Cp pvp...a thought what I'm struggling to understand

  • Minno
    Minno
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    Seenoevil wrote: »
    idk wrote: »
    CP PvP is very different than non-CP. While builds are different those in CP are there because they can be and have the CP. It is not that they are tied to it.

    Just looking at how populated the non-CP campaign seems to suggest the question should be why are they there. Granted I seen people make coy comments that CP is a crutch and such but that is really a cop out.

    So essentially cp pvp is more a fight of who has that extra 2% here 3% there and higher skill level??

    And non cp is gear set vs gear set with a lower skill ceiling(because most sets in this game are a tad broke)

    with the way it's calculated, 20% direct damage is based off high tooltips but 20% direct dmg mitigation is converted to a percentage off 100 and then calculated off the tooltip. so if you had a 20k attack, master at arms would boost it to 24000 but then 20% in ironclad, would reduce that dmg to 19200 (delta of 4800). You get 800 extra dmg reduced in this example, based on the calculations.

    That is why some players feel CP is a crutch; you have 20% ironclad, 10-12% hardy/ele defender, 16% thick skin and still have points for like 70 into crit resist/10 into armor focus. You will reduce MORE dmg than boosting in the CP tree alone.

    Then again, you have access to 20% crit hit dmg, extra penetration, and easy 13% ele expert/physical dmg.

    Flipside, this is why nCP feels more gear based; you get your dmg unfiltered through gear/stats and there really isnt an answer for defense in the gear.

    The two systems should become one, with DMG raining on top but in a way that is more skillfull than gear based.
    Edited by Minno on February 13, 2019 10:56PM
    Minno - DC - Forum-plar Extraordinaire
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  • Seenoevil
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    Minno wrote: »
    Seenoevil wrote: »
    idk wrote: »
    CP PvP is very different than non-CP. While builds are different those in CP are there because they can be and have the CP. It is not that they are tied to it.

    Just looking at how populated the non-CP campaign seems to suggest the question should be why are they there. Granted I seen people make coy comments that CP is a crutch and such but that is really a cop out.

    So essentially cp pvp is more a fight of who has that extra 2% here 3% there and higher skill level??

    And non cp is gear set vs gear set with a lower skill ceiling(because most sets in this game are a tad broke)

    with the way it's calculated, 20% direct damage is based off high tooltips but 20% direct dmg mitigation is converted to a percentage off 100 and then calculated off the tooltip. so if you had a 20k attack, master at arms would boost it to 24000 but then 20% in ironclad, would reduce that dmg to 19200 (delta of 4800). You get 800 extra dmg reduced in this example, based on the calculations.

    That is why some players feel CP is a crutch; you have 20% ironclad, 10-12% hardy/ele defender, 16% thick skin and still have points for like 70 into crit resist/10 into armor focus. You will reduce MORE dmg than boosting in the CP tree alone.

    Then again, you have access to 20% crit hit dmg, extra penetration, and easy 13% ele expert/physical dmg.

    Flipside, this is why nCP feels more gear based; you get your dmg unfiltered through gear/stats and there really isnt an answer for defense in the gear.

    The two systems should become one, with DMG raining on top but in a way that is more skillfull than gear based.

    This is on high end attacks.... in which you can see a massive difference... and thank you for the information I never knew defensive cp applied after the offense... on a more nominal pvp hit around 5k your only going to be looking around 200 damage reduction from the cp line? A 10th of a vigor tick, surely this can't be much of a crutch and certainly not a valid reason to play cp pvp????

    Would siphoner work in the same way?? 2k regen buffed 10% to 2.2k then debuffed 10% to 1980??
  • DeadlyRecluse
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    I
    Seenoevil wrote: »
    43 points into siphoner negates your mag and stam and health recovery completly. Master at arms and thaumaterge are negated by thick skinned and.......damn I can't remember the direct damage reduction, the 10% elemental/physical bonus you aim for is directly negated...

    Except, that's not how it works in practice.

    Certain things scale and stack better (healing done, healing recieved, and crit damage/heals, for example, combine to be stronger than befoul). Some things are directly countered, but in general CP allows for everyone to be a little tankier overall (imo).

    And there's no direct CP counters for the milestone stars.

    Additionally, it's one more axis that a thoughtful player can optimize better than a careless one, so some people may like that aspect. And once you have high-ish CP, you might get a statistical advantage against some opponents who aren't, too.

    ...In general, I personally prefer noCP, but end up playing CP more because that's where the people are.
    Edited by DeadlyRecluse on February 13, 2019 11:27PM
    Thrice Empress, Forever Scrub
  • CatchMeTrolling
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    Leaving offense trees out of this , ill say the average builds run the same defense cp setup and right now there’s enough cp to spread those points out into the most useful passives. Elemental, physical, dots, direct etc. should all be covered which is pretty much every offense in the game. Plus, you should still have some points to put elsewhere.
  • MaxJrFTW
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    CP cap players have an advantage over non CP cap player.

    There's also the simple fact that half the sets in the game aren't even viable in no CP.
    Edited by MaxJrFTW on February 14, 2019 1:38AM
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