Gw2 how much toughness




















But, if you had enough Toughness needed to reduce that damage hit to 80, you'd have health left. So, technically, you have a bigger health pool? User Info: Kiariy. Toughness adds defense. User Info: dekou. It depends on your base HP. In general, they're both useful attributes. User Info: Reikken.

At lower levels, vitality is way better. Add that 50 toughness and three hits is more than enough to kill you damage to your hp.

Add that 50 vitality and you're still alive after 3 hits damage to your hp. User Info: Blutonic. This topic. It's useful. There should be more like it. The is vile and sexist. This is a AMD thread so stay on topic!!!!! Thank you so much for the great explanations, guys! Or is it basically "whenever you feel comfortable"? Wiki has the armor rating for each of the different golem types.

Same goes for raid bosses. For most other things I don't think anyone has bothered to document. Exact values are impossible but quickily triaging enemy builds is a necessary skill for PvP and WvW roaming. It depends on what you are doing. In high end PvE the damage is often so high that it doesn't help much.

You can be stacking layers of damage reduction and stuff will still hit for massive damage so the best defense is to not get hit. Additionally there are attacks which are linked to fight specific mechanics that are going to be guaranteed kills if you don't do the mechanic.

Toughness isn't useful against those either. Evade, blindness, aegis and to a lesser degree weakness due to lower reliability are much cheaper and effective in most cases than investing in toughness. Biggest difference is that those are all active defenses while toughness is completely passive. It is simple. Toughness is a great stat if you preferred not to put any efforts into learning how to use active defenses. Don't want to learn the timing of enemy attacks, telegraphed animations or fight mechanics?

Invest more into toughness. Maximum Toughness you can get from Ascended gear is as a primary stat and as a secondary stat. As others said, the reason you don't see the reduction is because it's relative to your Armor, light, medium or heavy.

Assuming Ascended quality, Light is , Medium is and Heavy is Given the base Toughness of for all characters, that gives us Defense for Light, for Medium and for Heavy armor users. Let's assume you take damage 10 million and see how much damage each will take. Light will take damage, Medium will take damage and Heavy will take damage.

The new damage values will be: for Light, for Medium and for Heavy. Toughness is to offset the incoming damage, it doesn't fully prevent it. Without toughness your healing demand is higher. For PVE, unless there is multiple minor incoming damage packets it's better to run full damage stats or damage with vitality marauder, etc as incoming damage will not be reduced enough for it to matter.

The reason is except for a few cases such as Boneskinner there's a dedicated tank if tanking is possible. The biggest issue with toughness in WVW is there aren't that many stat combinations with toughness that also have precision or ferocity which means only condi builds really benefit from heavy investment into it or full on healing builds on minstrel.

I'm not great at math but I was under the impression that toughness alone isn't that great, you also need to have more overall hp to feel the impact. As for a purpose for toughness alone, it is the stat that determines most aggro for mobs. It you have more toughness, you're more likely to be the one mobs target.

This is what I was thinking could be the reason, but still I think we should have the information available for build crafting purposes. This would make an interesting change to WvW at least, since the most popular builds in that mode seem to be only made to spam AoE condi in areas. I can't even count how many times I've seen massive blobs of guilds in WvW running around and stacking purely to spam AoE condis and heals, probably trying to never die and get easy kills from the players that fall for these condi traps.

Actually you can figure out how much damage reduction you are going to get from gear. Of course you can't calculate a flat damage number, but you can calculate the relative damage reduction. Let me give you the short answer, yes it useless. I built a character to see if def stats were even worth it, my character died just as fast with toughness than without it. In general terms, increasing vitality seems to be much more useful than toughness for defence. The calculation is actually straightforward:.

Arm with this formula, we can now figure out the effectiveness of toughness and vitality. The effectiveness of the two attributes can be quantified by looking at effective hitpoints EHP. Each point of vitality increases EHP by For toughness, EHP is a little more complicated. First, let's ignore healing and condition damage which bypasses toughness. If your hitpoint is currently HP and your armor is A, then. I know that these estimation are iffy but this is not WoW where your DPS could be precisely calculated to the decimal points, so all these is more of a rough guideline than a precise method to gearing your character.

In short, if you wish to know whether you should invest the next point in vitality or toughness, just check the following:. As pointed out by Lumm at this post , toughness and vitality both allow you to survive longer and so as you increase either or both attributes, you are likely to receive more healing. Energy Amplifier Inventions — Your healing power is increased while you have regeneration. Vitality comes second and is not actually an option, tank gear has already maximum Vitality values.

The substats gains depends on your job mostly, some will benefits more from one substat or another. In any case, the difference between all of them is quite small. Simply cause of healing and health regeneration. Tenacity: This stat boosts both your damage and your defense.



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