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A few open questions about Mitigation and AvoidanceFollow

#1 Mar 22 2005 at 3:02 AM Rating: Decent
I'm starting this thread because I don't believe anyone has truly worked out the formula for how avoidance and mitigation are calculated and how they can affect reactives and healing spells. I would like to hear anyone's theories about how these two elements affect the role and effectiveness of the healer classes. Your theories do not have to be set in stone and you do not have to have exact formulas. Just a few statements based on your personal observations is fine.

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One thing I've found in observation is that ward damage absorption is calculated before Mitigation but after Avoidance. When getting hit, I constantly see it absorbing horrendous amounts of damage. When the ward drops, the average damage I recieve is nowhere close to what the ward was taking. I don't know if this is completely true, since when I cast the ward on others, their own statistics do seem to get calculated before the ward. Has anyone else noticed anything similar to this?

Edited, Tue Mar 22 03:06:09 2005 by mageofrage
#2 Mar 22 2005 at 6:58 AM Rating: Decent
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138 posts
I have both a defiler and a bruiser. My bruiser has about 1k mitigation and 70.4% avoidance. From what I can tell this means the same thing as the old armor class rating that was used just 2 days ago. However, they have broken it up to make it read different and more confusing at least until we really get an understanding of what the 2 mean.

A comparison using the two. My bruiser is 30 and had grouped with a 29 Paladin yesterday. The paladin had 1246 Mitigation and 34.6% avoidance. From a healing standpoint, a reactive type heal would probably work better on the paladin then the bruiser due to the pally actually getting hit more often but for less damage. On the bruiser, wards and regens would be more effective. This IMO is because the bruiser will get hit about half as often but for more damage. The ward would benefit the bruiser more because it would probably last the duration where as with the Pally it would get beat off of him before time expiring. Also, with a longer time inbetween damage taken on the bruiser there is more time for a regen to do its job.

The main thing to remember in all of this is that they didn't change how AC is calculated. All they changed was how it is displayed. AC, or more recently refered to as something like defensive skill, has always been a calculation of Mitigation and Avoidance. For example, my bruiser used to have a 3000+ defensive skill which was very comparable to the other tank classes of like levels. This was somewhat confusing because how could my light armor wearing tank be equal in defense to a Pally or SK? The avoidance abilities make up the difference.

Heal the same way today as you did yesterday. The game play hasn't changed only the way we look at the numbers behind it has.

#3 Mar 22 2005 at 11:32 AM Rating: Decent
I'm aware there was no change to the actual damage/AC formula, only in the way that it was displayed. I personally like the new way as it gives the healer much more information than the old system. As I made notice before with wards, I would much prefer the player with higher avoidance to tank if I'm Main Healer, as that would mean that the ward will be less likely to break on a traumatic amount of damage. A cleric class may want the opposite though, since their reactives don't seem to break when massive damage is dealt and the player with higher mitigation will take less damage, but just more often.

As far as the actual mitigation goes though, I still observe it to happen after the damage absorbtion part of the ward. It just seems like the amount that the ward takes would be an amount that a character with little or no AC would take. My character has 1200+ Mitigation and takes roughly half of what ward does on damage on an average hit.
#4 Mar 23 2005 at 5:44 AM Rating: Decent
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That I will deffinately agree with. Ward seems to have it's own mitigation value which makes it less effective then it appears. My defiler can cast a ward that absorbs almost 800dmg. However, if a mob hits it for 400 twice it is gone. Then the mob starts hitting the tank and it's only doing 100dmg per attack. I dont think the effects are nearly that bad but it doesn't appear to use the players mitigation value.

I find ward very usefull in some cases and not so much in other cases. If I can debuff a mob and ward the tank I will probably not have to heal very much at all. However if I don't do one or the other I wind up having to toss out direct heals. It can become very situational on which spells I will use on any given encounter.
#5 Mar 23 2005 at 9:24 AM Rating: Decent
Yes, I've found that debuffing strength can really extend the ward's life. I now put Degeneration as the number one priority spell to get off as soon as possible in combat for this. The 37 point debuff really makes a difference. It not only drops strength, but stamina and attack speed as well which can in it's own right, shorten the length of the battle.
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