I agree but easier is not always synonymous with faster. So a 30 minute run with magma gear (high armor) could be conceived as "easier" than a 25 minute run with tarloks (high damage) because of how much easier you can die in the second case. Hence it'd make sense if such a logic was followed - not saying it's not flawed, it'd just make sense.
I totally agree with crow. This maybe TRUE with rogues or sorcerers, but my dear friend its not true for warriors. I have tested the difference between armour/hp/less- armour high hp/low hp -high armour. Haunted runs are just easy even without gear. Try a legendary tank in elite oltar, hall of valhiem , jagged trail or caves ,forest breach or forest of shades. Ask the tank to pull high number of mobs, maybe 7-8 spiders in tindrin or 7-8 archers/pigs in nor dr and 10+wolves in shuyal. See the duration of time, till he survives. With legendary gear , he won't even stand a chance in 12 + wolves in shuyal elite.
Aa per my observation.
Started off with the elite arachna boss. On his short ranged conical attack. He hits it twice.
First: magma set. 6000hp and 2200armour. His normal attacks were doing 4200-4300 damage without jugger. And he crits 5900+ with venge active. One can survive that with high armour.
Second : Mythic gear. 6300 hp, 1900 armour. Arachna was doing 4800-5200 damage in normal attacks and the second shot ,jus after that hard attack was killing almost every time. Then, the crit, crit is obviously over 6500+ aa he was one hitting me on crits.
2nd test at alagran Elite Recorded damages at that whim like pull.
With magma will gear:
6000hp 2200Armour. On the pull he did 3900-4300damage in normal attacks. With critical he did over 5500+ .( Everything tested with venge active and 10+ observations.)
Enraged: On the pull he did 5100+ damage. And with crit I can't measure, as he one hits while critting on enraged mode.
2nd: Mythic set. 6300+ hp 1900armour.
Normal: normally he did 4300-4700 damage and with critical over 5.5k+
Enraged: He did 5.3k+ damage on normal attacks in enraged mode. And again one hit death with critical.
That's what I tested few weeks ago and what crow said, you definitely need armour value to survive in elite. Its TRUE for warriors and IDC about rogues or mages.
If you don't believe, I can prove that in front of you.
thanks.
Sent from my Gpad_G1 using Tapatalk
Last edited by Ishtmeet; 06-28-2014 at 06:02 PM.
It's not about how much damage you individually take, it's that the mobs become harder to kill and also do more damage to your lesser-geared companions. Of course you will take less damage per hit when you are wearing more armour, that point is not in question. Your runs will also take longer, and mobs take longer to die, so you take more hits.
Just based on my logic, all other things being equal, having higher armor shouldn't be slower. It may not be faster by much (assuming you don't die) but it certainly shouldn't be slower. If it is, it isn't easier.
Then again, if they're are a number of different players in these tests, there are too many variables. Scientifically speaking, results from one team are really only relevant for that team. Unless you can prove members of the other teams are equivalent over a long period.
Last edited by Rare; 06-28-2014 at 06:08 PM.
AL: Rare (Rogue)/Common (Warrior)/Mythic (Sorcerer)
This is the point of the topic. The devs said they will look into it, which is good. There is something amiss with mob scaling, so hopefully this will prompt action and sort it out. There are many variables involved, so it is possible that there is another factor affecting things, but whatever it is, we can only trust that null_void can find what's going on.
If this were true, I think a dev would make announcement of this. But I totally disagree with this. Only mob difficulty are changed depending on the number of players and the level of the players. In ER, not all of us are mythic players and people without mythics and wear legendary gear tend to have longer times completing elites than with mythics
Please avoid trolling this thread. This is for information and discussion on the topic.
They were not leaderboard runs, but testing runs to work out what the issue is.
If the devs knew everything, they would not have been surprised by the damage % stacking findings Kalizza published 2 months ago. Any unusual finding in the mechanics of the game is worth bringing to attention so it can be looked at by the developers. There is clearly enough info here that Samhayne stated it would be looked into immediately.
Nicely done.
---
Reuslts:
Trial 1: <1908 armor>
Average damage intake = 83.65
Relative Error = 17
Anomalous figures:
Above = 1
Below = 0
Adapted Average: 82.63_
Difference: -1.02_
Trial 2: <1995 armor>
Average damage intake = 76.1
Relative Error = 15
Anomalous figures:
Above = 2
Below = 0
Adapted Average: 74.28_
Difference: -1.82_
Trial 3: <2025 armor>
Average damage intake = 72.6
Relative Error = 15
Anomalous figures:
Above = 2
Below = 0
Adapted Average: 70.83_
Difference: -1.77_
Trial 4: <2036 armor>
Average damage intake = 68.6
Relative Error = 11
Anomalous figures:
Above = 1
Below = 0
Adapted Average: 67.95_
Difference: -0.65_
Trial 5: <2112 armor>
Average damage intake = 62.8
Relative Error = 17
Anomalous figures:
Above = 2
Below = 0
Adapted Average: 60.22_
Difference: -2.58_
Trial 6: <2123 armor>
Average damage intake = 60.9
Relative Error = 13
Anomalous figures:
Above = 1
Below = 0
Adapted Average: 60
Difference: -0.9
Trial 7: <2153 armor>
Average damage intake = 59.9
Relative Error = 16
Anomalous figures:
Above = 1
Below = 0
Adapted Average: 58.95_
Difference: -0.95
Trial 8: <2204 armor>
Average damage intake = 52.05
Relative Error = 12.5
Anomalous figures:
Above = 1
Below = 0
Adapted Average: 51.16_
Difference: -0.89_
---
Precautions Taken:
-The same mob was used in every trial.
-No pet was used.
-Critical hits were not recorded.
-Dodges and misses were not recorded.
-Damage taken during an active buff were not recorded.
-All data points are collected from the same avatar's damage intake.
Biases:
-Dodges were neither accounted for or recorded.
-Warrior was the only class tested.
-Only one Avatar was tested.
-Avatar used has 5/5 (+5%) passive armor.
Last edited by Crowsfoot; 06-28-2014 at 06:50 PM.
Reserved for damage output testing.
I just spent a half hour collecting data and another hour and a half running the numbers. Sue me for not finishing all this junk today. The waves are great and I'm going surfing ✌
Last edited by Crowsfoot; 06-28-2014 at 06:27 PM.
Reserved, just in case (graph if I'm nsot lazy. I just realized I didn't plug the data into quick office so I don't have a spread sheet set up yet)
Last edited by Crowsfoot; 06-28-2014 at 06:39 PM.
Serancha thanks for this article. I am thankful you took the time to research this, as many of us don't have the time. I have questioned similar things as well, and noticed what some would call under geared players do well in maps I didn't expect them to complete. I am very interested to to hear back from the devs. on their findings btw love my talisman of pot
Ava
Avy
12-2012
The point is to find a good balance; as Maarkus --great tank-- said, excessive armor stops being a plus after a certain point and starts affecting the run negatively by slowing it down.
@Ish
This doesn't mean all tanks should just strip the Magma gear off and throw it as fire charcoal, it means that having specific gear setups for specific cases works much more efficiently. Hence Loadouts in your inventory.
So for your example, if you dislike dodging those red zones on say, Arachna, then you can swap to Magma gear when you get there. The rest of the run can be done in mythics for faster results - where pulls are smaller and damage taken is broken down to parts, assuming you tank correctly and don't overpull.
12 demondogs/wolves will kill anything and anyone if the party can't support the warrior back anyway, regardless if armor is 1900 or 2200.
@Crow
You might be missing the point bud. I don't think the focal point is the warrior damage intake; of course higher armor equals less damage taken. The point is if this extreme armor is really needed and if mob armor does actually scale accordingly with gear armor --similarly to difficulty set by level average. Hence the hard numbers were times and not damage figures.
Last edited by Madnex; 06-28-2014 at 06:32 PM.
we need to understand the mechanics to make the best use of it. We all thought for a long time dmg buffs would stack and were proven wrong. serancha fixed in her test runs all but the armor value to rule out other influences.
that s a good systematic approach and her collected data are good enough for stg to look into this, which we all should really appreciate. because if the elite level scaling is somehow biased too hard towards the (party) armor value, this would have big implications for the usefulness of the upcoming event gear.
Crow, thank you for the numbers, but I think you misunderstood. I am not disputing that you, as a warrior, take less damage with higher armour, but that the mobs become harder to kill, and other players in the party find it more difficult.
Edit:
Here's the basic issue. I have tested multiple zones and countless runs with the 2 configurations below. Given the mythic setup has 42 more damage, the performance should be substantially better on all counts using that set. However, in every trial the 2 sets resulted in equal times (+-5 seconds). With 40 more damage, the mythic should be showing consistently as the better of the two, but it is not. So something is bugged, and this is a pattern seen across all classes.
Hence the reserved post for damage output and the second reserved for a graph I'm really ticked I didn't save my old data on this from my old phone so chill the eff out before you say I missed the point. I'm a third if the way done on so ething I have already done and not happy about it. But, I will do it because I dislike false information more.
The time to run a map is not a good test variable since it has hundreds of independent variable. My testing has 1 for each factor which allows a PROPER regression graph.
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