How much toughness gw2




















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. However, sometimes the best choices for defence can depend on the class you are playing. For example, for a class that is able to heal a lot, such as the elementalist, I find that increasing healing power and vitality are the best options for increasing defence and survivability.

The fact remains you can quantify the impact it has and make a decision on how much to take is what matters. If that's useful or not to people Admittedly, it's not the easiest thing to determine for lots of people so what would be nice is for there to be some calculator. See, for example, Lord Hizen.

He's beaten top notch PvP players and WvW roamers using glass builds. He also uses toughness builds to solo fractal CMs, open world metas, and legendary bounties. So have I, for that matter. I won't say there aren't better players out there, but I'd say it's a stretch to say that players who can do these types of things qualify as incapable of learning timing, telegraphed animations or fight mechanics.

You use the right tool for the job and in my experience, toughness is an excellent stat for condi builds, especially those with a poor power ratio. It will allow you to play more aggressively and stretch between defensive cooldowns where a glass build would be forced to play defensively, very possibly losing more damage than you gain from taking power stats!

Here's a video to illustrate the point. I'm wearing Dire gear and my evasion is pretty solid. The combined effect allows me stay on offense the entire fight. Using Viper stats vs. In any PvE content where the NPCs are not using the 'aggro on toughness' mechanic it can increase survivability a lot if you're not 'skilled' in timing dodges yet or if you're having latency issues.

Soldiers is an ideal gear set for new players, especially if coming from something like WoW. After that, graduate to Knights or Rabid, and then once you're fully dodging properly Before HoT I had high toughness builds on all professions.

I survived more than most other people though because the folks I was running with were, like me, coming from 'tab target' games and not good at getting out of the way of attacks. Over the years I started learning to dodge more. In WvW where you're not being focused, just being attacked alongside your group - it can greatly increase your survival rate but it comes at the cost of giving up some DPS stat that may have been more useful to the group.

I use it on a 'WvW roaming' build - if you're playing WvW solo, even when you end up with a zerg or a group they will often break up after each battle or they might all be in comms and suddenly port out on you In theory its as simple as this.

Competitive at the very least. Or at least thats what everyone loves to claim, honestly toughness should be rolled together with vitality and turned into something like "Survivability" or some such thing to make it so more stat-sets can have them incorporated.

But I digress. Condi zerg comps do exist but they can have a hard time against enemy groups with a lot of cleansing from Scrappers, Spellbreakers, and Tempests in support roles. Or you can play Burn Guard solo and try to catch people with lots of burning from reflects. Guardians can deal with conditions so their HP pool isn't too much of a problem.

I'm honestly not sure how that trait of yours and the signet would fare. I'd say you try out your build. All builds have weaknesses anyway. Just know what to avoid and play your strengths. More topics from this board Is it worth getting into this game?

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Side Quest 3 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? Do you need more like k to have some decent survivability? Toughness is a defensive character attribute. Each attribute point put into toughness increases the armor of the character by one, which improves the character's ability to withstand strike damage.

Toughness is one of the contributing factors in determining NPC aggression. Toughness has no effect on falling damage. For a breakdown on how Toughness or rather armor works, see Damage. This table lists prefixes that have Toughness as a Major attribute. For other prefixes that affect Toughness, see the full listing at attribute combinations. Weapon skills that increase toughness. Bundle skills that increase toughness.

Utility skills that increase toughness. Traits that increase toughness. Traits that benefit from toughness. Traits that reduce toughness. Category : Attributes. Power Precision. Power Ferocity. Vitality Healing Power. Concentration Healing Power. Healing Power Condition Damage. Toughness Healing Power. Vitality Concentration. Toughness Condition Damage.



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