Keep dreaming

Posting arbitary screenshots without knowing what buffs/debuffs were on either player is pointless
Mind sending me a copy of your super nice spreadsheet in alliance discord?Omegus wrote: ↑Sat May 09, 2020 8:22 pmPosting arbitary screenshots without knowing what buffs/debuffs were on either player is pointless
edit 1a: and if Whirling Axe is getting mitigated that much then the WL isn't even using Hack and Slash
edit 1b: neither of you were armour debuffed. second picture includes detaunt and some other source of damage reduction (either incoming or outgoing)
Soon, just got a few bits I want to add to it
Yes sorry, I was referring to the overall difference in total damage done (Cleave Limb) when I said that rather than the mitigation %. Just trying to show they were in vastly different circumstancesAlso I was under the impression that detaunt will not affect the % mitigation as it reduces damage before it is calculated.
This is not entirely true. You will always need a minimum of initiative to become crit immune. The chance to be crit on your character sheet is kind of misleading. If old internet posts about RoR math are correct the basic chance to be crit is calculated as 35 divided by your initiative (35/Ini). This means that as your initiative approaches zero (due to debuffs or a low initial value) your chance to be crit rises enormously. Likewise the higher your initiative the less value you get from the stat.R3xz wrote: ↑Sat May 09, 2020 1:10 pm As a note, you can easily reach 0% chance to be crit through certain armor combination (and with Futile Strike renown) without having to slot initiative talisman. Some people even go into the negative as a buffer against certain abilities, which isn't a bad choice.
When you make a call about Ehp you should also consider incomming hps vs incomming dps, because that's gonna decide if you die or not. What your spreadsheet assumes is the fact, that you don't get healed while getting hit, which is equivalend to getting bursted down while being cc'd. For that wounds is great, but let's take some fictional numbers for an example to show why that's not all that matters:Omegus wrote: ↑Sat May 09, 2020 5:25 pm Perspective: RR82 Zealot, mostly pug and organised WB play in ORvR and Cities. Don't take this as being good advice for 6v6 or for anything other than the Zealot career.
For ORVR wounds is a no-brainer. You will be hit by every kind of damage from every source and by stacking armour you make yourself weaker to BWs and Engis who during any form of siege (attacking and defending) will be your main source of damage received.
For cities things are very different. The biggest threat to the Zealot is the order melee train (which works very well for the few groups able to actually pull it off). The composition of this melee train varies but it always involves at least one White Lion for the super strong armour debuff. The BW are usually bombing and I'm not standing near them and the Engineers... lol. Slayers, IBs, ASW (scary), WHs, etc, all form part of the train. To work out whether I would be better off stacking wounds or armour taismans in city I did a spreadsheet to work out what kinds of armour mitigation each class is likely going to do against me and worked out my EHP vs physical damage with armour talismans and then with wounds taismans. Wounds talismans won every time except vs something that had about 350 WS and no extra way of ignoring armour (I consider this to be the "baseline"). Note all calculations assumed I was debuffed by a WL because I likely will be.
This is the results: https://i.imgur.com/tx0ki4a.png. If anyone spots any errors in calculations please let me know so I can amend it. I *think* everything is correct but there are always things in this game that can catch you out. In addition, I know very little about ASW so had to piece together the spec based from Fenryl's posts (Assault stance plus double WS tactic). I have no idea if they stack extra WS on top as well; it seems they could come close to the cap if they wanted to.
The other thing to factor into this is that while damage mitigation increases your EHP, it can also be used to increase your effective heals. Based on a LOT of experience with city sieges I've found that the wounds + healing from me and other sources is enough to keep me alive long enough to force the enemy to switch target (especially if I'm kiting them away from the rest of their WB) or just keep me alive full stop. Usually when I die it's because I got hit by so many people that no amount of healing will help and/or the WB is wiping anyway (or I was half asleep and f**ked up... the usual reason tbh). The wounds also help out with getting tagged by a BW aoe, WH bullets, the token Swordmastrer deciding to hit me, etc.
The difference between armour talis and wounds talis is so small that even if it was a slight advantage for the armour talis it's still not IMO worth paying 4x-5x the price per talisman for a set of +180s.
Users browsing this forum: Google [Bot], nocturnalguest and 19 guests