where did you get your information from? out of curiosity.
as far as endurance's role, equip an item with an endurance modifier on it, you will see it increase your defense. defense is the end result. it does play a large role, but it isnt in the damage formula, its long before that.
Defense = Base Defense + (0.01 * Endurance + 0.5) * Total Defense Modifier
"base defense" is diffrent for each class
Total defense modifier = all of your defense from gear added together
the first "defense" on there is what you see on your character sheet. its the end result, so technically all that matters when taking damage (as your endurance is part of how you get to the end result).
It's known, and been known since kTera.
Where did YOU get that formula? Where are you getting that endurance isn't factored directly into damage? If it isn't, why are there these discrepencies?
Hint: Endurance is HUGE. No, I don't have a formula. I have never done the work to find it out, but endurance is one of the biggest factors in survivability. It's why Lancers, despite having plate armor, take quite a bit of damage; They have low endurance. Same for zerkers. Zerkers take more damage than, say, slayers, because of their paltry endurance.
as far as a lancer in cloth, you will take alot more damage than if you were wearing plate as you will have much lower defense. you mentioned a warrior in defensive stance taking less damage than all classes, did you read the OP's post? thats what this whole thread is about. a warrior in defensive SHOULD take less damage, but in his test, is not. its taking almost twice as much.
A) I'm betting his defensive stance wasn't glyphed.
B) I'm betting he wasn't using the endurance buff from death from above(which, to be fair, he can't).
I'm sorry, but the equation he posted is absolutely correct. If you modify endurance, you see your defense change accordingly and instantly: defense is the end stat that is used in calculating damage taken.
What the equation means, then, is that for any amount of endurance away from 50, you will modify the defense listed on your gear by 1%, either up or down. A person with 56 endurance will have a 106% defense from gear value, while a person with 29 endurance will wind up with only a 79% value.
What this means, is that characters in heavy armor gain more defense per point of endurance in the end, and also explains why damage values for heavy and medium armor are so close despite massive defense differences, since Berserkers and Lancers have the lowest base endurance stats in the game.
I seem to recall a table I saw somewhere, that indicated a disparity in the amount of damage that each class takes from monsters. If I remember right, both warrior and lancer were listed at 100%, while other classes were all lower, even going so far as to put Priest and Mystics down at roughly 44% or so.
Keep in mind this is all from memory, and I'm not sure if it applies to PvP, but it's a really weird balancing system that I'm not sure has any use. I can only imagine this is in place to cause PvE balance to differ from PvP balance, if the values are not applied to PvP, anyway.
I'd like to ask for advice for hardmode Fane, More specifically, on hard mode Kaprima.
I get basically one hit by Kaprima's backwards cyclone. It's pretty easy for me to dodge / block in normal mode, but it's a totally different story in hard mode.
If I'm within the thunder strike animation, even if I see Kaprima about to cyclone, there is nothing I can do about it. Can't block cancel in time, can't roll.
The only way I can see myself avoiding this is to seriously gimp my DPS by immediately blocking every time I see Kaprima about to do anything -- which is totally unacceptable during what is supposed to be a DPS race.
What a lot of people have failed to recognize is that Kaprima's cyclone only hits once on the right side of his body. The positioning is precise, but you can get to a place where you're still getting back hits while also in the sweet spot for single hits. These hits will take you down 20-35k, but don't have a chance of killing you outright.
The only archer my friends and I ever allowed into our party was terrible, running into the enemy taking hits, doing no damage, forcing me to keep healing them and draw threat from our tank.
We don't take archers anymore.
Now that's just contradictory. Either he wasn't doing damage, or he wasn't pulling aggro. Chances are, if he was actually taking aggro, then he was doing way more damage than your friends. He was actually probably pretty good and would have been able to show it if your tank could hold threat.
If we're being entirely honest, these were all more or less test runs at the whole video making thing and I realize that a lot of things in these videos isn't going to be useful at cap.
But at this level, Sorcerers simply do not have the tools to deal with a Berserker. Regardless about whether the Magma Bomb goes behind me or not, the block direction is still towards the Sorcerer, from my experience. I've never gotten hit by a Magma Bomb while blocking towards the Sorcerer, even while it appeared to fly behind me. Pain Blasts should be easy to block for any Zerker, and rather key to regardless: just watch for the cast animation and drop what you're doing.
I already have plans to redo these videos at 60 where they're actually useful, as well as when I can actually take my time to find extremely good and appropriately geared examples of the class. Keep in mind that I had to work with what I could manage within a single beta weekend.
Very nice, I'll give you a free bump. Look forward to more.
Well, since I couldn't get to the other class videos, I decided to just throw in some of the remaining interesting fights into one compilation. You won't hear me talking, you won't get any hints, and I won't always be winning, but hopefully it's entertaining anyway.
If you have any specific questions about my strategies in these fights, go ahead and leave a comment. It's way easier for me to answer inquiries than draft up a script and record it. After this, it level 60 videos or bust.
With the removal of these, as well as the removal of the green-quality crystal engines, crystals are going to be the most valuable commodity in the entire game. Absolutely ridiculous.
lolwut? Add-ons are one of the things that make WoW so popular, making it so that people are able to customize their experience. HOWEVER, this does not mean that we need/want things like boss mods, decursive, etc. UI mods alone create a good amount of draw. Add-ons that allow the player to rearrange and customize information they are already given is fine. Add-ons that change the way a person plays, or trivializes some of the content is not fine.