Zoroth wrote:now that we are talking about healer wp..
can someone explain why most of the wp's i see in t4 gem full armor talis instead of lets say wilpower
is it because we lost our aoe repent?
i played a rr100 wp on live and never gemmed armor talis but now i see everybody doing it
So if you recall on live, armor talis, wounds, and toughness was sloted by many wps. Those that did not were, in my opinion, guard botted or did not play the game to how I see was a smart way to play it. I always had slotted wounds talis and toughness on the occasion mixed in. I actually ran with three sets of warpforged, one full wounds slotted, the other toughness (when facing those pesky witch elves, and the other willpower for TOVL.
Obviously our armor on this server is a ton less that full warpforged was on live, so an alive healer (due to a better defense based tali/rr spec) heals better than a dead healer (one with no defense spec thought of), in my opinion.
So live worked like this...
Toughness = 1/5th Reduction to each Damage Point you receive to your HP.
This stat cannot be bypassed or negated. It works on each strike you receive. Mostly PvP based.
500 Toughness will reduce any attack by 100 (regardless of rank)
Armor = % of mitigating Physical Attacks. [Armor Value/(Level*110)] = % of mitigation with a cap of 75%. Toughness is applied before Armor. Mostly PvE concentrated.
3,000 Armor = 68.18% of each Physical Attack (Rank 40)
Magic Defenses (Corporeal, Spirit, Elemental) = % of mitigating the particular Magic attack. [Magic Resistance Value/(Level of Attacker*.42)] = % of mitigation. Toughness is applied before resistances
400 Corporeal Resistance = 23.8% of each Corporeal Attack (Rank 40 Attacker)
Wounds = 10 Hitpoints (this is your green bar)
This is the most basic stat and the most important. If this is taken to zero, you die.
500 Wounds = 5,000 HP (regardless of rank)
Weapon Skill = % chance to Parry (Negate a Melee Physical Attack)
[Weapon Skill Value/(Level*7.5+50) *13.5] = % of Negation Chance. WS also boost your Armor Penetration for your Melee Attacks.
500 Weapon Skill = 19.3% chance to Parry (Level 40)
Initiative = % chance to Dodge (Negate a Ranged Physical Attack)
[Initiative Value/(Level*7.5+50)*13.5] = % of Negation Chance. Initiative also boost your ability to see cloaked enemies.
500 Initiative = 19.3% chance to Dodge (Level 40)
Willpower = % chance to Disrupt (Negate a Magical Attack)
[Willpower Value/(Level*7.5+50)*13.5] = % of Negation Chance. Willpower also boost your HPS.
500 Willpower = 19.3% chance to Disrupt (Level 40)
Block= % chance to Block (Negates any type of Attack EI Shield)
[Block Value/(Level*7.5+50)*5] = % of Negation Chance.
300 Block = 4.3% chance to Block (Level 40)
Besides Wounds and Toughness, any other defensive stat uses your level to decide the percentage for mitigation. With the exception to Magic resistances using the attackers level. This is why is seems that the level 32 Bright Wizard can hit for half the amount of his bigger older brother that is 40.
Remember in this game, well at least on live, toughness is better for tanks and wounds/toughness for healers. Tanks take more hits (should at least) therefore do better with the toughness stat. So if you are a tank with high wounds, you cause your healer to heal more to keep your bigger bucket from emptying and if you are a healer and do not take as much dmg as a tank then wounds can work better because your bucket should not empty as fast.