Let's talk about damage. By damage I mean...
(P + M * 35) * (W/ 1000) * SC / (T + A - (V * 30) ) = Total Damage
P = Your power
w = Your weapon's skill coefficient
M = Might stacks
V = Vulnerability stacks
T = Toughness
A = Target's Armor
W = Weapon power
Thanks reddit for the fixed formula
(Bear in mind this isn't exactly perfect math, it's just something that seems super close to what is there in game after testing hits about a billion times and recording the findings. No one truely knows the real formula as of yet, though in the case of using vuln/might this one works pretty close.)
THIS! whew, now that we got that out of the way, don't worry if you aren't a LvL 40 Math Mage yet because I'll walk this thing out partly.
The weapon coefficant:
Every skill on your bar has a coefficant, you can very quickly get a rough idea what yours is by looking at your damage, then add 100 power from your gear and compare the two numbers, if you want a more in depth look you'll need to dig deeper than just that and test power levels of 100-200-300 etc to find those pesky .153 ratios like on the engi!
Example:
Before adding armor: 400
After: 500
400/500 =.8 meaning for every 100 power you add you'll get 80 damage added to that skill!
Why Might stacking in general tends to be a poor choice for sPvP:
In short the reason why might is bad is because:
- Very few skills have coefficants above a .3 ratio, with only a few exceptions hitting ~.5 meaning at 10 stacks of might (350 power) only might add 175 raw damage at most to only the strongest skills, for most ranged attackers the coefficants never break .3, or even .2!
- Might can be hard countered by boon removals
- In order to might stack for most classes you will need to give up many powerful traits/armor/sigils to get it, it's rarely something "free", besides the cases where you get might without any investment (built into a weapon set you were going to use anyways)
- Might stacking for many Professions require skill cooldowns or taking stills that offer no utility.
- Duration of might is on the short side, meaning stacking up to the higher numbers of 20-25 stacks isn't possible w/o min-maxing on runes.
- Extending might duration is hard to do through runes as the most possible is +60% from runes by using 2 runes from 3 different sets to grab all 3 of the +20% duration extentions
- Choosing Might on hit/might on weapon swap on sigils is a trap, compare them to the sigil of Air/fire (1,400/1200 damage crits respectivly) 3 stacks of might = 105 power or about 50 extra damage per hit for the next 6-8 hits or 300 damage and about 650 only if all 6 crit.
Why Vuln Stacking is even worse choice for sPvP:
- Vuln removes only 30 armor per vuln stack vs a lvl 80 target (everyone in sPvP) (-0.3125 * Level + 5 Defense per stack says the wiki) some say it's 30, though even at 30...
- 1 stack of vuln raises damage by only about 1.5% per stack, but only for the next attack and there after.
- There isn't really any way to extend vuln duration by too much, meaning Vuln will tend to never be in a high stack amount, but rather around 10-14 stacks though it may touch into the higher stacks 20-25 for a very short duration wit the aid of the "condition duration" runes.
- This is extremely important because at 25 stacks you increase damage to the target by only 33%
- at 15 stacks you increase your damage by about 15%
- 15% of 500 is peanuts at 75 damage
- 15% of 5,000 (3-8 autos, or a chain of power skills) is still peanuts. (750 damage additional)
- 15% of 15,000 is 2250. remember this number for later.
- One air sigil hits 1,500 damage ( about every 5 seconds, compare that to 2,250 damage over 6-8 seconds single target...with somehow dealing 15,000 damage during that time it's not even a close choice, it's ludicrous.
- Gets removed by condition removal. Which is everywhere and spamable.
- Doesn't increase condition damage at all. Meaning running vuln extentions through condition duration on runes doesn't synergize.
- Most Weapon sets that use Vuln have poor coefficants and are ranged.
Why do you keep saying for sPvP?
SPvP isn't a 20vs20 , it's a 3v3 if your lucky and a 4v4 rarely. Where this matters most is vulnerability, as vuln not only effects your damage but everyones elses damage as well, in sPvP you can't expect everyone to be able to focus on your target just for a bonus 15% extra damage, though in world vs world a random zerg will more than likely use it if you threw it on a WvW boss.
Finally why toughness isn't very good.
- Toughness doesn't have many amulets with stats you want, where zekers amulet or knight do
- Toughness isn't directly % based like how armor works in many games, it's closer to flat scaling.
- Vitality has a crazy good 10:1 flat scaling ratio. Making toughness only efficient with really high hp pools. Though currently you can't really get vitality high enough to take advantage of toughness without killing your healing or damage output.
- Toughness only blocks normal damage.
- Per 100 toughness will block about 34 damage for every 1,000 applied and only if it isn't from conditions.
- Per 100 Vitality will absorb 1,000 damage. Striaght up. conditions/damage Vitality don't care.
- Toughness does get better as you use heals though you can't always heal multiple times in fights
- In sPvP you have no clue who you are fighting, if it's a full spike/burst or condition team your toughness isn't very effective at all compared to living.
- Surviving a full burst by having a high pool of hp allows for you to heal at least once, meaning peopel with toughness want high vitality, toughness, and healing, though currently that combo is easy to obtain due to the way the amulets give stats.




















