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Old 06-15-2010, 03:41 PM   #11
AntibioTsu
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Quote:
Originally Posted by DkySven View Post
As far as I know, dizzy and immobilize effects didn't work when casted on knocked targets. However, after posting that I was told by other people, that now when you get a dizzy spell casted on you when you are knocked, you are dizzy when you get up. However, I have no experience with that since I always time my dizzy spells after the knock down.
Dizzy then knock means target Dizzied after he gets up;

Knock then Dizzy (while the target is knocked) means no Dizzy when the target gets up.
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Old 06-15-2010, 03:43 PM   #12
DkySven
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Ok, then it is still as it used to be. Good.
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Old 06-22-2010, 09:50 AM   #13
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Hiya,

Thanks for all the very helpful replies so far :-)

Taunt, check
Hunters, meh check
CC's on knocked, check
Aura leeching, a reluctant check.
Armor, check (already got a +5 int Guardian helmet, +5 consti Dueling pauldrons and +4 consti Nimcha breastplate ) I will play will the INQ calculator a bit more to see what armor types I should look at to improve my set

I still have a few questions about armor and resistances though:

Basically I misinterpreted the resistances on armor, thinking they represented a % of received damage that gets mitigated. Instead they add a % of armor points for that particular type of damage.

However ...

- What about the passive resistances you can get from your setup? Let's say I have 700 armor points for blunt damage (from the INQ calculator). And I have leveled the slashing tree to 15, which means I have a passive 10% resist blunt.
Does this mean:
a - My armor points for blunt damage are now 700 + 70 (10%)
b - My armor points for blunt are 700, and on top of that 10% of blunt damage gets mitigated.

- What about resistance bonuses for gear? I have gauntlets with a +3% blunt resist bonus (Thanks Fred).

- What about the resistances my allies can receive from my aura's in the shield tree? Because if it's just an increase in armor points, those aura's seem way less useful compared to Heroic Presence.


Thanks again,
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Old 06-22-2010, 02:31 PM   #14
DkySven
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Resistances like the passive in blunt you mentioned and the bonus on the armour part you described do not add extra armour points, but instead as you said under option b, take x% of the damage done. So when a guy deals 100 piercing damage on you, with 10% piercing damage resistance is left.

Armour points offer a fixed value that is subtracted from the damage done to you. So, against fast/low damage armour points works better and against slow/high damage, resistance is what you want.
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