Do you have any detailed mathematical analysis taking into account the patch changes to support this opinion? I’m not just being flippant: nothing anyone’s saying means anything here unless they can bring hard numbers to prove it. The Necro’s DS mechanics interact with both Vitality and Toughness, so you need to take it into account to determine which is better for the Necro over the course of a fight and initially.
The fact is simple and I’ve already said why.
There are mainly two kind of damage in this game: direct damage and condition damage.
Both of the damage can be cancelled in two ways. Direct damage can be cancelled through evasion, invulnerability, blocks etc, while condition damage is cancelled through cleansing and condition transfer.
Necromancer has great access to the second while not-so-good access to the first one (zero to be honest), which means they are less susceptible to condition damage while they suffer from direct damage, so stacking toughness first to counter that (has been proven that Toughness works better against direct damage) is a good choice.
All the mathematical calculations done until now has never taken into account the innate ability of professions to mitigate different types of damage, which is an huge factor, since you might want to be able to survive to both direct damage and condition damage.
Another fact you have to take into consideration is the base statistics of a profession. If you take into account a profession like Thief, they have low health and higher base armor, which means that stacking vitality for them makes more sense, since they are starting with more base toughness while being incredibly weak against condition damage.
Also, I’ve proven in my previous post that Toughness, on the long run, provides better EHP compared to Vitality, which makes you last quite a bit longer at the start, but the longer the fight goes, the worse is its effectiveness.
Those were the main points which lead to the conclusion that Toughness is the best choice for Necromancers.
The patch has changed pretty much nothing.
The situation is still the same.
The main difference is that, as before, in DS you can’t mitigate condition damage as you would outside DS, which means that Carrion is probably a better choice if you plan to stay in DS only.
So, let’s take two examples. The first one with rabid amulet (so 26% damage reduction and 18,372 DS HP) and the second one with carrion (24.812 HP according to tests while in DS).
We want to stay in Death Shroud for 1 second at least, which means that you naturally degen 4% of your LF:
- Rabid: 734 HP lost per second, 924 EHP against direct damage
- Carrion: 992 EHP lost per second against all damage
So, the more you stay in Death Shroud, the more Rabid has advantage over Carrion, but you need a lot of time to take over Carrion.
When you spend point in soul reaping, the situation is pretty much the same.
Let’s say we have 30 points into Soul Reaping.
- Rabid: 23,883 HP, 30,009 EHP against direct damage 955 HP loss per second, 1203 EHP loss per second against direct damage
- Carrion: 32,225 EHP/HP, 1289 HP/EHP loss per second
But, overall, the EHP difference is not so much noticable (we are talking about ~1000-2000 EHP difference at max) considering what you gain while outside Death Shroud.
(edited by sorrow.2364)