Critical Impact [Crit]
Soft Stat Caps?
Critical Impact [Crit]
Different mobs have different aggro tables. Proximity/defensive stats/damage output are 3 big ones. All stats are a linear gain in GW2 (were in GW1 as well), there is no diminishing returns.
All stats are a linear gain in GW2 (were in GW1 as well), there is no diminishing returns.
I understand they are linear (1 point vitality will always give 10 points HP), but I’m wondering about effectiveness. For example: maybe at 500 toughness you take 100% dmg, at 1,000 toughness you take 50%, and at 1,500 toughness you take 40% dmg. This shows that the higher you go in toughness the less effective it will be.
I’m wondering about power/prec/crit dmg too.
Critical Impact [Crit]
I understand they are linear (1 point vitality will always give 10 points HP), but I’m wondering about effectiveness. For example: maybe at 500 toughness you take 100% dmg, at 1,000 toughness you take 50%, and at 1,500 toughness you take 40% dmg. This shows that the higher you go in toughness the less effective it will be.
I’m wondering about power/prec/crit dmg too.
An additional 180 toughness will give x damage reduction regardless of your existing toughness value. There’s a diminishing MARGINAL returns, in the sense that If you add 100 toughness to a 1000 base, that’s a 10% increase, vs if you add 100 toughness to a 2000 base it’s only a 5% increase, but it’s still the same % damage reduction that you gain in the end.
There is also a ‘ratio’ or ‘soft cap’ I guess, for point efficiency. For example once you have high Power, you should start investing more into Precision. It’s not that each point of Power starts giving you less damage, but that you would be better off investing somewhere else (due to the nature of the damage formula).
There is also a ‘ratio’ or ‘soft cap’ I guess, for point efficiency. For example once you have high Power, you should start investing more into Precision. It’s not that each point of Power starts giving you less damage, but that you would be better off investing somewhere else (due to the nature of the damage formula).
This is the info I’m looking for I think. Are there any tables/graphs/research by the community it?
Critical Impact [Crit]
^To answer toughness and power, here’s the damage formula
Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor)
Mexican Cookie pretty much nailed it though.
2700 armour is 33%, 3000 armour is soft cap
Power/Precision/Crit Dmg are linear
2700 armour is 33%, 3000 armour is soft cap
Power/Precision/Crit Dmg are linear
Where is the math behind this statement? Is there another thread or website post or document that explains it more.
Critical Impact [Crit]
(edited by Beorn Saxon.4762)
What people mean to say, is that stats have a function of y=Log ~2~ X until it reaches a linear state of benefit.
There is no diminishing return and people need to stop being bad at math. It’s the same people who think you can have too much crit chance (before 100% crit chance of course)
People might be like…. 50 to 55% damage reduction. What? That’s only a 5% increase now! Garbage! That’s not true though. Someone with 55% damage reduction takes 10% less damage than someone with 50% because they have 10% more damage reduction. (55 is 10% more than 50).
Now, if you have two stats, of which one is really high and the other is really low, that is that it is far easier to increase the lower stat by a certain % than the higher stat. Which means a balance between something like power, precision and critical damage would help more. And it also explains why those 3 stats are superior to other stats as they scale off each other and are easier to increase individually by a certain percentage.
That being said, there is an obvious cap for precision though… though this only comes to play when you have traits or skills that boost it that high.
Also the toughness thing appears to be a rumor and really shouldn’t be relied upon.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)