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After the ArmP cap
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Post by
210531
This post was from a user who has deleted their account.
Post by
hashmel
It's like hit rating, once you reach the cap any additional armor pen is
absolutely useless
.
Thanks for skipping over my clear answer to reiterate your question i just answered. =)
Post by
228978
This post was from a user who has deleted their account.
Post by
210531
This post was from a user who has deleted their account.
Post by
Cenan
Armor Penetration will not have an effect beyond 100%, which is roughly 1400 armor penetration. No effect whatsoever.
Post by
Aadramelekh
if you have 1400 arm pen then added another 700 on top of that, would it be wasted? (meaning, having no effect what so ever)Yes, it would be wasted. Period.
Post by
scaramoush
So what's your opinion on Deathbringer's Will? If the passive ArP on it puts you at 1400 ArP, is the 66% chance of getting a useful proc enough to make it a worthwhile trinket?
Post by
Dedzo0n
So what's your opinion on Deathbringer's Will? If the passive ArP on it puts you at 1400 ArP, is the 66% chance of getting a useful proc enough to make it a worthwhile trinket?
No.
Post by
scaramoush
So what's your opinion on Deathbringer's Will? If the passive ArP on it puts you at 1400 ArP, is the 66% chance of getting a useful proc enough to make it a worthwhile trinket?
No.
Thanks, but more interested in the opinions of folks like Aadra who I respect and back themselves up with numbers. Looking at your post history, you had to ask why the SR glyph was better than mangle. As a general rule, one word replies will get little respect from anyone.
Post by
132589
This post was from a user who has deleted their account.
Post by
scaramoush
Woo, sensible reply! Cheers Yunaleia
I'm leaning towards your option two. Option one isn't desirable to me as you spend far too much time away from the hard cap.
Option one does give the possibility of using Grim Toll with DW though. They have different duration and icd's, so it increases the time you spend at the hard cap. The rare occasion that they overlap would be unfortunate, but rarer than an ArP proc in option 2. It would be made up for by a higher crit from gemming agility, and possibly higher expertise/hit since you wouldn't be using ArP gear in every slot.
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