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Unread 03-27-2006, 10:12 PM   #1
Xiza

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Would a raid tank use these items over say +sta +health items.  Personally I have no empircal data since I switch equipment so often and I look back on ACT parses and I dont remember if I had the right + miti items on or not. Cuirass of Protection +138 to crush/slash/pierceGen Encrusted Gaunts +61 to c/p/sBloowdind Belt +67 crush/slashMithrian Greaves +140 piercingTalonlord Footsteel +63 c/p/sNeckband of Might +134 crushing/piercingCapt. Lucky Earing +48 c/p/sLight Chiting Ring x 2 (+136 c/p/s)2Bracelet of Dead +118 CrushGold Searing Bracelet +70 crush/slashSo what do you think, should I be using these items over +hp stuff?
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Unread 03-27-2006, 10:44 PM   #2
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From my quick tests...it looks like +Mitigation items are equivalent to the equivalent mitigation value on armor...so if its +138 to all three types of physical damage, its the same as if it had 138 mitigation.Its a tradeoff on many pieces versus the stats, but in general, mitigation is very good.adding another 1% mitigation when being hit by something that does 10,000 damage is 100 hps less you take every time they hit you. IMO, its got to be a lot of hps lost to make up for big chunks of mit.
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Unread 03-27-2006, 10:45 PM   #3
Sirlutt

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personally i think it depends on what your tanking.  Will adding +300 mit vs crushing change the numbers as much as having +500 HP ?  I certainly think those kinds of items are worth having around to swap in and out as the situation dictates.  You'd need to experiment a little though to find the best combination of +SPC vs lowering other stats.  No point raiding mit and losing a bunch of avoidance, or HP (or both).if your in a good group or MT group and your finding a mob is hitting hard for a particular thing it might be worth trying to buff that  to reduce the amount its hitting for.  i know i'm buying this kind of stuff as i see it and as it makes sense.It could be the solution to some of the other classes "issues" with Warrior AA's and our short term mit buffs.
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Unread 03-27-2006, 10:45 PM   #4
Xiza

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For the above setup I'd be at +971 vs Crushing +856  vs Piercing +719 vs slashing. 
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Unread 03-27-2006, 10:52 PM   #5
Sirlutt

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Xiza wrote:For the above setup I'd be at +971 vs Crushing +856  vs Piercing +719 vs slashing. 

and thats pretty nice. if you had 4500 Crushing at lvl 70 it would be 64.285%.. adding 971 bring it to 5471 .. or 78.157%... thats a 13.872 % raise... the 80% cap for 70 vs 70 is 5600.  Thats pretty impressive.btw, if my math is wrong let me know how the % is calculated, this is how I have had it explained to me and it verifies on my char when adding/removing items.
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Unread 03-27-2006, 10:53 PM   #6
EasternKing

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the cap from items is 8%

so once you can hit that anything else is kinda redundant........so having alternative gear and keeping the total miti suit for raid tanking is what id suggest.

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Unread 03-27-2006, 10:58 PM   #7
Sirlutt

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8% ?.. or you mean 80%?i know when you mouse over your mit it shows the actual levels of the individual types but it appears as if that is just not displayed correctly. For instance when i add crushing, enough to take my crushing from 55% to 59% it changes the displayed crushing from 5,5% to 5,9% even though my actual mitigation value might not change.  I always thought that was a display error.come to think of it, if it is in fact displayed correctly how is it applied?  I have to think its a display error because when you dont have anything adding to any one skill all 3 are the same as your mit %.
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Unread 03-28-2006, 12:07 AM   #8
Wabit

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mostly i'm useing max mita gear for every fight, but will swap some resists on boss mobs mostly...  playing around with my gear last night, i could either have ~5200 mita and 7500 HP, or 4800 mita and 8k HP...  resists i can buff as needed...

the HP really comes down to the +HP per item, the sta will get capped fairly easy raid buffed...  i think it really depends on if the encounter is spikeing me for a resist (magic seems like most common big spikes)...  i think once i start getting raid loots the resists and stats will be more rounded and the gear has better base mita...

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Unread 03-28-2006, 02:11 AM   #9
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Sirlutt wrote:personally i think it depends on what your tanking.  Will adding +300 mit vs crushing change the numbers as much as having +500 HP ?  I certainly think those kinds of items are worth having around to swap in and out as the situation dictates.  You'd need to experiment a little though to find the best combination of +SPC vs lowering other stats.  No point raiding mit and losing a bunch of avoidance, or HP (or both).if your in a good group or MT group and your finding a mob is hitting hard for a particular thing it might be worth trying to buff that  to reduce the amount its hitting for.  i know i'm buying this kind of stuff as i see it and as it makes sense.It could be the solution to some of the other classes "issues" with Warrior AA's and our short term mit buffs.

But over the course of a long fight that 300 mit will save the healers much more than the extra 500HP.  All the extra HP will do is lessen the impact of spike damage.
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Unread 03-28-2006, 02:44 AM   #10
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TheEasternKing wrote:

the cap from items is 8%

so once you can hit that anything else is kinda redundant........so having alternative gear and keeping the total miti suit for raid tanking is what id suggest.


Don't forget mobs that are higher than your level will reduce your effective mitigation lower so having extra will help make up the level difference.
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Unread 03-28-2006, 04:08 AM   #11
EasternKing

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ok armour is displayed as : (numbers made up for disply purpose)

mitigation :4k

slash 5.9%

crush 6.3%

pierce 5.5%

the slash / crush / pierce is capped at 8% thats what i ment with the 8% post yes your mitigation is capped at 80%

so once you hit the 8% cap on the sub cat's of mitgation then id look at getting gear that directly add's max health

yes i know for highercons the cap is in effect increased but the op doesnt give a frame of reference for what area hes asking about .......solo / grouping / raiding or all 3 hence why i said to get in effect 2 suits as its only really raid mobs that justify and need that much extra mitigation anything else doesnt live long enough for it to be a concern.

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Unread 04-04-2006, 10:18 AM   #12
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Anzak wrote:

Sirlutt wrote:personally i think it depends on what your tanking.  Will adding +300 mit vs crushing change the numbers as much as having +500 HP ?  I certainly think those kinds of items are worth having around to swap in and out as the situation dictates.  You'd need to experiment a little though to find the best combination of +SPC vs lowering other stats.  No point raiding mit and losing a bunch of avoidance, or HP (or both).if your in a good group or MT group and your finding a mob is hitting hard for a particular thing it might be worth trying to buff that  to reduce the amount its hitting for.  i know i'm buying this kind of stuff as i see it and as it makes sense.It could be the solution to some of the other classes "issues" with Warrior AA's and our short term mit buffs.

But over the course of a long fight that 300 mit will save the healers much more than the extra 500HP.  All the extra HP will do is lessen the impact of spike damage.

But it is the spike damage that kills you, and that is what matters, not?

 

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Unread 04-04-2006, 11:05 AM   #13
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I don't really like +mit items that don't have +slash on them, cause a lot of badazz mobs in KoS use slashing attacks. Good to have Neckband of Might and Bracelet of the Dead in your inventory but better to wear something else.

For general purpose I like the Aviak Feather Bracelet or whatever it's called, good stats and 45? to c/s/p.

Talonlord Footsteel has crappy mit to begin with, try to get the boots from the dragon in PoA.

Light Chitin Ring has no stats or health which you usually want to avoid but the resists on them are very nice.

Note Qadira's Bangle can usually be found on broker, iirc 10str/stm, 45 to c/s/p and 600heat and 400divine.

Relic and Gem Encrusted Gaunts have about same mit but ooooooh the +8 slash on relic is sweet.

I use Planar Orb of the Warrior over Captain's Lucky Earring, it procs a heal and a temp mit buff, not up all the time but I think it'd be worth using over the Captain's.

I use Vitae Immortalis most the time for the good STA and WIS for hp/resists.

 

 

 

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Unread 04-04-2006, 12:43 PM   #14
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The Way I have seen this working is that if, for example you have an item that gives +60 mit vs crushing, and not to any off the other two, the % value in the crush subsection will increase, however so will your total mitigation, your overall mitigation seems to increase by a third of the individuals value, and thus when an item has for example +140 to each type of damage (eg empowered greaves) it gives the overall mitigation 140 extra as well as the individual types in the subsection extra.

As to maxing mitigation out, unlike someone else mention, the cap isnt 5600, but 6200, so when at 6200 you have 80% mitigation against a level 70 component. however as far as i am aware about the individual slashing, crushing and piercing section in the mitigation these will cap at 8% and i believe its in addition to the 80% base mitigation.

 

Overall due to the items + value to one of the types, giving an overall value as well, some items will be worth staying with, however raw health will always be a good choice.

 

Personnally i use a mixture of the two. I use breath of netshiva (the feerrot spire dragon) +10 to all stats +60 to crush/slash, as well as dark chitin ring and light chitin ring, also using a lot of the dragonscale items from the claymore line, using the earing for raw hp and the mitigaion although no stats, but the bracelet with no raw hp for the +30 to each stat. I think really, just switch items around and see which you like more.

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Unread 04-04-2006, 04:43 PM   #15
Khurghan

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The value you see as your displayed armour class is actually the mean of your crush,pierce and slash resistances.You have three seperate reistances to physical damage types - crush, pierce and slash *normal* armour class adds uniform resistance to all three resist types.  When your wear an item with +vs crush etc the individual AC goes up an ammount and your overall AC goes up a smaller increment (as its only average value displayed).The 8.0% (or whatever) you see in the UI window is a UI bug.
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Unread 04-04-2006, 04:50 PM   #16
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Are you saying that +crush items really do raise mit against slash and pierce attacks because the main mit number goes up?
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Unread 04-04-2006, 04:57 PM   #17
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WardenOfDoom wrote:
Are you saying that +crush items really do raise mit against slash and pierce attacks because the main mit number goes up?

No.I'm saying that the only reason your main displayed AC value goes up is that your average mitigation across crush/slash/pierce has increased.
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Unread 04-04-2006, 09:27 PM   #18
Sirlutt

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Khurghan wrote:The value you see as your displayed armour class is actually the mean of your crush,pierce and slash resistances.You have three seperate reistances to physical damage types - crush, pierce and slash *normal* armour class adds uniform resistance to all three resist types.  When your wear an item with +vs crush etc the individual AC goes up an ammount and your overall AC goes up a smaller increment (as its only average value displayed).The 8.0% (or whatever) you see in the UI window is a UI bug.

thats exactly as I understand it too.
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