Wars healing signet
People who complain about warriors have no idea how patethic they look.
you got it right and i’m just gonna add how bad they play against warrior
prolly he gets it backward.
People who complain about warriors have no idea how patethic they look.
you got it right and i’m just gonna add how bad they play against warrior
prolly he gets it backward.
You actually bumped this
https://twitter.com/TalathionEQ2
Total Armor: Light=920 Medium=1064 Heavy=1211
The difference between Light/Medium/Heavy Armor is about 150 Toughness per tier, less then you get with a Signet buff.Please don’t type on these forums unless you know what your talking about, thank you
150 toughness is not even 5% damage reduction, 300 won’t be 16%.
Toughness facts
Heavy armor classes get +36% armor by adding 798 toughness
Medium armor classes +39% armor by adding 798 toughness
Cloth classes +42% armor by adding 798 toughnessY’know, I’m okay with people being an kitten to me about subjective ideas, but when it comes to mathematics, you’re really screwing with the wrong guy here.
For a medium armor class, adding 150 toughness results in:
(1980)/(1980+150) = 1980/2130 = ~92.96% of the damage you would’ve taken originally, or about 7% damage reduction.
Also, I stated that 300 toughness from the base for a light-armored class is about 14% reduction in damage, not 16%, but nonetheless:
(1836)/(1836+300)= 1836/2136 = 85.96% damage from previously, or about 14.04% damage reduction from base (I said 14.2% originally because of a slight error in the amount of armor I thought that lightly armored classes have. Nonetheless, the difference is only extremely small, about .16%).
Of course, you didn’t even factor in kittening base toughness into your numbers, which is hugely problematic. Grow the hell up.
Where the hell are your kitten equations? Don’t spit in the face of half a year of research into the game when your pebble-sized brain can’t even comprehend basic division.
That only decreases your case, because your not adding toughness from gear you can get. That only makes the numbers between the armor EVEN WEAKER
In other games, mages usually have 1/4 the armor, when in this game its more like 9/10th.
Please just grow up, your proving a base amount and not what people realistically use, Provide the numbers after 2750 armor, because your obviously not taking in diminishing returns here.
At the very base of toughness: 6-9%
At the high end of toughness: 1-3%Factor this in please, because toughness/armor gets worse and worse the more you get.
Of course, but you’re missing out two bolded words you put into this thread earlier: Opportunity Cost.
Do you know why D/X thieves always die so easily? It’s because, in the current meta, they’re given virtually 0 additional toughness to what they have, even though they could easily survive much longer. But didn’t you just say that, realistically speaking, people have over 2750 armor? Well that’s obviously not true, because if you take that much toughness, you have to sacrifice other stats like power and precision. You can’t wear full Soldier’s gear while also wearing full Zerker gear.
That’s why it’s far more appropriate to compare armor when additional toughness is 0. It’s because, when additional toughness is 0, you haven’t inflicted any opportunity costs upon yourself yet. That’s when build formulation comes in, and that’s entirely variable across everybody.
You want to act like everybody’s running around with +2750 armor? Fine, but you’d better provide the evidence for it, or shut the hell up.
D/P Thieves die easy? …
https://forum-en.gw2archive.eu/forum/wuv/wuv/Nerf-Black-Powder-Heartseeker/page/5#post2521117Are we playing the same game?
Calm down kid, no need to cuss.
Also, yes I can. I just did. Its always better to compare to what the most they can get and not the least.
Now you’re including stealth, which is outside the scope of our discussion of stats. If a D/P thief just stood there and let you hit him, he would die incredibly quickly.
So, if you want to compare classes on the most they can get of something, why don’t you compare them in terms of the most power/precs/crit damage they can get, and then compare DPS dealt to them?
Total Armor: Light=920 Medium=1064 Heavy=1211
The difference between Light/Medium/Heavy Armor is about 150 Toughness per tier, less then you get with a Signet buff.Please don’t type on these forums unless you know what your talking about, thank you
150 toughness is not even 5% damage reduction, 300 won’t be 16%.
Toughness facts
Heavy armor classes get +36% armor by adding 798 toughness
Medium armor classes +39% armor by adding 798 toughness
Cloth classes +42% armor by adding 798 toughnessY’know, I’m okay with people being an kitten to me about subjective ideas, but when it comes to mathematics, you’re really screwing with the wrong guy here.
For a medium armor class, adding 150 toughness results in:
(1980)/(1980+150) = 1980/2130 = ~92.96% of the damage you would’ve taken originally, or about 7% damage reduction.
Also, I stated that 300 toughness from the base for a light-armored class is about 14% reduction in damage, not 16%, but nonetheless:
(1836)/(1836+300)= 1836/2136 = 85.96% damage from previously, or about 14.04% damage reduction from base (I said 14.2% originally because of a slight error in the amount of armor I thought that lightly armored classes have. Nonetheless, the difference is only extremely small, about .16%).
Of course, you didn’t even factor in kittening base toughness into your numbers, which is hugely problematic. Grow the hell up.
Where the hell are your kitten equations? Don’t spit in the face of half a year of research into the game when your pebble-sized brain can’t even comprehend basic division.
That only decreases your case, because your not adding toughness from gear you can get. That only makes the numbers between the armor EVEN WEAKER
In other games, mages usually have 1/4 the armor, when in this game its more like 9/10th.
Please just grow up, your proving a base amount and not what people realistically use, Provide the numbers after 2750 armor, because your obviously not taking in diminishing returns here.
At the very base of toughness: 6-9%
At the high end of toughness: 1-3%Factor this in please, because toughness/armor gets worse and worse the more you get.
Of course, but you’re missing out two bolded words you put into this thread earlier: Opportunity Cost.
Do you know why D/X thieves always die so easily? It’s because, in the current meta, they’re given virtually 0 additional toughness to what they have, even though they could easily survive much longer. But didn’t you just say that, realistically speaking, people have over 2750 armor? Well that’s obviously not true, because if you take that much toughness, you have to sacrifice other stats like power and precision. You can’t wear full Soldier’s gear while also wearing full Zerker gear.
That’s why it’s far more appropriate to compare armor when additional toughness is 0. It’s because, when additional toughness is 0, you haven’t inflicted any opportunity costs upon yourself yet. That’s when build formulation comes in, and that’s entirely variable across everybody.
You want to act like everybody’s running around with +2750 armor? Fine, but you’d better provide the evidence for it, or shut the hell up.
D/P Thieves die easy? …
https://forum-en.gw2archive.eu/forum/wuv/wuv/Nerf-Black-Powder-Heartseeker/page/5#post2521117Are we playing the same game?
Calm down kid, no need to cuss.
Also, yes I can. I just did. Its always better to compare to what the most they can get and not the least.
Now you’re including stealth, which is outside the scope of our discussion of stats. If a D/P thief just stood there and let you hit him, he would die incredibly quickly.
So, if you want to compare classes on the most they can get of something, why don’t you compare them in terms of the most power/precs/crit damage they can get, and then compare DPS dealt to them?
https://twitter.com/TalathionEQ2
Total Armor: Light=920 Medium=1064 Heavy=1211
The difference between Light/Medium/Heavy Armor is about 150 Toughness per tier, less then you get with a Signet buff.Please don’t type on these forums unless you know what your talking about, thank you
150 toughness is not even 5% damage reduction, 300 won’t be 16%.
Toughness facts
Heavy armor classes get +36% armor by adding 798 toughness
Medium armor classes +39% armor by adding 798 toughness
Cloth classes +42% armor by adding 798 toughnessY’know, I’m okay with people being an kitten to me about subjective ideas, but when it comes to mathematics, you’re really screwing with the wrong guy here.
For a medium armor class, adding 150 toughness results in:
(1980)/(1980+150) = 1980/2130 = ~92.96% of the damage you would’ve taken originally, or about 7% damage reduction.
Also, I stated that 300 toughness from the base for a light-armored class is about 14% reduction in damage, not 16%, but nonetheless:
(1836)/(1836+300)= 1836/2136 = 85.96% damage from previously, or about 14.04% damage reduction from base (I said 14.2% originally because of a slight error in the amount of armor I thought that lightly armored classes have. Nonetheless, the difference is only extremely small, about .16%).
Of course, you didn’t even factor in kittening base toughness into your numbers, which is hugely problematic. Grow the hell up.
Where the hell are your kitten equations? Don’t spit in the face of half a year of research into the game when your pebble-sized brain can’t even comprehend basic division.
That only decreases your case, because your not adding toughness from gear you can get. That only makes the numbers between the armor EVEN WEAKER
In other games, mages usually have 1/4 the armor, when in this game its more like 9/10th.
Please just grow up, your proving a base amount and not what people realistically use, Provide the numbers after 2750 armor, because your obviously not taking in diminishing returns here.
At the very base of toughness: 6-9%
At the high end of toughness: 1-3%Factor this in please, because toughness/armor gets worse and worse the more you get.
Of course, but you’re missing out two bolded words you put into this thread earlier: Opportunity Cost.
Do you know why D/X thieves always die so easily? It’s because, in the current meta, they’re given virtually 0 additional toughness to what they have, even though they could easily survive much longer. But didn’t you just say that, realistically speaking, people have over 2750 armor? Well that’s obviously not true, because if you take that much toughness, you have to sacrifice other stats like power and precision. You can’t wear full Soldier’s gear while also wearing full Zerker gear.
That’s why it’s far more appropriate to compare armor when additional toughness is 0. It’s because, when additional toughness is 0, you haven’t inflicted any opportunity costs upon yourself yet. That’s when build formulation comes in, and that’s entirely variable across everybody.
You want to act like everybody’s running around with +2750 armor? Fine, but you’d better provide the evidence for it, or shut the hell up.
D/P Thieves die easy? …
https://forum-en.gw2archive.eu/forum/wuv/wuv/Nerf-Black-Powder-Heartseeker/page/5#post2521117Are we playing the same game?
Calm down kid, no need to cuss.
Also, yes I can. I just did. Its always better to compare to what the most they can get and not the least.
Now you’re including stealth, which is outside the scope of our discussion of stats. If a D/P thief just stood there and let you hit him, he would die incredibly quickly.
So, if you want to compare classes on the most they can get of something, why don’t you compare them in terms of the most power/precs/crit damage they can get, and then compare DPS dealt to them?
Intellectual dishonesty on your own behalf.
base values aren’t really important… The only class that doesn’t delve into either the toughness tree or gain it through an amulet are thieves and mesmers. Warriors pretty much have to spec into toughness, reducing the effect of the base armor.
I think the glassiest warrior builds sit at about 2.5k armor so what you would really be looking at is the different between 2.25k and 2.5k armor which I think is a 10-11% (don’t feel like breaking out the calculator, but I’m pretty good at doing this stuff in my head) difference at the most from light to heavy, realistically most builds have even more armor than this making it an even smaller difference.
Why are we even talking about this anyways, the only thing that does damage in this game anymore or conditions which bypass basically every defense in the game outside of zerkers stance and automated response. The former making the warrior immune to conditions 13-16% of the fight while the other 87-84% of the time condi builds are at the advantage and the latter triggering when the engi is so close to death jumping off a small ledge will kill him.
Jangeol – WvW Warrior
Damage Reduction of a Full Toughness geared out Necromancer/Elementalist/Mesmer:
Damage Reduction 42.54% (This is ascended.)Damage Reduction of a Full Toughness geared out Warrior/Guardian:
Damage Reduction 48.8% (This is ascended.)Greatest difference between Light/Heavy Armor = 6.24%
LOL @ the math fail.
Heavy armor using your numbers takes 11% less damage than light armor.
1000 damage hit in light armor: 574.6
1000 damage hit in heavy armor: 512.0
Damage reduction % = 1 – 512/574.6 = 11%