This little Article on Game Amp helped me to decide which mod to prefer:
Fortitude + 30 HP vs. Armor + 5 Mods
And yeah Ensign is right ... DP sucks
Cheers,
Timebandit
+5 AR or +30?
2 pages • Page 2
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Originally Posted by Sword
30 hp always
no arguement |
+30 is the norm and works best most of the time, but there are DEFINATELY times for +5 to be better. In GvG/HA I normally run the HP, but hero battles (i run monk) I run the +5 armor or +7 vs physical, depending on a quick test of what kind of daggers the sin is using. The +5 is MUCH better where constant pressure is being applied to you.
To sum it up, and hopefully justify swapping, if your increased armor causes you to lose less health that adds up to more than 30, in a fairly short amount of time, you made a wise choice.
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that article on gameamp isn't really complete, there's much more than total hp to it.
the longer a battle takes (the more healing required) the better +armor is.
the 30 extra health only works once, your monk still has to heal that 30hp back, while with an armor mod, the monk spends more energy to heal the damage thats being done to you. it might not seem like a lot, but it adds up.
in a spike situation(pvp), +hp is most likely the best option for a consistent weapon (if you don't have both available to swap)
in a pressure situation you are likely to lose your health bar more than once, so armor would be the best choice, as long as the damage done isn't purely degen or armor-ignoring
a lot of things change this though, for example physical skills, they add an extra bunch of armor ignoring damage, and +armor would only decrease the amount that came from the base attack.
at the end of the day, you can never go completely wrong with +30 HP.
you should always stack as much as you can though, if you add another 100 hp you're much better off against spikes. and if you add +15 armor your pressure defense is considerably better.
the longer a battle takes (the more healing required) the better +armor is.
the 30 extra health only works once, your monk still has to heal that 30hp back, while with an armor mod, the monk spends more energy to heal the damage thats being done to you. it might not seem like a lot, but it adds up.
in a spike situation(pvp), +hp is most likely the best option for a consistent weapon (if you don't have both available to swap)
in a pressure situation you are likely to lose your health bar more than once, so armor would be the best choice, as long as the damage done isn't purely degen or armor-ignoring
a lot of things change this though, for example physical skills, they add an extra bunch of armor ignoring damage, and +armor would only decrease the amount that came from the base attack.
at the end of the day, you can never go completely wrong with +30 HP.
you should always stack as much as you can though, if you add another 100 hp you're much better off against spikes. and if you add +15 armor your pressure defense is considerably better.
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Yea health mod is better than armor mods in most cases since most spellcasters stay far enough back to avoid damage from melee fighters. Melee fighters don't need it either since they usually have high enough AL anyways and it makes little sense since AL has diminishing effects at high levels.
Plus armor can be avoided with armor penetration attacks. HP on the other hand will help with degen, giving you an extra 2 seconds to whip out a spell to gain back health.
Plus armor can be avoided with armor penetration attacks. HP on the other hand will help with degen, giving you an extra 2 seconds to whip out a spell to gain back health.
This has been debated so many times. It depends really and having both is ideal. Running around with +5ar throughout a round will reduce a lot of damage in the end while the 30hp mod will just sit there. On the other side, if you don't have much hp, due to damage or dp, or your against a spike group then sure the 30hp is better.
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Originally Posted by Dr Strangelove
+5 armor is generally better the less armor you have to start with. On a caster with 60AL, +5 armor is worth 8.3% damage reduction. On a warrior with 96 base AL, +5 AL is worth around 4.5% damage reduction. The more armor you have, the less it does.
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Edit to add some numbers:
Let's say with ar60, it took 1000 hp worth of damage to kill you (this includes your base hp and the amount of healing that monks have available to dish out)
Adding +5ar, making ar65, it would take 1090 damage to kill you (1000 / .917)
For a warrior with around ar95, it would take 1834 damage to kill him (1000 / .545)
Adding +5ar, making ar100, it would take 2000 damage to kill him (1000 / .500)
The percentage increase in survivability is the same in both cases (an additional 9%). The warrior has gained an effective 166 life points worth of damage mitigation, while the 60ar caster has gained 90.
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Originally Posted by Antheus
In wurms, +AL is better, especially double +5, or +5 and shield.
On casters, I prefer +30, since +AL is hard to get, without sacrificing much of the build. +AL is also much easier to obtain through skills, than +hp, at least in general builds (WY, SyG, and similar). |
Armor that comes from your weapon/offhand and runes does not count towards that cap.
That said I generally prefer +30hp, because when I take a few deaths, it's easier to get my henchmen out of the hole if they don't die in one hit. My minion master uses dark bond, which is an alternate form of mitigation, although my N/Rt healer does use Protective Was Kaolai + Herald's Insignia (+10ar while holding an item).
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