Talk:Nightstalker's Insignia

From Guild Wars Wiki
Jump to: navigation, search

So, did any1 test if this insignia is better than survivors? --The preceding unsigned comment was added by User:Gunnm (talk).

ok i know this may be like.. way late, but heres to everyone else who visits this page.. the fact is that +40 armor cuts ur dmg taken in half. doesnt take a rocket scientist to do a bit of math and find that +15 armor reduces damage taken by 18.45% which basically makes this an awesome insignia imo--Arrythmia User Arrythmia arrythmia.sig.JPG 22:43, 18 January 2009 (UTC)
18.45% less damage is usually better than 10% more health (probably even less depending on your runes and stuff); also, less damage taken means less healing required (if you have more health, a healing spell will have relatively less effect). However, in some cases the health has an edge, against armor-bypassing damage or degen for instance. Also you need to be attacking which can be an issue. DP also factors in. One thought in either case: many sins don't wish to tank, instead delivering a spike and getting out before being hit. In such cases, radiant insignia's may be the best choice since you can then use a slightly stronger combo. With DB spam though, nightstalker's is very handy. --Tenshi Samshel 21:00, 7 February 2009 (UTC)
typically,assassins don't/shouldn't need to be using radiant insignias due to certain things that serve as energy management so having 15 armor when ur in making a spike at an opportune time is better than having radiants because ur generally attacking 75% of the time--Arrythmia User Arrythmia arrythmia.sig.JPG 02:47, 19 February 2009 (UTC)

I just want to mention that your math to come up with 18.45% was wrong. You assumed that since +40 armor = 50% damage-reduction, that +1 armor = 1.25% damage-reduction, which is wrong. The correct damage taken for +15 armor is 77.11% damage, or a 22.89% reduction, as found by d(x) = 1/(2^(x/40)). By your formula, adding +80 armor would mean taking 0 damage from all sources (and values above 80 armor making damage heal you). --The preceding unsigned comment was added by 98.221.235.45 (talk).

^wtf?

40 extra armor always reduces damage by half because each point of extra armor multiplies the damage you take by 0.5^(1/40). So +15 armor would multiply the damage you take by (0.5^(1/40))^15, which is about 0.77. This would be about a 23% decrease in damage. --Gravedigger 23:23, 13 May 2010