Like if you were to attain some absurd amount such as In short, do survive burst you want EHP effective health points. You get the most EHP per stat point if the ratio between armor and health is For prolonged fights you will most likely want healing efficiency.
In a prolonged fight you just need enough EHP to survive any burst and sustained condition removal to handle conditions as I belive this is more effective then stacking health.
But lets say, base damage, and you have INT now, well that makes the multiplier 5. The key here is that these things generally look at it from base. And trust me, this discussion comes up in every singlge new MMO. As it is survivability we are after, it is the last part that is important to understand. The red number on your screen will make a smaller jump downwards the more toughness you add, but the first point of toughness and the last point of toughness will add the same amount of additional hits you can take from the mob before you die.
Terms and concepts like diminishing returns is all bout perspective and asking the right question. All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel. Guild Wars 2. Guild Wars 2 Discussion. A legitimate discussion about toughness. Old Forums Archive. Could you elaborate your testing a bit? Sounds interesting and if what you say is true I have to seriously reconsider my spec o O.
I think this is to avoid people being too tanky or too damaging. I hope we can get confirmation or at least some more info about toughness and how it works. Aka, each Vit will let you take one more hit so no diminishing returns. The same goes for Toughness. Each Toughness will let you take one more hit, so no diminishing returns. A legitimate discussion about toughness in Guild Wars 2 Discussion Posted by: nowitsawn.
A legitimate discussion about toughness in Guild Wars 2 Discussion Posted by: mulch. Zilori: Guardian — Desolation. Zarturo: Elemental — Desolation.
Or to quote the exact formula on the wiki. So as you can see it's not an exact number percentage of damage resistance because enemies have varying levels of power and skill strength..
Plus they scale with the number of players fighting them which increases their level and stats and even gives them access to new skills and abilities etc. This also applies in your PvP example too with power. You tested it on the golem I expect which has it's own defence rating. Against other players you maybe hitting one player for say damage but you might hit another for only So basically you can't figure out how much damage reduction you are going to get from your gear and toughness because you don't know the other half of the math equation..
As for is toughness useless? I have to say from many years of experience no.. Most people will combine toughness with Vitality to make really tanky builds as the two stats do work really good together, specially if they are backed up with sustained healing either by yourself or another player. You can make some very tanky builds in this game using defensive stats like toughness.
Toughness is hard to give a definitive number for because it has diminishing returns. For instanced PvE it is useless, because nothing hits hard enough to make a "Tank" character need to stack Toughness to survive Thanks to Protection, Aegis, Block and Evade and for anyone else, its actively detrimental because of aggro being influenced by Toughness rating. Outside of this, it's useful for staying alive longer. OW PvE is predominantly power damage and so Toughness reduces this Which makes healing skills more effective.
Thx, guys. Huh, complicated I think that Toughness should get replaced by some more simplistic defensive stat : I have in mind something similar to Protection boon, which gives a definite numbers. I am sure Anet can make it that simple.
It's true that it isn't very useful, but i have only slightly toughness on my gear and i still remember doing some legendary boss and getting hit by one if its AoE abilities.
I get knocked down and get up, everyone else is downed, and so i have to rescue them all. Well, i didn't HAVE to, but it helped the boss die faster. That was funny. Wiki has the armor rating for each of the different golem types. Same goes for raid bosses. For most other things I don't think anyone has bothered to document. Exact values are impossible but quickily triaging enemy builds is a necessary skill for PvP and WvW roaming.
It depends on what you are doing. In high end PvE the damage is often so high that it doesn't help much. You can be stacking layers of damage reduction and stuff will still hit for massive damage so the best defense is to not get hit. Additionally there are attacks which are linked to fight specific mechanics that are going to be guaranteed kills if you don't do the mechanic.
Toughness isn't useful against those either. Evade, blindness, aegis and to a lesser degree weakness due to lower reliability are much cheaper and effective in most cases than investing in toughness. Biggest difference is that those are all active defenses while toughness is completely passive.
It is simple. Toughness is a great stat if you preferred not to put any efforts into learning how to use active defenses. Don't want to learn the timing of enemy attacks, telegraphed animations or fight mechanics? Invest more into toughness. Maximum Toughness you can get from Ascended gear is as a primary stat and as a secondary stat. As others said, the reason you don't see the reduction is because it's relative to your Armor, light, medium or heavy.
Assuming Ascended quality, Light is , Medium is and Heavy is Given the base Toughness of for all characters, that gives us Defense for Light, for Medium and for Heavy armor users.
Let's assume you take damage 10 million and see how much damage each will take. Light will take damage, Medium will take damage and Heavy will take damage. The new damage values will be: for Light, for Medium and for Heavy. Toughness is to offset the incoming damage, it doesn't fully prevent it. Without toughness your healing demand is higher. For PVE, unless there is multiple minor incoming damage packets it's better to run full damage stats or damage with vitality marauder, etc as incoming damage will not be reduced enough for it to matter.
The reason is except for a few cases such as Boneskinner there's a dedicated tank if tanking is possible. The biggest issue with toughness in WVW is there aren't that many stat combinations with toughness that also have precision or ferocity which means only condi builds really benefit from heavy investment into it or full on healing builds on minstrel.
I'm not great at math but I was under the impression that toughness alone isn't that great, you also need to have more overall hp to feel the impact. User Info: Rabillion. My mesmer has about 17k health and uses mostly knight's gear to stack toughness. He gets utterly destroyed in WvW because he only has one skill to remove conditions.
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Forgot your username or password? Like, is one better than the other per point until a certain cap? Anything like that? Far as I understand read: I don't , toughness is overall better for healing builds because heals don't scale with health pools, right?
Or, is that totally wrong? User Info: Spinnah Spinnah 8 years ago 2 For leveling? User Info: Kiariy Kiariy 8 years ago 4 Toughness adds defense. User Info: dekou dekou 8 years ago 5 It depends on your base HP.
User Info: Reikken Reikken 8 years ago 6 At lower levels, vitality is way better. User Info: Blutonic Blutonic 8 years ago 7 This topic. User Info: Rabillion Rabillion 8 years ago 9 My mesmer has about 17k health and uses mostly knight's gear to stack toughness.
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