We learned that the overland zone requires 30k+ potency (their is a thread with dev response somewhere on here basically confirming this) to do any worthwhile damage and I hear the Heroic zones need around 50k. Does anyone know if this trend continues in the raid zones? Say 60k for t1, 70k t2 and so on? The reason I asked is I noticed a marked difference in dps from toons that were over 60k to those that were under. Those in the 50-59 range were doing about 25%-30% of the dps of the toons that were over 60k in the t1 raid zone. These were conji/necro/BL that were above and below and those that were under 50k were doing about 25% of those that were in the 50k range.
Resolve does play a small part in it, but I don't think that would account for the big differences. In our first raid mob kill on Sunday night we had 2 BL similar stats, one at 552 resolve the other at 560 resolve. But the potency on the 552 BL was only 51k and the Potency on the 560 BL was 61k and the the 560 BL was doing 3 times the dps of the 552. Prior to new expansion there was not that large of a disparity in the 2 BL's parses.
One of the things this game continues to do well is offer depth of systems. You have to focus on many layers to succeed; slapping a 60k toon in a raid means nothing if they have improper spell casting orders, their spells aren't expert plus, poor adorn choices, so on and so forth. So I would look at everything but potency. I am aware of no potency requirements, per se. But better, properly equipped and configured players can squeeze more out of less. It's long been that way. Hope this helps.
Chapman said: ↑ “some extra potency isnt going to magically make us go from doing 40k damage to the 2+ million damage we SHOULD be doing”It absolutely will. Mobs in PoP mitigate a large amount of potency, so even what feels like a nominal increase can increase your actual damage by a large amount. pewpew said: ↑ “not sure it's intended, there's no way a freshly created/buffed character with pom noob gear and lv5 ascension get more than 25 to 27k pot”This was from Fyreflyte - in this posthttps://forums.daybreakgames.com/eq...emely-low-only-when-in-plane-of-magic.582415/
Guildy did some testing today; PoM Overland - 26k seems to be the tipping point. T2 Heroic - 41k. When he had 40.8k pot, Strike of Consistency would land for less than 900 damage. After pushing that to 46k pot, the ability would hit for nearly 50x that amount. Will do more testing in near future myself, but I know it's also been requested for a list of the 'minimum' values we should be aiming for.
Generally it's pretty easy to test this especially as a brawler. Pick an ability, go into Heroic zone with an ability such as Roundhouse Kick, and hit a mob while having varying Potency levels. In a T2 Heroic zone, making sure I am above the resolve target; (All hits normal Crits, not Legendary/Fabled/Myth - CB remained constant) 38.3k Potency - Roundhouse Kick tooltip - 504k -> 840k. Hits; 306k, 440k, 503k, 562k. 43.6k Potency - Roundhouse Kick tooltip - 575k –> 957k Hits; 1.9mil, 1.95mil, 2.4mil, 2.4mil 47k Potency - Roundhouse Kick Tooltip - 627k - 1045k Hits; 2.5mil, 3.1mil, 3.4mil, 3.7mil, 3.75mil. Between 38.3k and 43.6k Pot, the tooltip increases by 14-16%. Damage increases by 400%. Between 38.3k and 47k Pot, Tooltip increases by 24%, Damage increases by 500% Between 43.6k and 47k Potency, Tooltip increases by 9%, Damage increases 33-55% *Disclaimer* There may possibly be issues with my math in this post, it's 1am and I'm sleepy.
Thanks for the testing guy's I have a feeling this new mechanic continues into the raid zones as well will have to pinpoint the tier's of potency mitigation but I can say on a t1 raid mob you could see a significant change in the damage between 50k and 60k. Once I get my own potency above 60K I'll try to get some hard numbers.
I can verify it in the overland areas as well... 1-shot regular mobs overland with 30k+ pot.. drop to 24k pot with harvesting gear on and you might as well be hitting them with a wet noodle.. they're literally impossible to kill. Granted, they can't hurt me either, but that's not the point. especially sin ewe can't swap gear i combat. It's feign death or tun the mobs off. Note.. I'm not even talking about overland named mobs.. More 'hidden mechanics' that really mess things up
I have to echo this question. We sure seem to be adding to the list of needlessly punitive mechanics.
Because the curve probably scales the opposite way on the other side. Eg, look at how between 43k and 47k Error's gain was a lot less (9% increase for a 35-55% gain, vs 24% for 500%). Now, imagine that continues, and instead of somebody with 80k potency doing twice what you do at 40k because of the curve they're doing more like 30-50% more than you.
It's not the actual potency they are resisting.. at least not the stat of potency that's not possible with the game's mechanic.. what they did do is add a LOT more combat mit and resists this xpac... and you need HIGH skills to overcome the resists.. as you get better gear etc, your skills will improve.. that's why they added snacks that give a LOT of skills this xpac So as you get better gear, your potency goes up.. so you will do more damage... as your gear gets better, so do your skills, and skills help overcome resists.. eventually between the two, you will get to the point of 1 shotting overland trash and instance trash I could EASILY 1 shot all the solo instance bosses now, but scripts prevent it.
It is Potency Mitigation. Dev's confirmed that in Beta. Go take off half your gear, get below 24k and go hit nameds in overland, you'll see it takes forever.