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How much physical pen for stamina DK PvE?

LordSarevok
LordSarevok
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Purely from a PvE setup. I am currently running Two Fanged Snake, Velidrith, and sharpened weapons. Thinking of making a NMG set to get more penetration. I am looking for a general number for vet dungeons, trials etc.
  • LordSarevok
    LordSarevok
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    Would NMG and Two Fanged be too much with sharpened weapons?
  • Asmael
    Asmael
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    Mobs in dungeons and trials have 18,200 armor.

    Each gold sharp weapon is 2,580 penetration (5160 with both).
    Two Fanged Snake is 5,000.
    Major Fracture (most common debuff and basically always up) is 5,280.

    That means that these 3 (de)buffs are up 100% of the time for a total of 15,440 armor, which means you have 2,760 armor left to penetrate.

    If you have literally no other penetration tool than NMG (2,580), you are basically at the penetration cap, but realistically, in a group situation, you can have Alkosh (3,010), the Crusher enchant from tanks (I think that was 1,600~ not sure about this one) and Minor Fracture (1,380) coming mostly from Power of the Light from templars.

    So, to answer your question, NMG (or even Kra'gh) will be overkill in organised groups, if you're doing dungeons with randoms, you can technically use NMG. So, yup, you'll have to know what's in use in your group to avoid overpenetration.

    EDIT: And basically no CPs in physical penetration obviously.
    Edited by Asmael on March 16, 2017 8:35AM
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  • Vapirko
    Vapirko
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    Only one person needs to run 5 NMG. If anything you'd place it on weapons for extra critical until you can get vMA. A better investment right now VO jewelry. I'm currently working towards 2fs five piece, velidreth 2 pc, VO jewelry and NMG weapons.
    Edited by Vapirko on March 16, 2017 9:59AM
  • LordSarevok
    LordSarevok
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    Asmael wrote: »
    Mobs in dungeons and trials have 18,200 armor.

    Each gold sharp weapon is 2,580 penetration (5160 with both).
    Two Fanged Snake is 5,000.
    Major Fracture (most common debuff and basically always up) is 5,280.

    That means that these 3 (de)buffs are up 100% of the time for a total of 15,440 armor, which means you have 2,760 armor left to penetrate.

    If you have literally no other penetration tool than NMG (2,580), you are basically at the penetration cap, but realistically, in a group situation, you can have Alkosh (3,010), the Crusher enchant from tanks (I think that was 1,600~ not sure about this one) and Minor Fracture (1,380) coming mostly from Power of the Light from templars.

    So, to answer your question, NMG (or even Kra'gh) will be overkill in organised groups, if you're doing dungeons with randoms, you can technically use NMG. So, yup, you'll have to know what's in use in your group to avoid overpenetration.

    EDIT: And basically no CPs in physical penetration obviously.

    Thanks for the response! It really was helpful!
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