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subject: Warhammer Online: Each character in WAR enjoys another set of defenses [print this page]


Warhammer Online: Each character in WAR enjoys another set of defenses

Warhammer Online: Each character in WAR enjoys another set of defenses

Each character in WAR enjoys another set of defenses directly on top of the passive defenses. These are the passive-resistances. When taking incoming damage from any source, you'll find that the damage is applied first through these defenses. If toughness and wounds are the last line of defense, then these defenses are the front-line against damage that is determined to be undefended or unavoidable. Most often, it is these defenses that most attacks seek to bypass. It is no coincidence, then, that these defenses are also generally static based on one's career and the type of gear one wears. These include armor and magical resistances. It should be noted that, mathematically, because of the nature of these resistances, damage is reduced by toughness first, before mitigating damage by resistance, since toughness is blind to whether damage is magical or physical.

Armor mitigates damage from physical sources, be they ranged or melee. Armor is completely ignored by magical attacks and reduces all incoming damage by a percentage per hit. Tanks often find themselves pondering which is more effective -- armor or toughness (which mitigates damage per volume) -- and which to cap out first. Again, without getting into the hard numbers, it is easiest to visualize the difference between the two as this: defense against a lot of smaller hits and sustained incoming DPS (toughness), and defense against fewer, larger hits and spike damage (armor). Both are desirable in any amount, and generally speaking, more is better. Toughness is soft-capped at 1050 (at level 40) and armor is soft-capped at 75%.

Conversely, Magic Resistance (MR) mitigates damage from magical sources, much like armor reacts to physical damage. And although the resistances are generally thought of as armor against magic users (i.e., Bright Wizard, Sorcerer/Sorceress, Archmage, Shaman, etc.), MR also provides defense against any career using magic-based attacks such as, for instance, the spirit-based Ravage used by Chosen, or the corporeal nature of the Witch Elf's poison-based attacks. To make things even more complicated, the magic resistances come in three flavors: spirit, corporeal, and elemental. When choosing which statistic to stack defensively, it is easiest to think of the difference between MR and TOU as defense against magical DoTs (toughness) and defense against magical nukes (MR). Keep in mind, though, that MR also reduces damage from magical DoTs but soft-caps out at a much lower percentage than either armor or toughness (i.e., 30%, or 750 raw stat).

Before damage can ever be determined against a target, it must first be decided whether an attack hits at all. To do so, incoming damage must pass through the final set of defenses known as the active defenses. The active nature of these defenses also implies some other benefit to increasing the statistic. These defenses include Weapon Skill (WS), Initiative (INI), and Willpower (WP).

Written byScoo from http://www.mmoxe.com.




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