Quote:
Originally Posted by Enyeto
My question is how are the priorities of protection decided? Who gets what protection and how much of it before it is passed along to the next player and so on?
The only thing that I could think of was ae hits for 38k to the group collectively and my group ward prevented 8k of the damage leaving 30k to be split between the rest of the group.
Anyone have any ideas or sources of info to help me with this?
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I can't help you with understand how the group ward is handled, but I do want to point out that even if it's split evenly you can see some huge damage ranges from an AoE. Making up some numbers to illustrate the point:
- AE hits for 10k heat with 2.0 crit
- Player crit mit varies from 1.3 to 1.7. Calculate crit damage: 13k to 17k.
- Apply heat mitigation. Again, values vary; it's not unusal for a group to have a 5k-15k range. Even if the group is prepped for heat, you'll see a 10k-15k range. Assume the damage goes down roughly around 50% to 6k-9k per person.
- Now apply your ward at 2k (rounded up to make math work) per person. Damage ranges from 4k-7k.
- A mage might have 10k hitpoints. If they have low critmit/heat mit, they get hit with 7k or 70% damage.
- A tank might have 20k hitpoints. If they have high critmit/heat mit, they get hit with 4k or 20%. They may also have other healing/mitigation to reduce the 20% hit to 10% or less.
So in a well-geared group with slight differences in critmit/heat mit, the mage got hit for 80% and the tank got hit for 20%.
Caveat: I'm not sure the calculation order is correct. If it changes, it still won't change the conclusion -- moderate changes in equipment can produce large damage ranges from an AE.
Sadari
80 Illusionist
80 Inquisitor