Cleric, our spells cost so much fricken mana, Idk how LA Clerics do it without ticking their SP Charm every 2 spells or so. Since LA needs dex and str reqs, all of that could go to Mag.
In my opinion, the only reason a Cleric would go LA would be for PvP purposes. (But I use Plume Shell when i can b:bye)0 -
Hmm each have there good points and bad.
For each caster class the 2 have different benefits. For a Veno or a cleric I would NOT go light unless I am built for PvP and for Wizard either is fine. A light build veno or cleric is a bad choice for these reasons, 1 venos and clerics both use magic as there set for there base skills ( this is also true of wizards but I will give you more on that in a sec) meaning that if they want to solo as a veno with a herc they need all the M attack they can get to better heal there herc to solo with, and as a cleric they need M attack to better heal in party efforts. If they went light build they would get more P def but whould be greatly weakened. Also it is normally recommended that venos and clerics go pure magic and just enough str to where there equipment no vit. ( Clerics like wizards only get 5 hp per vit)
Wizards can be both since a light build with there maxed out earth shield cleric p def buff and the BM pdef buff at lvl 70's can go well over 7500 pdef almost equal to a BM with a cleric buff and self buff in heavy armor.
The main point people think about light armor build other then the p def is how much more you critical hit. Though you hit far less per normal attack you make up for it by critting more often and damage out put is higher over all. In PvP light armor wearers worry less about melee and more about other casters.
So if your sister is a true cleric tell her to go all magic and enough str to wear her gear. Unless she is low lvl then put some into Vit till you get to your 60's and reset those to pure magic.
If she is a PVP let her make up her mind. I have seen both pure arcane and light armor clerics be very good at pvp.0 -
Depends on the goal.
For a PvE cleric, only pure-magic makes sense since 1) in solo grinding you can kill mobs much faster, and 2) in squads, your heals are much stronger. You will want to invest into HP shards and equipment refinement later on due to low HP or just put some points into vit instead of magic.
For a PvP cleric, either works depending on your play style. A pure-magic robed cleric can easily be killed quickly by an archer in a surprise attack, but if you see them coming, you can throw up a plume shell (absorbs up to 80% of physical damage) and you're safe. As long as you have enough HP to avoid getting 1 or 2-hitted and your reaction time is good, you can generally keep yourself alive by throwing many Ironhearts at yourself. On the other hand, if your reaction time is bad or you lag often, you might consider light armour. Damage for both light and robed are roughly the same as while light has much lower damage, there is a much higher chance of critting and thus 1-hitting opponents with a Tempest/Wield Thunder.
As a venomancer, however, I've gone the vit-mag build, wearing full robes but using pdef shards. As a result, at lvl 81, unbuffed I have 3.3k HP, 2.5k pdef in human form and 5.2k pdef in fox form. That's much more HP and pdef than most light armours at my level. On the down side, I had to invest heavily in my equipment (finding the right full-elemental equipments with +pdef bonuses, adding up to 3 sockets each and infusing flawless garnet shards, then finally +3 refining them), something poorer classes like clerics usually can't afford. You may say my damage is less than light armour classes due to the lower crit rate, but in both PvP and PvE, my phoenix is my main damage dealing source, so my focus is survivability to be able to support my phoenix and add on negative status effects in PvP.
In the lower lvls though (under lvl 60), it is better to stay arcane as you will be able to lvl faster in PvE. If you only care about PvE, pure magic or vit-mag is the best and easiest build. Generally, clerics go pure robe, wizards go robe or light, venos go robe, light or heavy, archers go light, and blademasters and barbarians go heavy. On a side note, many do chose light armour due to its cheaper equipment costs as, in the lvl 70+ ranges, many of the best light armour equipments can be gotten as molds through trading mysterious chips. The chip costs for these molds are also very low (usually 4-8 chips) and thus each piece of equipment will cost only from 500k to 1 mil coins - much cheaper than TT armour in general. Just a thing people often keep in mind.
~Desiree[SIGPIC][/SIGPIC]0 -
Either way you decide to go, keep this in mind. Mp = damage and heal power. If you take points away from that and stick them other places to wear LA, you are decreasing the amount of damage you are able to deal exponentially. And Damage = heal power so that can really suck. Every LA cleric I have known got a reset note after lvl 50 and went arcane.
IMO it is best to go full arcane and shard with Pdef or +hp.[SIGPIC][/SIGPIC]0 -
BowlinBob unless you have created a nuke cleric with using only the minimum required in strength to wear robes and the rest going into Magic then your magic should be about the same as LA right? Don't most who enjoy the HP advantage over LA clerics put the remaining points into Vitality? So in your classification there should be 3 clerics in discussion here, LA, vitality, and full attack/Nuke. Otherwise if you are not talking about a nuke cleric then the magic attack and MP should be the same. So why would a LA tick their charm any faster then another cleric? (Obviously of course the Nuke cleric would tick theirs not as quickly because they'd have tons of mp). Maybe the only difference being that an arcane robe wearer would more likely have items and gear that offer + mp stats, but other then that no bug difference.0
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WarrenWolfy - Sanctuary wrote: »I used one of the on-line character simulators to make a level 60 Cleric with Robes and another with Light armour. I then outfitted them with stock level 60 armour and recorded the defense. For Robes, pdef ends up being 319, which gives a damage reduction of ~11%. For Light, pdef is ~1000, which gives ~28% reduction.
For the Robe user, this means that 2140 HP gets multiplied to be effectively 2405 HP. However, the Light user has only 1230 HP, which even after adding in the damage reduction gives an effective HP of only 1708.
So my (early) conclusion seems to be that a Robe caster will be able to soak up roughly 40% more physical damage than a Light caster.
At 2140 hp (indicating 96 vit), it sounds like your friend went with a full-vit build (mag = 3x level, str = enough to wield weapon, rest in vit), so there's no difference in mag from the light build as others in this thread have incorrectly assumed. Their magic attack and mp regen rate would be the same.
With mag = 3x level, that gives you an average matk of about 1900 with the TT60 sword. Round it up to 2000 to account for rings. Maxed Ironheart will heal 714 + 30% magic attack over 15 sec, so that's 1314 hp. For robes (17.5% DR) this translates into 1593 raw damage taken per heal. For light (40% DR) this translates into 2190 raw damage taken per heal. That's a 37% advantage for light.
Basically the trade-off boils down to, vit-robes is able to survive the unexpected phys hit 25% better, light is able to survive constant phys damage (e.g. if you're soloing and the mob has gotten to melee range) 37% better. I do consider this a somewhat unrealistic comparison though, as both builds will likely have additional pdef from jewelry, which will skew the numbers.0 -
Solandri - Heavens Tear wrote: »light is able to survive constant phys damage (e.g. if you're soloing and the mob has gotten to melee range) 37% better.
well for arcane users most of them use cyclone to kite when soloing physical mobs. (for clerics anyways) unno about mages and venos.0 -
WarrenWolfy - Sanctuary wrote: »For the Robe user, this means that 2140 HP gets multiplied to be effectively 2405 HP. However, the Light user has only 1230 HP, which even after adding in the damage reduction gives an effective HP of only 1708.
How many points in VIT did you figure? There are two main benefits to being robe as a caster, and both stem from the fact that you have a ton of extra points left over after armor requirements because of low needed strength:
1) you can dump all the points into mag for higher attack
2) you can dump all or a portion of those points into VIT for better survivability
The amount of vit points used varies from player to player, but I see a robe dumping all their points into magic would not have the advantage over an LA caster.
In fact, for someone less lazy than myself, I charge you to find the cutoff point where statting vit points overtakes LA in survivability. Gogogogo! b:thanks[SIGPIC][/SIGPIC]0 -
imo, these are pretty closely geared:
hybrid:
http://pwcalc.ru/pwi/?char=50ffa5350a3e2e84
light:
http://pwcalc.ru/pwi/?char=b14f9f4c62e032cd
with what's shown here, i can conclude that:
skill robe, light
hp 4014, 3414
mp 6855, 5992
matk 4243-5327, 3644-4186
crit 6%, 11%
pdef 34% reduction, 46% reduction
mdef 64% reduction, 55% reduction
hybrid has:
more hp, mp, matk, mdef
light has:
more crit and pdef(but that's not always the case, as i know many that use mdef adorn)
robed hybrid cleric > light0 -
Bowlinbob - Lost City wrote: »well for arcane users most of them use cyclone to kite when soloing physical mobs. (for clerics anyways) unno about mages and venos.0
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Solandri - Heavens Tear wrote: »I've been playing around with that on my cleric. Kiting takes more time. I've been trying to decide which is worse - the 4-5 sec to kite for an extra hit, or the 1-2 sec to toss a heal on myself but risk dying and have higher repair bills. (My cleric gets a ton of mana pots from my veno so mana cost of the heal is not really an issue.)
The only time I can't stand kiting is if the mob is of metal element, then yea.. it takes a while.. god forbid if its a increased life metal physical mob ಥ~ಥ0 -
I may not have hard evidence of the difference between LA and Robe Clerics but I do offer this....
I started out as a Robed Cleric for at least half the game and switched to LA around Level 50. There is a huge difference in both. What I did notice is that as a Robe I died a whole lot and the loss in exp was frustrating so I decided to switch to LA and I tell you I have had a lot less deaths as a LA and yes there was a downfall to me switching to LA. My MAG suffered greatly. I currently sit at 183 MAG where my friend who is a robe cleric is sitting around at 220. I'm not saying a regret switching to LA. In fact I like being a LA Cleric (Maybe its the dress that the robes wear at level 50) Anyways I have gotten alot of compliments about my LA Cleric and its something not everyone does. Though I have met a HA Wizard on the LC server which was a shock to see.
My physical DEF is quite high even though I added Average DEF shards to my armor but may switch to HP shards but who knows before buff my DEF is around 2000 and with buff it rises to close to 2800 which I like. Now the only question is should I switch to HP shards on my armor and what colour does the HP shard glow?0 -
they glow pink[SIGPIC][/SIGPIC]0
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in pve there's no survivability difference between light and robed.0
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Bowlinbob - Lost City wrote: »well for arcane users most of them use cyclone to kite when soloing physical mobs. (for clerics anyways) unno about mages and venos.
Wizards have Gush, venos...don't have to kite anything most of the time.[SIGPIC][/SIGPIC]0 -
Its your own choice, and every build suits someones game style.
LA
more pdef.
more HP from refining
less m.def *can use 2 sets of armor so in the end its not so bad*
but you are on a strict build, you cant mess around and if you dont have coins to socket your gears, you are in trouble.
Robe
All ill say its versatile, from pure DD out put to good and cheap HP.b:dirty0 -
Some misconceptions stated earlier in the thread (don't feel like going back to quote):
Clerics only get 5 hp per vit point: it's 10 hp per vit. Still not much, but better.
Clerics and venos normally go full int: I am of the belief that full int doesn't work well at all on clerics if you want to do squad activities like TT. You just don't stay alive. End of story. Most clerics add some vit.
To the person who didn't know a LA cleric past lvl 50, I am one. I've been one since day 1 because I wanted to try out the build to the fullest. In my experience:
I don't notice too much of a difference in heals, since base matk is only a percentage of our heal spells. In any case I have never failed to keep a tank alive when everyone in squad knows their job. What I think is more noticeable is the attack spells we have; there is where I see the difference in damage. Note that a full vit build and LA build both have the same matk, both are putting in 6 mag every two levels. I also have 9% crit. This is quite a lot in actuality, and fun to see pop up on the screen .
About the charm ticking: yes we have a smaller mana pool, but when the charm ticks it ticks for less value since our 75% is less mana than full int. Clerics=charm eaters anyways b:surrender.
Important things to remember are that clerics can wear both arcane and LA sets of armor. When i was in my 50s and 60s while grinding I'd switch to a decent arcane set, although now I have gear that's good enough that I don't feel like switching anymore. Also, LA clerics shard fully with +hp gems. If they don't, they're just plain stupid. This, along with hp mods on armor, makes up for a ton of the hp that is missing (the OP pointed out how much less LA has; but it's plain idiotic not to look for +hp gear to make up for that). I have close to 2.9k hp unbuffed, which is pretty decent. I'll have 3k at 80. I also have the pdef to survive in those TT aoe bosses where some clerics with a bit more hp do not. I was able to survive 1-3 soulbanisher with only 2.6k hp (unbuffed).
I still think vit builds are most suited for clerics. I am going to restat at 90 because that's the point where it stops becoming viable. Any time earlier than that though, I think the LA build brings a bit of fun into the game. There have been many sticky situations when I've found I could tank a physical boss for a few hits or try some things that squishy arcane armor wouldn't let me previously. If the person rollling LA puts a bit of effort into their gear (as anyone should) it's a unique alternative and makes things fun.0 -
"Clerics only get 5 hp per vit point: it's 10 hp per vit. Still not much, but better."
True it is 10 hp at higher lvls. But base start is 5 hp per. Unlike venos who are 8 hp per start and BM and Barbs 10 hp per. That means a new char gets 5 hp for 1 vit and later lvls u get increases but the increases over all are lower then the classes except for wizard who is the same.
best bet on any squishy class is put in HP shards into your armor and + it up0 -
PainGame - Lost City wrote: »"Clerics only get 5 hp per vit point: it's 10 hp per vit. Still not much, but better."
True it is 10 hp at higher lvls. But base start is 5 hp per. Unlike venos who are 8 hp per start and BM and Barbs 10 hp per. That means a new char gets 5 hp for 1 vit and later lvls u get increases but the increases over all are lower then the classes except for wizard who is the same.
best bet on any squishy class is put in HP shards into your armor and + it up
... Did you read what you just wrote? It's stupid and false
Clerics get 10 HP per 1 vit no matter what level they are. Period. BMs are 15 HP per vit, Barbs are 17, etc There is no magic level where your vit suddenly gives you more HP per point of it. Vit gives a static gain to HP just as mag gives a static gain to MP.0 -
Robe is the way to go
more mag = heal power + Damage
lack of phy def? nahh
use iron heart blessing and plum shield b:victory[SIGPIC][/SIGPIC]0 -
Yes, only a idiot cleric goes lightWe're MysticAve my name is not Dave
(Poem in the making - Shall be epic)0 -
Mysticlifex - Heavens Tear wrote: »Yes, only a idiot cleric goes light
Only a complete idiot makes a claim like that.[SIGPIC][/SIGPIC]0 -
Mysticlifex - Heavens Tear wrote: »Yes, only a idiot cleric goes light
only idiotic clerics go pure int. b:bye0 -
forp wrote:only idiotic clerics go pure int.
Because it's smart making a build for something i'll never do =O
try again forp.We're MysticAve my name is not Dave
(Poem in the making - Shall be epic)0 -
Solandri - Heavens Tear wrote: »Basically the trade-off boils down to, vit-robes is able to survive the unexpected phys hit 25% better, light is able to survive constant phys damage (e.g. if you're soloing and the mob has gotten to melee range) 37% better. I do consider this a somewhat unrealistic comparison though, as both builds will likely have additional pdef from jewelry, which will skew the numbers.Forp - Heavens Tear wrote: »Dianocus - Sanctuary wrote: »I tell you I have had a lot less deaths as a LA and yes there was a downfall to me switching to LA. My MAG suffered greatly.[SIGPIC][/SIGPIC]
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This is helpful...
In the case of shards:
If you are tanking mobs for more than a few hits (and using hp potions), pdef shards might be a better way to go to prevent using too many pots. (Of Course).
But if you are worried about getting 1-2 hit by physical attack (and not using hp potions), HP shards will actually do a better job at preventing that. (Interesting)
In the case of armors:
Its the same thing for LA vs robe armors, but even more noticable. If you take into consideration evasion, LA (over extended period) takes fewer hits. Robes (who are better at taking 1-2 powerful hits) wouldnt want to rely on evasion.
That means venos, who almost never use hp pots and never tank themselves for extended periods of time, should go vit robe over LA??????
If this is true, then it will always be true... both classes have an equal opportunity to get access to other pdef and hp sources. It will never change the fact that robe can take more hits, only reduce the ratio of the difference.
am I wrong somewhere?
Edit: on top of that, robe gives more magic resistance. (venos see more aoe magic attacks than physical melee attacks when in PVE anway)[SIGPIC][/SIGPIC]0 -
Nightfaii - Harshlands wrote: »Edit: on top of that, robe gives more magic resistance. (venos see more aoe magic attacks than physical melee attacks when in PVE anway)0
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in my straight opinion, youre basically cutting your healing, damaging, and hp/mp potential with light armor, just for the sake of taking a hit. at lower levels its not very noticable but when youre talking 85+ its very significant of a drop :P. im pretty darn sure, with enough strategic experience, a robe can avoid getting hit in PVP, and not need stinkin LA at all.0
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Tearvalerin - Sanctuary wrote: »in my straight opinion, youre basically cutting your healing, damaging, and hp/mp potential with light armor, just for the sake of taking a hit. at lower levels its not very noticable but when youre talking 85+ its very significant of a drop :P. im pretty darn sure, with enough strategic experience, a robe can avoid getting hit in PVP, and not need stinkin LA at all.
please tell me how can a slow class as a cleric avoid being hit. You will get hit, end of story b:byeb:dirty0
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