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Theory crafters...I need some assistance....Toughness vs. Vitality...


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#1 Utility

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Posted 24 July 2012 - 02:01 AM

We know that toughness makes you "tougher" and can reduce the damage you would otherwise incur from being hit.

Vitality directly increases your hit points (HP) by the GW2 fomula.

I am trying to boost my toughness and get my stats all "balanced" where I want them but am having diffuculty with toughness because many of the amulets and jewels tie toughness to condition duration.  Seeing as how my build is not condition based you can see the issue.

So, the question is at what point does having more HP outweigh the need for toughness.

For example, would it be better to have 1000 toughness and 20,000 HP versus 1,400 toughness and 16,000 HP???

I know this is a simple example but I think you know what I am getting at.

Any help would be appreciated.

#2 Magnetaire

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Posted 24 July 2012 - 02:08 AM

I think the consensus is that toughness is better as it reduces the amount of dmg you take (since there isn't that much heal in GW2). It all depends on how much healing and evasiveness you have in your build.

#3 DJSkittles1

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Posted 24 July 2012 - 02:11 AM

I always felt vitality was better because its not effected any differently by conditions, what you get is what you get.

#4 BaconSoda

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Posted 24 July 2012 - 02:14 AM

Vitality is better in "reducing" damage from conditions. Since conditions ignore toughness, builds with high toughness can struggle when faced with condition-heavy builds. On the other hand, vitality isn't really that useful against blunt damage.

In theory, that is. I'm no balance expert, but that was the stated purpose to having those two attributes.

So it depends on what you have trouble with personally. If you trait a lot of condition removal, then it might be better to get tough, but if you don't trait condition removal, extra vitality would probably be better.

Hope that helps. :)

#5 Xuphor

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Posted 24 July 2012 - 02:18 AM

Search the forums people.

#6 Datenshi92

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Posted 24 July 2012 - 02:18 AM

How about a middle ground? Seems the most logic unless if you have specific build in mind.
Being a "line-walker" as I am, this is my prime choice.

Line-walker - Something I just made up for people who fit into into 2 different, sometimes opposite, categories.

Edited by Datenshi92, 24 July 2012 - 02:25 AM.


#7 Adplum

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Posted 24 July 2012 - 02:19 AM

Here, I think this might help you.

http://teamlegacy.ne...t-good-in-spvp/

It may be slightly off now that might is cond dmg and dd, but the part you're looking for should still be relevant.

#8 MasterDinadan

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Posted 24 July 2012 - 02:22 AM

Your effective health, in a world devoid of heals and conditions, would be your HP times your Armor, so it is good to keep them balanced. Divide that number by 2631 for a more practical number, as 2631 seems to be the number around which tooltip damage is calculated (on targets with less than 2631 armor, you will do more than listed damage).

If you expect to receive more healing than condition damage, Toughness is favored a bit more. If you expect to receive more condition damage than healing, Vitality is favored a bit more.

Edited by MasterDinadan, 24 July 2012 - 03:14 AM.


#9 PatMcGroyne

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Posted 24 July 2012 - 02:50 AM

What class are you playing? Your secondary trait could be the deciding factor.

#10 Kattar

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Posted 24 July 2012 - 03:48 AM

View PostXuphor, on 24 July 2012 - 02:18 AM, said:

This.

You are fooling yourself, user. Nothing here is what it seems. ANet is not the plucky hero, Guru is not an evil empire, and this is not the grand arena.



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