Post by mrkvagusara on Sept 10, 2017 2:04:16 GMT -8
okay, first of all, i agree with oyu that having a 26 hp 9 vs charr focus is better than a shield for casterclasses, while frankly to a warrior, theres no difference, unless you go firestorm-warrior(actually for a warrior it could be worse in the sense that the mesmer boss uses your energy to deal dmg/heal himself).
I also kind of agree when you start converting energy into hp based on the runes.
But when it comes to converting armor into hp, that s where you lost me. The first problem i have with this is: why do you take the +5 mod (aka defense) and not the +7(shelter/warding) as the base of your calculation. Also, since we re in pre and there are no +30 hp mods for sword/axe, is the ratio of armor to hp different in post and pre? And also: Wouldn t it be more straightforward to use insignias to compare energy, hp and armor to each other? There you d have the direct link in between all of it.
And thats exactly where the problem begins: there are so many ways to enhance your armor and for no class they re the same (except if oyu d use the insignais everyone can use).
If we assume that somewhere in GW theres a value X rating your character with one variable that is composed of all of your different values in armor, hp and energy, then it is true that your mathematical way of looking at this may be the answer.
To me it just looks like comparing apples and oranges. If you compare wielding
a) quest shield b) single mod focus
10 armor 9 armor 15 hp 6 energy
then theres just no way to say which one may be better. The thing is its about the situation. If you need more hp then the focus won t help you, since it won t ever get you a higher base hp (sure you could cast a heal but thats a heal you could cast without it as well) If you need more energy then the shield won t help, since, well, i guess you get my point.
I don t know if you watch SouthPark, but theres a really funny epsiode that i have going through my head when i read your calculation. It´s called TMI, season 15 episode 4. Theres a bunch of calculation involved about the size of mens private parts and how they remeasure and invent new ways to make themselves feel better about their shortcomings.
I guess what i m trying to say is : you can t make hp into armor or energy into armor.
Edit: You can hold down the CTRL (for us it s STRG) key next the the arrow keys, that switches the language in GW to English while you press the button. Really helps with talking about items that you re not sure on how to translate and , like me, to lazy to look it up on gwwiki
Post by mrkvagusara on Sept 10, 2017 2:22:47 GMT -8
I have 2, if oyu see me ingame tell me oyu wanna see them, i m to lazy to take screenshots now. one has flat hp, the other has ench hp, both are +8, the exact hp values i don t remember, same goes for base armor
i know of antoher one with 8 a hexmod, i think it was 47/48? mavgyr was trying to sell it, i m sure its still around in a thread in here
• +xxHP is useless until you need that HP (gotta drop below 28health to make a 28hp mod useful), which happens very rarely, you spend much under 5% of your time below 28hp (or even 58hp with a 28hp mod + 30hp shield mod). • +5armor (max for both post & pre so high value here) gives you dmg reduction 100% of the time, and you can even use 2x +5 armor mods for a staff, giving significant survivability increase (compared to +xxHP mods which does absolutely nothing until you are extremely low hp)
Given this information, the ideal weapon usage, going with a staff as exemple for simplicity but it translates well to other setups, would be to use a defensive staff (+10 armor) while you take dmg (most of the fight) and switch to a high HP set (28hp+30hp sword+shield or 26/28hp staff) ONLY IF YOU DROP LOW AND YOU NEED THE EXTRA HP TO LIVE.
If you want to add an extra step or simply maximize your damage output, have a third staff (or juicy phat 18/18 18/18 wand+offhand) with +1/18% magic to use before big dmg (firestorm/empathy/backfire/deathswarm/etc) or when you are not taking damage (using environment to line of sight dmg).
Lastly, a high-energy set can be a useful swap when you're dry and just need to cast a few more spells to finish off last mobs.
Overall a +10 armor staff will allow you to put out more damage before you have to heal/retreat & allow for bigger pulls in most situations.
Feel free to do deeper theorycrafting and prove me wrong : D
Post by mrkvagusara on Sept 10, 2017 13:34:27 GMT -8
you re absolutely right.
In my mind the discussion about the charrmod focus happens in a situation with something like ele/monk or monk/ele where you run in, ball everything and then cast firestorm and symbol of wrath and then flare the bystanders