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  1. #1
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by PiedPiper View Post
    ...
    If your maintaining Path then the 10% damage reduction more than makes up for this, why is no one acknowledging this still?
    To the point of literally everything else, Path debuff, WAR better for single targets. Ok so every onze of incoming damage is physical (not true, but not worth arguing), w/ Path up full time (no reason for it not to be, aside from jumps) WARs total mitigation and eHP is better, and makes the supposedly mathed out healing deficiency simply wrong.

    For the sake of argument, PLD survivability is better against groups since rampart is a CD and IB requires wrath, but WAR damage far outweighs PLDs on that same group, so there is a fairly even trade off in survivability vs. killspeed.

    Quote Originally Posted by Enfarious View Post
    Working with math we've all seen:
    Assuming both have 6000 HP before stances
    Warrior: 6000 * 1.25 = 7500
    Paladin: 6000 + 20% dmg reduction = HP/(1 – 0.2) -> HP = 6000/0.8 = 7500
    So without heals the effective health is the same, but things change once healing is taken into account. Tanks take 5k dmg over time and need to healed.
    Paladin: 5000 * 0.8 = 4000 dmg to be healed
    Warrior: 5000 * 0.9 (this is the missing factor) = 4500 dmg to be healed

    White Mage Cure II = 1k
    Paladin gets 1k * 4 = 4k to recap.
    Warrior gets 1.2k * 4 = 4.8k to overheal 300.
    The impact of RoH isn't a straight damage reduction, and the actual effect of a 10% str reduction to a mob would mean having to make a mob by mob study. The same is true for Foresight since the effect of increased defense would vary by player and mob.
    (0)
    Last edited by Enfarious; 12-28-2013 at 01:58 AM.