Originally Posted by AncientPC
10% armor penetration with a 10% chance is the same thing as 1% armor penetration 100% chance.
Sure if you only take 10 trials you may have 0-5 armor penetration attacks, but with a large enough sample size 10/10 gives you 1% armor penetration. Thus 1% armor penetration can be accurately used to describe 10/10 sunder mod's effects. We all know that 1 point in strength is 1% armor penetration 100% chance and how little extra damage that yields. In conclusion 10/10 sunder is useless. 10% chance for 200% adrenaline is the same thing as 20% extra adrenaline 100% chance and thus obviously more useful than sunder. qwerty: Your argument is sunder is good for the chance to spike damage. What is the chance that two hits will consecutively do armor penetration? 10% x 10% = 1% What is the chance that three hits will conseuctively do armor penetration? 10% x 10% x 10% = 0.1% So you're aiming for that chance<=1% to spike a minimal amount of extra damage? You're going to need a better argument for the sunder mod. |
Sunder = S
Non-Sunder = N
It could be:
S S N N N etc
S N S N N etc
N S N N S etc
S N N N S etc
S N N S N etc
Let's say for example I'm just chargin up all my adrenaline skills on character X. Enemy monks heal X, protect X, etc.
Then, all of a sudden, I turn around and spike Monk A. With sundering, I have a chance to do all that damage I COULD get from Vampiric, but I don't want to have to hit said Monk 5 times, 6 times, etc to do it. I want to do my spike, and move on to another target. Continually change targets