About Toughness and Vitality

About Toughness and Vitality

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Posted by: bssbruno.1487

bssbruno.1487

Hello everyone!

I believe probably everyone knows it but me and i can’t find any UPDATED information about it, so I’m going to ask here =)

Sooo… Does anyone knows how GW2 calculate the benefit from Toughness on a character?
I’m not sure if it is better to have a large Health pool and low Toughness or a berserker’s health pool with a lot of toughness.

Can anyone help me out on this subject?

Thanks !

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Posted by: tboneking.2531

tboneking.2531

The calculations for damage can be found on the gw2 wiki. There you can see how much of an effect toughness has.

As for which to take, it depends what kind of damage you want to mitigate. Toughness only deals with direct damage, and vitality increases you health pool. Typically on warrior because our hp is naturally high toughness is a little more useful.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

The “perfect ratio” is generally considered 10 health to every 1 armor. Warriors start off with a lot of additional armor and health naturally, but 10:1 is good to consider.

Where things get tricky are that many other factors go into your total survival. How well you can dodge, how much healing power and how many healing skills you have, how many condition cleanses you have, etc. If you get the chance, try and figure out what you’re dying to. If it’s a lot of conditions, more vitality and cleanses are needed. If it’s large bursts, then get more/better dodging, toughness, and vitality. If you’re being whittled down, then toughness and healing power/skills are more useful.

In every single game mode and playstyle, you take as much defense as you need to be comfortable, and put everything else into some form of damage. Your role in a team will change what you do a bit, but the concept of sufficient defense first, remainder into damage remains the same.

(Oh man, so many errors on that first draft, I couldn’t let them stay)

Fishsticks

(edited by Ghotistyx.6942)

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Posted by: bssbruno.1487

bssbruno.1487

Thanks a lot!
I’m not sure how you’ve reached that “10:1 ratio”, but it actually worked wonders =)
It was the best survivability of all the tests I’ve made, so I think you’re quite correct on that ratio.

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Posted by: ronpierce.2760

ronpierce.2760

https://forum-en.gw2archive.eu/forum/game/pvp/Toughness-Scaling-Problem/first#post5315703

Here’s some info you might find useful. On average, anything above about 2800-2900 armor starts to be significantly weaker since power levels rarely exceed 2700 in tpvp.

Simply put, toughness strength depends entirely on your enemy’s power, but each point you have over your enemy’s power is subject to diminishing returns, quickly becoming half as effective per point when you reach high toughness levels near 3500 (which warriors can do), and as such, it’s mostly wasted, hence why Soldiers is a decently popular choice. If you have to pick one or the other, because damage is so high, Vitality is often more useful so you can sustain bursts and win the arms race. The only builds that can go a more sustaining route are classes with a lot of active defenses and boon support.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Ilias.8647

Ilias.8647

That being said…

…after a while you might mention that almost every warrior around you is running on Zerker gear (with an exception to WvW zerg raids).

With all these huge dps that are running around and the heavy condi builds your best chance of survival in small scale WvW and PvP is to “burst down others before they burst you down”. Large Scale WvW vitality and toughness matter more but going too high toughness is useless as well, as others mentioned before me.

Currently residing on … Gandara[EU]

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Posted by: Steelo.4597

Steelo.4597

formula is weapon damage x power / armor = hitpoints lost

no DR in gw2 except on loot.

i fear we will look back to this day and remember the good old wvw as it is now – Jan 2015

(edited by Steelo.4597)

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Posted by: Hoaxintelligence.4628

Hoaxintelligence.4628

i suspect he’s talking about percentage of current damage. if you currently do 10dps and you spend enough power to increase it by 10dps then you’re now twice as effective (20dps). if your currently doing 100dps and you spend the same amount then you’re only 10% more effective (110dps)

Sît[MII]Ultimate Dominator
U N D E R W O R L D
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Posted by: ronpierce.2760

ronpierce.2760

formula is weapon damage x power / armor = hitpoints lost

no DR in gw2 except on loot.

The diminishing returns is a mathematical issue, not something they designed. Read the post I linked, I already did the math to prove and explain exactly why it happens. It has to do with how division works in general.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Ghotistyx.6942

Ghotistyx.6942

The time required to kill scales linearly though, so any diminishing returns are non factors. It might appear they affect things, but it’s not the case.

Fishsticks