Now that the game has been hybridized, I thought it might be worth another look to compare all the options to passively obtain more penetration in a PVE setting.
Ideally you would want 18200 penetration in dungeons / trials
I have been bringing stamina builds along into magic -based groups for years, and it still seems to be the case that my groups run major/minor breach and infused crusher, for a total of 11,000 penetration. The other 7k is usually up to me to figure out. So here are the numbers I crunched earlier for damage trade offs to obtain more penetration, they represent the amount of penetration gained divided by the percentage loss of damage from the optional buff that was sacrificed, larger numbers are better.
I’m ignoring the regeneration and ability cost reduction for now, just comparing damage values based on stats I typically see in trials:
65% - Crit Percentage
215%- Crit Damage
35000- Stamina
6500- Weapon Damage
2100- Force of Nature Slotted CP (from PTS update 34, with 7 status effects) / Another Slotted CP that adds 3% damage
907- Light Armor / Medium Armor
821- Maul /Greatsword
818- Item set (1-4) penetration bonus/ weapon damage bonus
753- Item set (1-4) penetration bonus/ crit rating bonus
691- Sharpened / Precise
676- Mace / Dagger
649- Lover / Thief mundus
642- 1pc Valkyn Skoria or Kragh / 1 pc Slimecraw
261- Cute Elf / Mean Elf
The values would shift down or up depending on an individual build, but more often than not I reach the conclusion that in update 33 you can basically cast aside medium armor for light if you don’t have resource management problems, hybrid builds often don’t. It may change with update 34
Edited by MudcrabAttack on April 18, 2022 7:29PM