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Mercenary|Commando PvE End Game Healing Compendium
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02-17-2012, 02:17 AM
Post: #21
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RE: Mercenary|Commando PvE End Game Healing Compendium
(02-16-2012 07:01 AM)Oramac Wrote: I'm no mathlete, but logically I think it's safe to say this would be 100% situational, depending on incoming damage, frequency, and number of targets. A boss that hits fast and hard (Brutallus for example, since I'm not sure of the TOR boss mechanics yet), would probably yield more benefit than a boss who hits slow and hard. However, I've no idea how to properly simulate that. It's all about the DPS of the boss; the speed of the attacks is irrelevant. So, I guess if a boss is hitting 'hard' faster than another then his DPS is higher. ![]() Maybe we'll just have to share and discuss situations where this buff is best utilized and can even be proved to be effective. Quote:Also, since it affects all 4 forms of damage, it's benefit would be larger (i think) than a similar armor buff like Reactive Armor. Especially if Kolto Missle were cast on a low armor class like a Sorc, where 10% additional armor wouldn't help as much as it would on a heavily armored tank. It doesn't work like Reactive Armor since that increases the Armor Rating which increases Damage Reduction from kinetic and energy nonlinearily. Kolto Missile/Bomb's buff is an additive DR bonus on top of your current DR so it simply reduces the same amount of damage on everyone affected. With that said, that damage reduction will be more effective on a tank as it will mitigate a larger percentage of the damage they would've taken: Example: Base hit for 10,000 kinetic damage on a non-tank versus a tank. 10% DR no buff (non-tank): 10000 * (1 - .10) = 9000 10% DR w/ buff: 10000 * (1 - (.10+.10)) = 8000 Mitigates 1000 damage and effectively takes 11% less damage. 50% DR no buff (tank): 10000 * (1 - .50) = 5000 50% DR no buff (tank): 10000 * (1 - (.50+.10)) = 4000 Mitigates 1000 damage and effectively takes 20% less damage. This makes it 'feel' like it's mitigating more. |
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