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Since EHP (discussed above) equals armor*health you want to maximize the value of the following equation(Base health + 10*vitality)*(base armor + toughness) = EHPWith the condition that: vitality + toughness = total available stat pointsThere are 3 health pools:High: Warrior, Necromancer (19k naked)Medium: Ranger, Mesmer, Engineer (15k naked)Low: Guardian, Ele, Thief (10k naked)Survivability HierarchyHere's a simple and crude way to determine your survivability against direct damage. Just take the product of your armor and HP. If you want to know how you rank against other builds/classes, here's a hierarchy for comparison. Note that you have to first divide the obtained number by 10000. Also, this hierarchy is only meant as a rough comparison and doesn't take into account traits, skills and utilities that provide additional survivability.- 3500 Break on touch3501 - 4000 Fragile4001 - 4500 Middle ground4501 - 5000 Durable5001 - 5500 Tanky5501 - 6000 Built to last6001 - Moving Fortress Converting damage reduction to equivalent toughness gainThe conversion will be done assuming a 2600-armor character. The formula is A*R/(1-R).50% = 2600 toughness33% = 1300 toughness (Protection)25% = 867 toughness20% = 650 toughness15% = 459 toughness (Signet of Judgement with perfect insriptions)10% = 289 toughness (Signet of Judgement)5% = 137 toughnessAverage Dmg=Base Dmg * (1-Crit)+basedmg*(Crit*Fer) or Average Dmg = Basedmg*(1+crit*(Fer-1))AA= Auto Attack, Burst is #2 on Engineers not to be confused with war burst skills (skill name vs functionality).PPS = Pulse per second.FB= Flame Blast Flamethrower burst skill (#2) which hits twice, once on pentetration and again on explosion. All Modifiers are calculated with base dmg before average increase with crit, fury and ferocity. All calculations are for 2600 base armored target(heavy tank) Increase stands for coefficient.Grenades Valk armor(Power> Vit-Ferocity) with knight trinkets (Toughness>power-crit) only runes change.Runes: eaglecrit 45% Fer 189% base AA = 260, #2 = 433 with 5% and 10-25% modifiers given as average 15% AA = 418.7,#2 = 697, increase 1.4005 (fury 1.5785 or 58%) or 40% ,Runes: OgreCrit 37% Fer 185% base AA = 293,#2 = 488 AA = 385,#2 = 641 increase 1.3145 (fury 1.4845 or 48%) or 31%Runes: PackCrit 43% Fer 182% base AA = 283,AA = 471AA = 440.20,#2 = 732.6 Increase 1.3526 (with fury 1.5166 or 52%) or 35%FlamethrowerPVT(soldiers) + Str Runes Kni trinketsCrit 46% Fer 167% AA=201x5pps, #2=673-1366 with 10M and average modifiers of 12%Base with modifiers = AA=225.12x5pps, #2=753.76-1529.92 Increase 1.3082 (fury 1.4422(-50%hp 1.3752 w/Fury 1.5092)With Increase AA=295x5pps, #2=986-2001, -50%hp target AA=310x5pps, #2=1037-2104Same setup Celestial TrinketsCrit 42% Fer 177% AA=196x5pps, #2=656-1331Base with Modifiers = AA=219.52x5pps, #2=734.72-1490.72 Increase 1.3234 (fury 1.4774(-50%hp 1.4004 w/f 1.5544)With Increase AA=291x5pps, #2=972-1973, -50%hp target AA=307x5pps , #2=1029-2088same setup asassin trinketsCrit 51% Fer 188% AA=201x5pps, #2=673-1366AA=225.12x5pps #2=753.76-1529.92 Increase 1.4488 (fury 1.6248 (-50%hp 1.5368 w/f 1.7128)AA=326x5pps, #2=1092-2217 -50%hp target AA=346x5pps, #2=1034-2351