@Vangy
Thanks for the great post!
I have been thinking about running one of those more ganky builds for when my guildies are not online. So, if I can't get away, I will probably die pretty quick. I have full impen sets for the guild pvp nights when we do sieges and sustained battles, so I will hang on to that.
The stars you mentioned are considered separately from damage calculation. If I remember correctly, their reduction is applied prior to any mitigation calcs, tagging @Asayre for confirmation.
A 100 points in resistant provide 25% reduction, equivalent to approx. 1785 crit resistance rating.
Amdar_Godkiller wrote: »The stars you mentioned are considered separately from damage calculation. If I remember correctly, their reduction is applied prior to any mitigation calcs, tagging @Asayre for confirmation.
A 100 points in resistant provide 25% reduction, equivalent to approx. 1785 crit resistance rating.
OK. So a hit that would normally register 8K and crit for 12K, would instead hit
for 6K with a 9K Crit, then resistance cp + impens would reduce the 3K crit, and
physical/spell resistance would offset penetration to determine how much of
the 6K base damage would go through, right? So the resistance perk is no
where near as valuable as hardy, ele. defender, and thick skinned, it seems.
That is up to you my friend. The only thing you have to understand is how impen works and decide how much damage reduction you need.
Here's how impen math is done to my knowledge. Each point of impen is worth 1/66% damage reduction on crits. So lets say you build a toon with 2500 impen which is pretty common in PvP;
2500/66 = 37.8% damage reduction from crits.
Assuming a player with 1.7x crit multiplier attacks you and crits with an ability that has a tooltip of 15k.
For case with no impen;
1) 15k x 1.7 (for crit multiplier) = 25.5k
2) cyro 50% debuff = 12.75k before factoring in penetration or resistances
for case with 2500 impen;
1) 15k x (1.7-.378) (for crit multiplier - impen reduction) = 19.83k
2) cyro 50% debuff = 9.915k before factoring in penetration and resistances.
Total damage mitigated before defences = 12.75 - 9.915 = 2.835 --> that's about 22% flat out damage reduction
Considering things like divines and infused only offer marginal total of 5-10% DPS or stat increase, impen is flat out the best trait in PvP. Unless you are running some one shot QQ 6k weapon damage build that has no intention of ever taking part in sustained battles, it would be wise to run impen mostly for the case of PvP.
As for whether you can reduce someone's crit damage below base damage; (it is very unlikely);
To my knowledge, full gold impen gives 2000 impen. 25% from hardy would give another 1650. So the MAX you can get at the moment would be 3650 impen. So it is technically possible to reduce someone's crit to less than base IF and ONLY if they have a multiplier of (3650/66) = 1.55x approx. Considering everyone has a base crit hit damage multiplier of 1.5x, this means a player must only have 5% bonus to crit hit damage for you to be able to pull this off. This is never the case tho. Just the blue CP tree has so much bonus to crit damage. I believe most people would run more than 1.6X multipliers.
Hope this helped!
Amdar_Godkiller wrote: »The stars you mentioned are considered separately from damage calculation. If I remember correctly, their reduction is applied prior to any mitigation calcs, tagging @Asayre for confirmation.
A 100 points in resistant provide 25% reduction, equivalent to approx. 1785 crit resistance rating.
OK. So a hit that would normally register 8K and crit for 12K, would instead hit
for 6K with a 9K Crit, then resistance cp + impens would reduce the 3K crit, and
physical/spell resistance would offset penetration to determine how much of
the 6K base damage would go through, right? So the resistance perk is no
where near as valuable as hardy, ele. defender, and thick skinned, it seems.
If you have 100 in hardy and take an 8k crit, which becomes 12k
yes it will become 6k and 9k (a 2k, and 3k reduction respectively) of PHYSICAL damage
with resistant + impen gear, the 9k would then become 6k (a 3k reduction) of ALL TYPES of crit damage
Since there are, as you point out, 3 separate CP stars for resist, and it is possible to reduce critical strikes to a 0% modifier (without enemy having +crit damage CP star), resistant is arguably the most valuable.
Besides, if you had 0 hardy the crit reduction from 12k would have been 4k, it is still as good as hardy in the above example (with gear though) even after hardy reduces the damage
Hardy would not mitigate any spell damage whatsoever, so if you for example had 0 resistant and 0 ele defender you could get a 20k empowered proc frags crit to the face and die to mage's wrath the same millisecond.
That is up to you my friend. The only thing you have to understand is how impen works and decide how much damage reduction you need.
Here's how impen math is done to my knowledge. Each point of impen is worth 1/66% damage reduction on crits. So lets say you build a toon with 2500 impen which is pretty common in PvP;
2500/66 = 37.8% damage reduction from crits.
Assuming a player with 1.7x crit multiplier attacks you and crits with an ability that has a tooltip of 15k.
For case with no impen;
1) 15k x 1.7 (for crit multiplier) = 25.5k
2) cyro 50% debuff = 12.75k before factoring in penetration or resistances
for case with 2500 impen;
1) 15k x (1.7-.378) (for crit multiplier - impen reduction) = 19.83k
2) cyro 50% debuff = 9.915k before factoring in penetration and resistances.
Total damage mitigated before defences = 12.75 - 9.915 = 2.835 --> that's about 22% flat out damage reduction
Considering things like divines and infused only offer marginal total of 5-10% DPS or stat increase, impen is flat out the best trait in PvP. Unless you are running some one shot QQ 6k weapon damage build that has no intention of ever taking part in sustained battles, it would be wise to run impen mostly for the case of PvP.
As for whether you can reduce someone's crit damage below base damage; (it is very unlikely);
To my knowledge, full gold impen gives 2000 impen. 25% from hardy would give another 1650. So the MAX you can get at the moment would be 3650 impen. So it is technically possible to reduce someone's crit to less than base IF and ONLY if they have a multiplier of (3650/66) = 1.55x approx. Considering everyone has a base crit hit damage multiplier of 1.5x, this means a player must only have 5% bonus to crit hit damage for you to be able to pull this off. This is never the case tho. Just the blue CP tree has so much bonus to crit damage. I believe most people would run more than 1.6X multipliers.
Hope this helped!
you forgot transmutation set, if you can gaurantee uptime on it you'll hit the crit resist cap easily with less impen or CP
Amdar_Godkiller wrote: »@Vangy @Leandor
So do hardy, thick-skinned, and elemental defender reduce crit damage on top of base damage?
How much crit resistance does 100 CP in resistant get you?
I'm on XBox and I'm only getting 250 crit resistance from each piece of legendary armor. Wouldn't this make 1750 the max resistance for 7 impens, or do post DB updates change this?
Amdar_Godkiller wrote: »@Vangy @Leandor
So do hardy, thick-skinned, and elemental defender reduce crit damage on top of base damage?
How much crit resistance does 100 CP in resistant get you?
I'm on XBox and I'm only getting 250 crit resistance from each piece of legendary armor. Wouldn't this make 1750 the max resistance for 7 impens, or do post DB updates change this?
Yes hardy reduces all physical damage and ele defender reduces all spell damage. Typically, you'd want most of your points split across hardy and ele defender with some into better healing, thick-skinned and about 30 or so into crit resistance. Typically you want all these cos putting 100 into just 1 with diminishing returns is kinda meh. Plus like others have pointed out, ignoring one aspect of these stars is bad, cos you can get hit hard by a type of damage you are not CP-ed up for.
My personal stance is that critical resistance is the most important and effective means of damage mitigation in PvP.
But since you can achieve the crit resistance cap without CP, I prefer to distribute CP into the direct mitigation stars, as these provide a unique form of mitigation that can't be achieved otherwise. It also allows switchover from PvP build to PvE built by changing equipment as opposed to redistributing CP (to a certain extent).
[*] If running in a group, having one healer with transmutation set will give you another 1300 crit resistance.
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If I remember correctly, their reduction is applied prior to any mitigation calcs, tagging @Asayre for confirmation.
Keep in mind that people only crit about 30-45% of their attacks. So that 22% reduction on crits is about a 7-10% reduction overall when you include attacks that don't crit. Still probably the best pvp trait on most armor pieces.Total damage mitigated before defences = 12.75 - 9.915 = 2.835 --> that's about 22% flat out damage reduction (impen)
Considering things like divines and infused only offer marginal total of 5-10% DPS or stat increase, impen is flat out the best trait in PvP.
Keep in mind that people only crit about 30-45% of their attacks. So that 22% reduction on crits is about a 7-10% reduction overall when you include attacks that don't crit. Still probably the best pvp trait on most armor pieces.Total damage mitigated before defences = 12.75 - 9.915 = 2.835 --> that's about 22% flat out damage reduction (impen)
Considering things like divines and infused only offer marginal total of 5-10% DPS or stat increase, impen is flat out the best trait in PvP.
Keep in mind that people only crit about 30-45% of their attacks. So that 22% reduction on crits is about a 7-10% reduction overall when you include attacks that don't crit. Still probably the best pvp trait on most armor pieces.Total damage mitigated before defences = 12.75 - 9.915 = 2.835 --> that's about 22% flat out damage reduction (impen)
Considering things like divines and infused only offer marginal total of 5-10% DPS or stat increase, impen is flat out the best trait in PvP.
To add a couple considerations:
- If running in a group, having one healer with transmutation set will give you another 1300 crit resistance.
- The maximum crit damage increase you can negate with crit resistance is 50%, meaning that for an unmodified base char who has 1.5 crit multiplier, you can achieve crit damage = normal damage. This is a hard cap.
- You achieve the 0.5 crit multiplier reduction at 3571 crit resistance, so the actual number is more like 1/71.5% than 1/66%
- As a rule of thumb, full gold impenetrable plus transmutation proc will bring you to cap (not quite but almost).
I don't believe there's a hard cap of 50% reduction and it could just be the wording used.MrTarkanian48 wrote: »To add a couple considerations:
- If running in a group, having one healer with transmutation set will give you another 1300 crit resistance.
- The maximum crit damage increase you can negate with crit resistance is 50%, meaning that for an unmodified base char who has 1.5 crit multiplier, you can achieve crit damage = normal damage. This is a hard cap.
- You achieve the 0.5 crit multiplier reduction at 3571 crit resistance, so the actual number is more like 1/71.5% than 1/66%
- As a rule of thumb, full gold impenetrable plus transmutation proc will bring you to cap (not quite but almost).
I was not aware that there was a 50% crit damage reduction hardcap. Is this confirmed accurate?
So hypothetically, if I wear 7 impen, this is equivalent to around 24.5% crit resist. 100 points in Resistant gives another 25% equaling 49.5% crit resistance.
If I receive the Transmutation buff which gives another 18.2% crit resist, i effectively only gain 0.5% additional crit resist since it is capped at 50%?
This would also imply that if you run Transmutation on yourself, there would be little benefit in in stacking more than 31.8% crit resist.