How effective is toughness?
#1
Posted 06 March 2013 - 08:01 PM
I've read a post a while back calculating toughness efficiency, which also includes Healing Power and such. Anyway that was way too much math for me, so I'd like to hear a more simpler explanation of toughness..
E.g. how much damage reduction would you get from, say 100 toughness? (If that's possible to say that is, idk...)
For instance.. Say I play a damage build but invested in 400 toughness for some survivability. Will it even make any difference? Or am I better off to just go full zerker?
So to be more concrete, how much toughness is actually worth getting to make any difference. I play a medium armored class btw.
#2
Posted 06 March 2013 - 08:57 PM
I'm also interested to know how much toughness is required to actually make a difference.
#3
Posted 06 March 2013 - 09:24 PM
so, in the damage equation:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target's Armor)
adding 100 toughness would add 100 to the dividing factor (target's armor in the equation) of damage received to the player/damage given to a target. so, as an example, if you were to receive an attack of 1000 and had an armor rating of 100, you would receive 10 damage. If you added 100 toughness, you would instead only receive 5 damage.
Knowing what mobs you are up against makes that armor stat conditional, as going up against a ton of conditions having a higher HP buffer is going to be better than having toughness since conditions don't look at armor. Having a balance is probably the best to look at.
Edited by matsif, 06 March 2013 - 09:24 PM.
#4
Posted 06 March 2013 - 10:42 PM
Again i don`t have a clue how this works (or how it`s calculated) it`s just observation from gameplay !
#5
Posted 06 March 2013 - 10:58 PM
So to half the damage of a medium armor profession, you would need 1980 toughness added on the 1980 armor rating.
Say you added 100 toughness, you would have a 2080 armor rating or a 4.8% decrease in damage taken.
EDIT: To answer your specific question, 400 toughness would give 2380 armor rating. A 16.8% decrease in damage taken.
Edited by wrigh516, 06 March 2013 - 11:08 PM.
#6
Posted 06 March 2013 - 11:08 PM
But I believe that the formula that matsif gives is correct, as I've seen it somewhere on the official wiki.
#7
Posted 06 March 2013 - 11:52 PM
#8
Posted 07 March 2013 - 01:18 AM
Reason on Cooldown, on 06 March 2013 - 11:08 PM, said:
But I believe that the formula that matsif gives is correct, as I've seen it somewhere on the official wiki.
This matches my experience, My warrior has a good deal of toughness and he always gets the aggro of bosses like the mining suit in the Dredge fractal. All it takes is one attack, and the suit is stuck to him like glue, which is actually useful as it becomes his job to lead the boss around to the molten bucket drop thingys. Another place is the Modinir Boss in Hirathi Higlands, Both the boss and the three mini-boss dogs home in on him every time.
#9
Posted 07 March 2013 - 01:17 PM
Higher defensive stats are definitely noticeable though, although healing power and skills that heal you are a huge part of it. With not tough/vit at all you simply melt like snow in the sun, you really can't take many hits. Works best for speedruns where everyone knows the dungeon and mobs inside out.
So if you are still learning the dungeons and have some time, getting a bit of toughness is probably not a bad idea. This does let you make a few more mistakes than with a full on glasscannon build (barely surviving instadown skills for example), but if you have too much toughness compared to the rest of your group, normal enemies will probably be on your ass way easier then otherwise. (Bosses often have abilities to attack multiple targets regardless of aggro, but that depends on the boss in question)
It would definitely help what your glass and group composition is to give better advice. Do you run with pugs or with a fixed group? If you run with a fixed group, what are the other members built like? (Do you have a tank, for example)
#10
Posted 07 March 2013 - 04:14 PM
Then I switched to a glass cannon build stacking no toughness, and only vitality from trait points. Now I hardly aggro anything ever. Admittedly, it's a selfish strategy to play. But if I'm able to kill things much quicker, I think it's a fair trade-off.
However, in regards to how much toughness is necessary or effective, I've heard that the general rule is to have 1 toughness for every 10 health. I'm not sure on the validity of that or where it came from, but I've heard it multiple times in game. Of course, sometimes vitality is much more worthwhile than toughness. Some cases would be Twilight Arbor, Caudecus Manor p2, and other condition heavy places.
#11
Posted 07 March 2013 - 05:34 PM
#12
Posted 07 March 2013 - 09:28 PM
As a heavy, you really do need toughness to survive, but you also need to understand your class and its abilities in various situations.
I do a great job keeping the rest of the team alive, though. boons through the roof, aegis everywhere, and I pull aggro. If I survive, it goes quite smoothly.
Edited by AKGeo, 07 March 2013 - 09:45 PM.
#13
Posted 07 March 2013 - 11:42 PM
Health does not make any difference if the damage isn't lethal. What I mean by this is that it doesn't matter whether you have 1000 health or 20000, if you are hit for 500 damage, the outcome is the same. You live to fight another day. If that 500 damage was direct damage (ie, not toughness/armor-ignoring) then toughness would have reduced that, and if it was condition damage/armor-ignoring, it really makes no difference because you are still alive. This principle can be expanded to multiple hits as well - if you are hit 10 times and sustain 10000 damage (just picking these numbers out of my head), the outcome is the same if you have 11000 or 20000 health. I say this because when I bring this up I often get "well, you're never just hit once." And that is certainly true. I'm not saying that you will only sustain 500 damage in an encounter, but that as long as you have enough health (more than the damage you are going to take) you're fine.
#14
Posted 08 March 2013 - 01:28 AM
Edited by Dawn Quickblade, 08 March 2013 - 01:31 AM.
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#15
Posted 09 March 2013 - 08:33 PM
You can easily calculate efficience of additional tougness with this formula:
f(x)= 1- x0/(x0-x)
while f(x) shows your additional damage reduction, x0 is your value of armor and x is your additional armor.
For example: I got 2427 armor on my engineer, i think about adding additional 300 armor. How effective are those 300 armor?!
--> f(x)= 1- 2427/(2427+300) = 0,11.
f(x) = 0,11 --> so this is 11% less dmg.
You see the efficience depends on your value of armor. If u already have much armor additional armor is less effective. But it is your choice to decide if it is worth it.
Sorry for my bad english.
#16
Posted 10 March 2013 - 04:27 PM
Interersting you ashould ask? Light armor... Well I am still trying to figure that out myself. My necro and my elementalist both are geared with cleric armor and shaman accessories and shaman weapons/sets (Staff/Scepter/Dagger/Focus/Warhorn...). My ele is such a squishy noob it just makes me nuts and I cant figure how this can be. Both classes use light armor, both are exactly geared but the ele is a pansy yet my necro can tank the shit out of trolls in Frostgorge or any other mob for that matter. I dont understand, I cant imagine Anet being dumbass enough to tweak toughness per prof, that be just wacked out but who's to know, Toughness seems weird how each prof are affected by damage. W/E love all the chars, will continue to pay each and see how future updates affect each.
Edited by BrahFromZa, 10 March 2013 - 04:29 PM.
#17
Posted 10 March 2013 - 06:42 PM
Sammich, on 07 March 2013 - 11:42 PM, said:
Health does not make any difference if the damage isn't lethal.
I have to disagree with this. Characters never get hit just once. In most dungeons your character is getting hit often and hard even when you dodge and kite to the best of your ability. A large health pool allows a player to absorb considerable damage before health gets low enough to be a concern. There are times when adding some vitality to increase a character's total health can be helpful.
I have found it can help increase surviveabiliy on medium and light armor classes.
#18
Posted 10 March 2013 - 09:22 PM
beadnbutter32, on 10 March 2013 - 06:42 PM, said:
I have found it can help increase surviveabiliy on medium and light armor classes.
We're really not in disagreement here. At the end of my post, I talked about getting hit multiple times, and re-reading it I apologize for it not being worded as clearly as it should have been. Obviously, you will almost always be hit multiple times in an encounter. Because of this, I don't mean that one should completely ignore vitality, but just that you only need enough to last you throughout the entire encounter. Let's say that over the course of a fight you get hit 10 times for 1000 damage each time (I'm just using these numbers because they are easy to work with, not because they represent any actual damage you may or may not take). That's 10k damage, something that would be covered whether you have 11k health or 21k. Sure, it might be "worrying" to have only 1k health left, but it doesn't matter because the fight is over and your health should now be regenerating. My point isn't that vitality is a bad idea, it's that there is a point where vitality no longer matters because you will survive the fight and any excess would just be a waste.
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