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potion information?
Posted: Thu Jun 15, 2017 8:35 pm
by KikkL
Dont usually try potions. Suppose i could test it out on my own.
Anyone know in general how much,
660armor pot dmg migates?, 60int pot dmg adds, 60wil pot healing adds,60toughness pot dmg migates?
You dont have to do research, just if you know! Thanks

Re: potion information?
Posted: Fri Jun 16, 2017 6:21 am
by Daknallbomb
Well 60 int are 12 dps
Amor pot you Cant say because you has to know how many Amor you have without and so on..
60 willpower is 12 HPs
Toughness i dont know
Re: potion information?
Posted: Fri Jun 16, 2017 6:27 pm
by Darosh
The returns of armor depend highly on what format you play in and what treshold you can pass.
E.g.: A dedicated meleetrain running IB+WL/WH will render any armorvalue sub 3k useless by virtue of debuffs in combination with WS armorpen.
Given that theres nothing else worth using (resis pots are void given the debuffs at play and that the biggest portion of damage you face on destro is physical anyways), you might waste time doing math in this regard.
Abbd.: Since the overhaul toughness works as mainstat debuff basically. E.g.: 500 tou on you = -500 str/int/balli for the attacker (in terms of raw dps, not in regards to strikethroughs). Based on your resistance/armor toughness will be more/less potent as was the case on live, however the overhaul gurantees positive returns as long you reach/surpass the 500ish treshold. Everything below that is fluff or is getting chewed through by (even fluff) debuffs, so that wounds becomes more efficient.
Generally speaking*: avoidance > wounds > initiative/-CTBC (for order moreso than destro, given things elaborated in detail in other threads) > toughness, armor, resistances (on class to class basis) - with all that additionally dependent on your composition**/format***.
As to "x mainstat = y dps": Its not an accurate statement if you wanna tryhard-diehard min/max and math around, given the variance in skill(-type) specific coefficients, just sayin'.
Abbd.: Additionally to the above coefficient thing: Given toughness overhaul/strikethrough system the returns mainstats yield are far greater than what the (bugged and otherwise unreliable) UI suggests.
*Factoring in things like accessibility and such.
(E.g.: avoidances negate sideeffects aswell, debuffs and other status effects).
**Buffs; 3/2/1, 2/2/2, toolkits in general, coordination, (...).
***Predominant debuffs, avg. Bursts, (...).
(E.g.: in soloroam armor/resistances yield excellent returns given the lack of debuffs - that is if you pick your fights properly; as a soloroamer should -, then again its still highly dependent on your class. In warband settings you have enough leeway - by virtue of a multitude of tanks doing the HtL dance - to drop some of the avoidance. [...])
TLDR: Theres no swiss knife. As to the topic: No point wasting time on math for that, it'd be a diffrent topic alltogether if there were more options for that pot-slot.
E: Words and stuff.
Re: potion information?
Posted: Fri Jun 16, 2017 9:49 pm
by Dabbart
Yes. Use them. They are unremovable buffs, that persist regardless of relog or changing zone, with an hour timer.
Potions don't stack with any ability or Aura. But it lets you use other systems and buffs/auras or act as a buffer in case that particular buff/aura is removed or punted away.
They are only expensive if you don't craft. There have been tons of crafting advice threads/posts. Search for em.