What follows this post is a bunch of back-and-forth where I had foolishly missed that Ogre Runes provide a 4% bonus to damage. I argued that there is a hidden +4% damage, while three people set me straight. Laughable. I deleted the original post, and replaced it with the post intended for this thread.
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Below is the post as it should have been
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The product of two numbers is always largest if the numbers are equal.
Spend 6 points between two variables
3×3=9
4×2=8
5×1=5
The number of hits it takes to kill a GW2 character in PvP is:
Given that the product of all damage is “Offense”,
N = targetHealth / (Offense / targetArmor), or
N = (targetArmor * targetHealth) / Offense
Notice that the numerator is a product of two numbers, so we know it is largest when both numbers are equal. Health and Armor will never be equal, but we can express this in equivalent terms. If A = B, then B = A, and A * B = A * A = B * B. If we assume that Armor Efficiency is 100%, meaning that points in Armor are worth the same Health as points in Vitality, then we will see maximum survivability. We can rewrite the equation as:
N = (targetArmor * (targetVitality * 10)) / (Offense), or
N = (targetArmor * (targetArmor * 10)) / (Offense), or
N = (10 * (targetArmor * targetArmor)) / (Offense), or
N = (10 * targetArmor^2) / (Offense)
To restate, the term (targetArmor^2) is only possible with 100% Armor Efficiency, otherwise the terms cannot combine. We could, instead, stay simple by changing the original kill equation, but assume total Offense equals total survival.
1 = (targetArmor * targetHealth) / (Offense), or
Offense = (targetArmor * targetHealth)
The above equation can be used to figure out how much extra survival will come from changes in Armor or Health. It is represented by the total Offense required to meet the total survival (Armor * Health). We need to work toward 100% Armor Efficiency. This is basic. We can find out how much Armor it takes to be equally as helpful toward survival as Vitality by making a conditional equation.
Armor = Vitality if (Armor_Equivalency * Armor) = (10 * Vitality)
There it is. We have a test for whether Armor Efficiency is 100%. Now we need to set that condition into an equation.
1 = ((10 * Vitality) / (Armor_Equivalency * Armor))
The goal here is to find out how efficient Armor is at any given value, so we need to combine equations.
First, we will rewrite the test.
Armor_Equivalency = ((10 * Vitality) / Armor), or
Armor_Equivalency = (Health / Armor)
If it has not occured to you yet, then recall that Armor = Vitality if Armor_Equivalency = 10. Armor Equivalency will be 10 when Armor is 10% of Health. This was figured out a year ago, but still not everyone knows that Armor as 10% of Health is 100% Efficiency. That means that zero healing is being accounted for. Anything that bypasses Armor cancels out an equal value of healing. Essentially, how much Armor you want above 10% of Health depends upon how much healing you are counting on. Every ten points of healing you expect to receive should be matched by one point of Armor in order to achieve maximum survivability.
There is nothing other than that to know about Armor Efficiency.
Cheers! Be good to one another. Special thanks to Sabull.5670 for the awesome ss and Nilgoow.1037 for figuring out my fault.
(edited by ImProVocateur.5189)