Many players seem to misunderstand the relationship between toughness and vitality, which leads them to make poor gearing choices when thinking about survivability.
When you reference your ability to survive an encounter, what you’re really talking about is your effective health pool or EHP for short. I’ve created a spreadsheet that will help you calculate what stat increase (toughness or vitality) will yield you the best mileage in increasing your survivability.
Most of this is based off of the excellent post by Beiufin on the Team Legacy forums. Credit to Beuifin for explaining this so well. If you want an in depth understanding of the math, I suggest you check out his post – it’s really great. Some of it is summarized below:
The commonly accepted damage formula is as follows:
Power * Weapon Strength * Skill Ratio / Armor = Total Damage
For simplicity, I will say that the attackers “(Power) * (Weapon Strength) * (Skill Damage)” comes out to 2 million (lets say he has 1800 power and consistently hits with a 1111 weapon roll). So if the target has 2k armor, they will receive 1k dmg. thus it will take 10 hits to kill a target with 10k hp or it will take 20 million “raw damage”. Thus the EHP of the target is 20 million hp. An easy formula to calculate this is:
Armor * Health = EHP
Now some may see this and think “wow vitality gives you 10 hp and toughness only gives you one armor so vitality is 10 times as good right?” No. That would only apply if you had a 1:1 armor:hp ratio. If you have 20 hp and 1 armor ( 20*1 = 20 EHP), 1 point of toughness double your effective HP, aka an additional 100% EHP (20*2 = 40 EHP) where as 1 vitality would only increase it by 50% (30*1 = 30 EHP) Thus, the effectiveness of each attribute depends on the amount of each you have. Having 1 point of toughness be equivalent to 1 point of vitality when the armor:hp ratio is 1:10.
Because the effectiveness of each stat is dependent on the amount of each deciding which to use is HEAVILY dependent on the profession. Lets look at the stats (stats are based on lvl 80, includes base attributes and PvP armor):
Elementalist: 1836 Armor, 10805 Health ( 19.8 million EHP )
Warrior: 2127 Armor, 18372 Health ( 39.1 million EHP )
Ranger: 1980 Armor, 15082 Health ( 29.9 million EHP )
Necromancer: 1836 Armor, 18372 Health ( 33.7 million EHP )
Guardian: 2127 Armor, 10805 Health ( 23 million EHP )
Thief: 1980 Armor, 10805 Health ( 21.4 million EHP )
Engineer: 1980 Armor, 15082 Health ( 30 million EHP )
Mesmer: 1836 Armor, 15082 Health ( 27.7 million EHP )
Cool, so what does this mean? As I mentioned above, for the most EHP stat for stat, you want your armor to equal 1/10 of your health.
In addition to allowing for custom calculations, I’ve also included some examples of EHP optimization for base stats and accounting for one or two heal cycles during a fight. In order to do this I had to make some assumptions about the most popular healing skills used by each profession, but if you want something more specific to you just use the custom calculator at the bottom.
Instructions:
Download the spreadsheet. Open it up and input your characters HP, armor, and heal ability value (the amount of healing you get when you use your #6 ability). If you want to be more in depth and account for other healing sources (like heals from traits/sigils/runes) just figure out how much you estimate that healing to be and add it to your heal skill value before plugging the number in.
Now you just need to make sense of what you’re looking at. The golden ratio you’re aiming for is 1:10 armor to hp (not toughness:vitality). The sheet will tell you what your current ratio is and what stat you should add to get to that golden ratio. Achieving the optimum ratio means you have maximized your EHP and that is the limit for your survivability in that sense. Once you get there, each point of toughness and vitality is equal so you should aim to add both stats evenly beyond that point.
If it tells you to add just 1 to any stat, that means you’ve hit the golden ratio. The choice of whether to optimize your EHP for base stats, one heal per fight, or two heals per fight is entirely up to you. You have to make a guess as to which situation feels right. Do you think you only get off one heal per fight? Then optimize your EHP around that.
I hope this helps! Fellow theory crafters, feel free to double check my math/formulas. I think it’s accurate, but would appreciate your input. Thanks!
(edited by cold.3946)