Armor Penetration is never better than more damage
#1
Posté 04 novembre 2009 - 05:18
It isn't. A 17/3 weapon will always do equal or less damage than a plain 20/0 damage weapon. For example, against someone with an armor of 8, both weapons will do an average of 14. (Actual armor effect varies randomly from 50% to 100% of listed value, so the average damage reduction from 8 armor is 6 points.) The two weapons will do the same damage to any armor 6 or higher, while the 20/0 will be better from 5 on down. The 17/3 is never better than the 20/0.
Now, if you're trying to decide between a 17/6 weapon and a 20/0, it's a tradeoff. The 17/6 will be better versus armor higher than 4, while the 20/0 will be better versus armor less than 4. The point being that it takes multiple points of armor penetration to make up for one point of damage even in ideal situations, and against lightly armored foes no amount of AP will be worth losing any damage.
Short version: I like swords.
#2
Posté 04 novembre 2009 - 05:26
#3
Posté 04 novembre 2009 - 05:27
I prefer the short version thanks
Thanks for the info !
#4
Posté 04 novembre 2009 - 05:33
Cvoid_Sonneillon wrote...
Or since the game allows you to have two weapon sets have one with an amor penetration weapon for the big guys in plate mail and then a normal high damage weapon for light armored enemies.
Wow, you completely missed the point, huh?
#5
Posté 04 novembre 2009 - 05:35
Actual Damage = Weapon damage - ABS (Armor * Armor effect (%) - Armor Penetration)
*ABS = absolute
8 armor, 50% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 50% - 0) = 16
17/3 weapon: Actual Damage = 17 - ABS(8 * 50% - 3) = 16
8 armor, 100% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 100% - 0) = 12
17/3 weapon: Actual Damage = 17 - ABS(8 * 100% - 3) = 12
8 armor, 75% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 75% - 0) = 14
17/3 weapon: Actual Damage = 17 - ABS(8 * 75% - 3) = 14
Last one is the example you gave.
Right?
Modifié par Mescalito, 04 novembre 2009 - 05:55 .
#6
Posté 04 novembre 2009 - 05:51
Guurzak wrote...
.... Short version: I like swords.
Nice analysis and I see your point but I wonder if this applies to talents like Deadly Strike. I would think not, since most of the armor penatration talents are activated and could be helpful when faciing a high armor mob.
I also wonder if this just means high penetration weapons are situational. Having that mace might be useful generating consitent damage against a high armor mob.
#7
Posté 04 novembre 2009 - 05:52
Mescalito wrote...
For those who like math, formula would be:
Actual Damage = Weapon damage - ABS (Armor * Armor effect (%) - Armor Penetration)
*ABS = absolute
8 armor, 50% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 50% - 0) = 16
17/3 weapon: Actual Damage = 17 - ABS(8 * 50% - 3) = 16
8 armor, 100% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 100% - 0) = 12
17/3 weapon: Actual Damage = 17 - ABS(8 * 100% - 3) = 11
8 armor, 75% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 75% - 0) = 14
17/3 weapon: Actual Damage = 17 - ABS(8 * 75% - 3) = 14
Last one is the example you gave.
Right?
For certain armor values, it is indeed important to calculate the max and min values separately, when you start overrunning the minimum armor effectiveness with your AP. However, that's not the case in this example, since the minimum armor effectiveness (4) is >= any of the APs we are considering (3).
You have an error in your math: 8 armor, 100% effect, 17/3 weapon, you do 12 damage: 17 - (8-3) = 17-5 = 12. Thus, the 20/0 and the 17/3 do the same damage regardless of the armor effectiveness roll, and the overall average is 14 whether you average the max and min or just calculate from .75 effectiveness.
#8
Posté 04 novembre 2009 - 05:55
I wish someone would have told me that 17-5 does not equal 11 anymore
Thanks
Edit: I meant to ask: where did you get the information about armor effectiveness switching between 50% and 100%? I haven't played the game yet - installed it yesterday, but it was too late to play
Modifié par Mescalito, 04 novembre 2009 - 05:57 .
#9
Posté 04 novembre 2009 - 05:59
Like elitist jerks for wow.
#10
Posté 04 novembre 2009 - 06:05
Guurzak wrote...
Mescalito wrote...
For those who like math, formula would be:
Actual Damage = Weapon damage - ABS (Armor * Armor effect (%) - Armor Penetration)
*ABS = absolute
8 armor, 50% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 50% - 0) = 16
17/3 weapon: Actual Damage = 17 - ABS(8 * 50% - 3) = 16
8 armor, 100% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 100% - 0) = 12
17/3 weapon: Actual Damage = 17 - ABS(8 * 100% - 3) = 11
8 armor, 75% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 75% - 0) = 14
17/3 weapon: Actual Damage = 17 - ABS(8 * 75% - 3) = 14
Last one is the example you gave.
Right?
For certain armor values, it is indeed important to calculate the max and min values separately, when you start overrunning the minimum armor effectiveness with your AP. However, that's not the case in this example, since the minimum armor effectiveness (4) is >= any of the APs we are considering (3).
You have an error in your math: 8 armor, 100% effect, 17/3 weapon, you do 12 damage: 17 - (8-3) = 17-5 = 12. Thus, the 20/0 and the 17/3 do the same damage regardless of the armor effectiveness roll, and the overall average is 14 whether you average the max and min or just calculate from .75 effectiveness.
So the penatration rating must be double the gap in damage to provide value and then that value only applies to high armor targets. Deadly Strike would be useful because the penatration value would be over and above the weapon values.
#11
Posté 04 novembre 2009 - 06:19
#12
Posté 04 novembre 2009 - 06:25
But there's an opportunity cost: while you use Deadly Strike you're not using a different talent. So if we compare DS doing a hypothetical +15 AP, vs another talent which does a hypothetical +15 damage, then the damage talent is always equal or better (assuming equal stamina costs.)
Final AP = 0% - 50% of opponent armor: 1 AP = 1 damage
Final AP = 51% - 100% of opponent armor: 1 AP = less than 1 point of damage
Final AP >100% of opponent armor: 1 AP = 0 damage
Penetration does not have to be double the double gap to provide value. If AP is even one point higher than the damage gap, then it provides value as long as final AP is low relative to armor. The main point I wanted to make is that if the AP only equals the damage gap, then it provides NO value.
Modifié par Guurzak, 04 novembre 2009 - 06:27 .
#13
Posté 04 novembre 2009 - 06:36
Mescalito wrote...
For those who like math, formula would be:
Actual Damage = Weapon damage - ABS (Armor * Armor effect (%) - Armor Penetration)
*ABS = absolute
8 armor, 50% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 50% - 0) = 16
17/3 weapon: Actual Damage = 17 - ABS(8 * 50% - 3) = 16
8 armor, 100% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 100% - 0) = 12
17/3 weapon: Actual Damage = 17 - ABS(8 * 100% - 3) = 12
8 armor, 75% armor effect
20/0 weapon: Actual Damage = 20 - ABS(8 * 75% - 0) = 14
17/3 weapon: Actual Damage = 17 - ABS(8 * 75% - 3) = 14
*looking at number*
OMFG!
The Power-Gamer-HULK awakens in me!
ROOARGH!!!!
#14
Posté 04 novembre 2009 - 06:43
#15
Posté 05 décembre 2009 - 03:20
Example: with a sword, the enemy dies in 10 seconds. With a dagger or mace, the emeny dies in 5 seconds.
Modifié par MonsoonStorm, 05 décembre 2009 - 03:22 .
#16
Posté 05 décembre 2009 - 05:50
#17
Posté 05 décembre 2009 - 05:53
Bhardock wrote...
There should be a guide about how combat really works, what talents, stats, weapons are the best.
Like elitist jerks for wow.
Why? The game isn't that complicated and nobody is going to kick you out of your group for not doing enough dps.
Modifié par Osprey39, 05 décembre 2009 - 05:53 .
#18
Posté 05 décembre 2009 - 06:02
So when comparing which weapons are better, there are actually 3 values to consider, base damage, melee crit chance and armor penetration. Actually, weapon speed can also be a factor, because enchants of any sort, like the +3 weapon enchants from mages, benefit faster weapons more.
So it's not just as simple as 3 armor penetration vs 3 damage. I question the biased views of this thread to make armor penetration look like a weak stat.
Modifié par Original182, 05 décembre 2009 - 06:04 .
#19
Posté 05 décembre 2009 - 06:03
Same question arises with "more armor" or "more dexterity"...is it better to absorb damage and get hit more or get hit less but really get hurt when you do.
#20
Posté 05 décembre 2009 - 06:04
but high damage + backstab = better anyway, unless its a dagger because its fast
#21
Posté 05 décembre 2009 - 06:10
Also, deadly strike is awful, because you stop swinging to use it and it's not a huge bonus regardless. Especially once you get momentum, you can lose multiple attacks from hitting that button.
#22
Posté 05 décembre 2009 - 06:13
And I've noticed the general trend is that armor penetration bonuses from weapons are really big compared to differences in damage, so while 1:1 damage might be better than AP, you usually get a lot more AP.
#23
Posté 05 décembre 2009 - 06:18
#24
Posté 05 décembre 2009 - 06:30
thestreaker wrote...
So does additional damage from runes and flaming weapon spells etc. get reduced by the target's armor independently, or is it added to the total attack damage before armor deductions are made? If it's treated separately, then it'll do practically nothing vs. heavily armored enemies.
And I've noticed the general trend is that armor penetration bonuses from weapons are really big compared to differences in damage, so while 1:1 damage might be better than AP, you usually get a lot more AP.
"Magical" damage--poisons, flames, frost, lightning, etc--is not reduced by armor at all. And you're right about AP bonuses being relatively large.
#25
Posté 05 décembre 2009 - 08:10
That's a problem with weapon switching, not blunt weapons. You can always just carry the blunt weapon in your pack and change out the weapons instead of loading the 2nd alternates.





Retour en haut






