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Boss armor values
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03-13-2012, 01:21 PM
Post: #21
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RE: Boss armor values
Additive: 2 debuffs = 60% armor on the boss. I wouldn't spend too much time worrying about it though if they're just going to take it away in 1.2.
Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
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03-13-2012, 05:11 PM
Post: #22
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RE: Boss armor values
(03-13-2012 08:38 AM)Alvis Wrote: I'm quite surprised by the numbers you get because they seem wrong to me. Oh yes, while the armor reduction percent numbers are correct, the ones in the example with the 1000 damage ability I gave weren't. Thanks a lot for finding the error / rechecking my calculations! I updated the numbers in my original post. |
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03-14-2012, 04:23 AM
Post: #23
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RE: Boss armor values
Never thought the debuffs wouldn't stack and maybe multiplicative stacking is intended.
What I wanted to know is which ones stack and confirm the additive stacking (or rather try to disprove it). The only thing I could test yesterday was that two Juggernaut stacks don't stack, wich is old news. ![]() I'm still interested whether Arsenal heat signatures stack, since they seemed bugged anyway but didn't get my hands on another willing Mercenary. |
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03-20-2012, 05:46 PM
Post: #24
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RE: Boss armor values
All end-game bosses I've taken a look at (hard-mode operations primarily) appear to spawn with 5814 armor. Taking a look at the formula for Armor Damage Reduction % listed on the sticky and taking the level of the bosses as 50 this would work out to 34.9946% damage reduction, in excellent agreement with the results listed here.
Additionally, every boss appears to spawn with zero internal and elemental damage reduction. I have not yet verified that none of the effects activated by these bosses alter either of these two statistics - I plan on taking a look at that at a later time. When I get around to that I'll post updated results here. |
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03-21-2012, 11:03 PM
Post: #25
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03-22-2012, 09:42 PM
Post: #26
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RE: Boss armor values
I've taken a more detailed look and I can confirm all bosses in 16-man hardmode EV spawn with the following values:
Armor Rating: 5814 Internal/Elemental Damage Reduction: 0% Melee/Ranged Defense: 10% Additionally, I can now confirm that internal/elemental damage reduction and melee/ranged defense remained fixed throughout those fights. Armor rating, of course, is altered every time a relevant debuff is applied to the boss. When the data becomes available I'll post updated results for other operations and modes, however it seems unlikely any of the above values will fluctuate as these are varied. Note: While reviewing my results for this post I noticed that Blade Turning lists only appears to modify "Stat=>Ranged Defense" on Torhead. The above results for melee/ranged defense rely on the fact that both are increased by 10% by this ability - assuming relevant tooltip values are updated while this is active, could a Sith Warrior (or mirror) confirm both resistances are updated? |
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03-22-2012, 10:01 PM
Post: #27
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RE: Boss armor values
From the data at hand I can confirm that at present all armor debuffs, including same-class debuffs from a second tracer missile and similar, appear to stack additively. For example, with the application of a shatter-shot and two tracer missile debuffs a given Boss' armor value was reduced to 72% of base (100%-20%-8%) and so on. In the group composition used in these tests an armor rating of zero was achieved regularly on various 16-man hardmode EV boss fights.
Tests to verify this stacking behaviour should be fairly easy to conduct on various world bosses and similar. If anyone is observing different results under controlled conditions please let me know. (03-13-2012 12:47 AM)Caltiom Wrote:(03-12-2012 11:23 PM)hxxr Wrote: Something I didn't really test, but tried to have an eye on is armor debuff stacking. Has anyone done conclusive tests with a large sample?I'm sure you're aware of it, but I just wanted to point out the non-linear scaling nature of armor damage reduction again for all of those who want to test the stacking of armor. |
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03-22-2012, 10:41 PM
Post: #28
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RE: Boss armor values
(03-22-2012 09:42 PM)cmf Wrote: Note: While reviewing my results... Where are these results? (And results of what?) Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_ |
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03-22-2012, 11:16 PM
Post: #29
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RE: Boss armor values
(03-22-2012 10:41 PM)Tibbel Wrote:(03-22-2012 09:42 PM)cmf Wrote: Note: While reviewing my results... That should be read as "while reviewing the above". It should be fairly obvious how to test the above under controlled conditions - I'll add a note detailing a possible methodology to accomplish that later on today if this post falls to satisfy. |
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03-22-2012, 11:56 PM
(This post was last modified: 03-22-2012 11:57 PM by Tibbel.)
Post: #30
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RE: Boss armor values
(03-22-2012 11:16 PM)cmf Wrote:(03-22-2012 10:41 PM)Tibbel Wrote:(03-22-2012 09:42 PM)cmf Wrote: Note: While reviewing my results... Please do. Simply claiming to have done testing and then presenting a conclusion isn't convincing. We need to know how it was done. Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_ |
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