How To Add Dmg Resistance Neverwinter

Neverwinter Stats and Effects Calculation by Dandes

  1. How To Add Dmg Resistance Neverwinter Free

For Neverwinter on the Xbox One, a GameFAQs message board topic titled 'Hey! Clerics can dish out DPS when specced. Stop kicking me'. Due to this they use augment companions but are doing noticeablely less damage in the game. The rotation of what you do and when has a big effect on the game. You can lose up to 75% of your damage (this is the case with the TR) by not doing the right rotation. Skill bar in Neverwinter have only few buttons and indicators: 1: Two Daily powers, hexagon with Action Points, and stamina bar above it. 2: Class mechanic skill. 3: Class Feature s. 4: Three Encounter powers, and two At-will skills. 5: Quick use items (health potions, scrolls of teleportation etc) 6: Health bar and mount icon on the right.

Creatures with damage resistance are able to ignore damage of a specific type up to a specified amount. Unlike damage reduction, damage resistance cannot be overcome with weapons with a higher enhancement bonus. Like damage reduction, the amount of damage resisted is listed as a value and a damage type, such as 'fire 20/-'. This means that the first 20 points of fire damage dealt to the. For Neverwinter Nights on the PC, a GameFAQs message board topic titled 'Mummy's Damage Resistance?' Jan 06, 2018  Hey guys I need your help I wanted to unlock fbi quickly so I spent zen to finish my storm king thunder to get the damage resistance now I’ve only got 14 i have a guild memember bet that hasn’t finish it but has 32 Everfrost damage resistance even she doesn’t know why her so high ive got all my companions to orange they all got ring of.

Because many people dont know how the game´s stats work exactly,i will try to explain it as more detailed i can.I hope it will help you,so you know how to build your gear properly and have no problems.

Power
Power Tooltip = Power*0.04
This formula is largely irrelevant, you can convert power directly to ability damage without multiplying it by 0.04 first.
The power coefficient varies per damaging ability (see Abilities Damage) but they all scale in a linear way with one exception that I’ve found so far: the Control wizards Ice Storm has diminishing returns from power.
Therefore the value of power depends on the abilities you’re using and how often you use them.

Critical Strike
Critical Chance Tooltip = 28.8*CriticalStike^1.2/(LevelConstant+CriticalStrike^1.2)
Critical Chance % = 0.05+StatBonus+FeatBonus+0.288*CriticalStike^1.2/(LevelConstant+CriticalStrike^1.2)
…where the level constant for level 60 is between 10185 and 10187.

Armor Penetration
Armor Penetration Tooltip = 35.72*ArmorPenetration^1.88/(LevelConstant+ArmorPenetration^1.88)
Targets Mitigation % = Mitigation-StatBonus-ArmorPenetrationTooltip*(1+FeatBonus)
…where the level constant for level 60 is between 1225377 and 1225660.
Your % of Armor Penetration subtracts directly from the targets mitigation to a minimum of 0 mitigation. Abilities effects stack, are applied after Armor Penetration and can reduce the targets mitigation into negative numbers. See PvE mitigation info in post #2.

Recovery
Recovery Tooltip = 36*Recovery^1.5/(LevelConstant+Recovery^1.5)
Encounter Ability Cooldown Time = InitialCooldownTime/(1+StatBonus+FeatBonus+0.36*Recovery^1.5/(LevelConstant+Recovery^1.5))
Action Point Gain % = 1+StatBonus+FeatBonus+0.36*Recovery^1.5/(LevelConstant+Recovery^1.5)
…where the level constant for level 60 is between 102309 and 102311.

Resistance

Defense
Defense Tooltip = 49.99*Defense/(LevelConstant+Defense)
Damage Resistance % = 0.005*(ArmorClass-10)+0.4999*Defense/(LevelConstant+Defense)*(1+FeatBonus)
…where level constant for level 60 is 1643.6.
The combined Damage Resistance from AC, Defense and abilities cap at 80% mitigation, with the exception of those abilities that always mitigate 100% of the damage.

How To Add Dmg Resistance Neverwinter

Deflect
Deflect Tooltip = 30.8*Deflect^1.4/(LevelConstant+Deflect^1.4)
Deflect Chance % = StatBonus+0.308*Deflect^1.4/(LevelConstant+Deflect^1.4)
Deflected Amount = 50% of damage remaining after Damage Resistance is applied.
…where level constant for level 60 is between 41957 and 41977.
Deflection is not affected by the 80% Damage Resistance cap mentioned above and as such can increasetotal mitigation to 90% on deflected attacks.

Regeneration
Regeneration Tooltip = 20.77*Regeneration^1.3/(LevelConstant+Regeneration^1.3)
% of Lost Health Regenerated Every 3 Seconds = 0.2077*Regeneration^1.3/(LevelConstant+Regeneration^1.3)
…where the level constant for level 60 is 12938.
Regeneration heals a % of the health you have lost, not your total health. It is also capped at 50% health lost, so you will never gain more than half the amount on the tooltip.

Life Steal
Life Steal Tooltip = 20.5*LifeSteal^1.3/(LevelConstant+LifeSteal^1.3)
% Of Damage Gained As Hit Points = 0.205*LifeSteal^1.3/(LevelConstant+LifeSteal^1.3)
…where the level constant for level 60 is between 12710 and 12713.

Movement
Movement Tooltip = 31*Movement^1.4/(LevelConstant+Movement^1.4)
Run Speed % = 1 + 0.31*Movement^1.4/(LevelConstant+Movement^1.4)
…where the level constant for level 60 is between 42286 and 42340.

Ability Damage
Abilities Damage Tooltip Minimum = (BaseDamage+Power*PowerCoefficient+MinWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)
Abilities Damage Tooltip Maximum = (BaseDamage+Power*PowerCoefficient+MaxWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)
Abilities Minimum Damage = (BaseDamage+Power*PowerCoefficient+MinWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)*(1-TargetsMitigation)
Abilities Maximum Damage = (BaseDamage+Power*PowerCoefficient+MaxWeaponDamage *WeaponCoefficient)*(1+StatBonus)*(1+FeatBonus)*(1 +BonusFrom#OfPoints)*(1-TargetsMitigation)
The BaseDamage, PowerCofficient and WeaponCoefficient varies per damaging ability, and there are some rare exceptions where the scaling in non-linear (just Ice Storm so far).

Critical Severity and Combat Advantage
Critical Strike Damage = AbilitiesDamage*CriticalSeverity
Combat Advantage Damage = AbilitiesDamage*(1+0.15*(1+StatBonus))
Critical and Combat Advantage Damage = AbilitiesDamage*((1+0.15*(1+StatBonus))+CriticalSe verity)

Tier 1 and Tier 2 Mitigation:
Enemies are Level 62 in Tier 1 and level 65 in Tier 2. This does not affect their mitigation.
(Have not yet tested Castle Never)

Bosses 24% mitigation
Brutes 20% or 22% mitigation
Strikers and Leaders 16.2% or 18% mitigation
Minions 14.4% mitigation
Controllers and Ranged Strikers 12.8% or 14% mitigation

So in PvE Armor Penetration starts to soft cap at 12.8% and hard caps at 24%. Other effects that reduce the targets mitigation don’t seem to have a cap, I’ve so far seen enemies go as low as -132% defenses (2.32 times base damage).

Some ability scores are addative to you Armor Penetration %, for Great Weapon Fighters it’s Con and for Guardian Fightes it’s Dex. Meaning they reduce an enemies mitigation by an additional 1% per point of Con (GWF) or Dex (GF) over 10.

Example:
Tier 2 boss, 24% mitigation. You have 15 Constitution on your Great Weapon Fighter so that reduces his mitigation to 19%.
=24-(15-10)

You also have 1853 Armor Penetration? Great, that’s another 19% reducing the bosses mitigation to 0.
=24-(15-10)-35.72*ArmorPenetration^1.88/(1225520+ArmorPenetration^1.88)

Your enemies in PvE have mitigation ranging from 12.8% (e.g. archer trash mobs) to 24% (e.g. all bosses), so how much Armor Penetration do you need?

For every class except GWF and GF, between 1271 and 2536 for 12.8% to 24%
Con (GWF) or Dex (GF) of 15, between 879 and 1854 for 12.8% to 24%
Con (GWF) or Dex (GF) of 16, between 802 and 1747 for 12.8% to 24%
Con (GWF) or Dex (GF) of 17, between 724 and 1646 for 12.8% to 24%
Con (GWF) or Dex (GF) of 18, between 643 and 1550 for 12.8% to 24%
Con (GWF) or Dex (GF) of 19, between 559 and 1459 for 12.8% to 24%
Con (GWF) or Dex (GF) of 20, between 467 and 1371 for 12.8% to 24%
Con (GWF) or Dex (GF) of 21, between 364 and 1287 for 12.8% to 24%
Con (GWF) or Dex (GF) of 22, between 233 and 1206 for 12.8% to 24%
Con (GWF) or Dex (GF) of 23, between 0 and 1126 for 12.8% to 24%
Con (GWF) or Dex (GF) of 24, between 0 and 1048 for 12.8% to 24%
Con (GWF) or Dex (GF) of 25, between 0 and 971 for 12.8% to 24%

There is a combat log parsing program here:
http://www.reignofelysian.com/forum/…bat-Log-Parser

Comments

How To Add Dmg Resistance Neverwinter Free

  • iamthelastpillerMemberPosts: 43Arc User
    Thank you for this macjae.
    So if I can pick your brain a bit more....
    When you say Shield is on a different layer, how does that work exactly?
    Also, if my CW had lets say 40% DR on my character sheet and full stacks of Transcendent Negation does it cap at 100%? And if so, would another player need 240% RI to hit me with full damage attacks?
  • iamthelastpillerMemberPosts: 43Arc User
    Fantastic. Thank you for helping me understand this.
  • Member, NW M9 PlaytestPosts: 1,709Arc User
    also players can no longer overstact armor pen to do additional damage to you when fully breaching your dr
    that being said to fight low to moderately defensive (dr ) opponants you will need at least 12,000 -16000, armor pen
    as pvp tenacity also reduces your armor pen effectiveness by more then half when attacking so you need even more
    1
  • iamthelastpillerMemberPosts: 43Arc User
    0
  • Member, NW M9 PlaytestPosts: 60Arc User
    Up from pure it adds 4% DR per stack in addition to deflection if im not misreading
    Although im not sure if it is added to youre rate or if it is a plain 4% addition
  • also players can no longer overstact armor pen to do additional damage to you when fully breaching your dr
    that being said to fight low to moderately defensive (dr ) opponants you will need at least 12,000 -16000, armor pen
    as pvp tenacity also reduces your armor pen effectiveness by half when attacking so you need even more

    You do know tenacity no longer exists right?
    Super Saiyan God- TR Lvl 70 (PVP)
    Unleash The Wolves- HR Lvl 70 (PVE)
    <font color='Aquamarine'>'Non-Pay-To-Win'</font>
    I hunt GWF 'Magik' on sight.
  • designedbyrngMemberPosts: 102Arc User
    A few different damage calculators are on the forums if you want to know the exact amounts.
    Here is one of them
    https://www.arcgames.com/en/forums/neverwinter#/discussion/1236692/12b-pvp-damage-calculator
    @yourenext2die
    Tenacity may be gone, but the armor pen reduction still exists. Last I checked, it's 60%
  • Member, NW M9 PlaytestPosts: 1,709Arc User
    @yourenext2die
    Tenacity Rework FOR MOD12B
    After seriously examining tenacity and how it affects the barrier to entry in PvP, we have removed the tenacity stat from the game altogether. In accordance with this change we have added a visible buff that will be applied to everyone when entering a PvP area. This buff grants each player the following modifiers:
    60% armor pen reduction
    40% critical severity mitigation
    40% damage mitigation
    50% reduction in healing from all sources (Direct heals, HOTs, Lifesteal, etc.)
    (Please note that this reduction kicks in if you have been hit within the last 10 seconds. We want to make sure that out of combat healing is not affected.)
    https://www.arcgames.com/en/forums/neverwinter/#/discussion/1234304/official-feedback-thread-pvp-changes/p1
    there was some debate if the armor pen value should be 40% 50% or 60% and it finally landed on 60% reduction
    0
  • All DR that is not shown in your stats are separate layers. Your DR from defense is called basic stats, just like the basic damage stats of your weapon. If you see some item that will add 10% or 20% DR to your currently DR, that means there will be a proportional buff. For example if you have 50% DR as your stats, and after the additional buff from negation (40%). Then it will be 50*(1+0.4)=70 DR, so enemies need about 175 RI to fully penetrate you (175*0.4=70).
    Same thing applies to the nerf system. If you see something that will nerf your armor pen by 40%, that means it will make their AP like AP*0.4.
    It’s a little bit confusing but yeah that’s how Neverwinter works.