Talk:Turtle Shell

armor penetration???
Did someone test this or made it up? According to all the damage equation research done prior to the FPE, and the description of Turtle Shell, I would expect armor penetration have absolutely ZERO effect on Turtle Shell's protection capabilities. It's hard to imagine what could've been changed/added to the damage equation for Factions to make the behavior work as claimed by that note. -SolaPan 01:32, 27 March 2006 (CST)


 * I may have misstated the note, but what I meant is: Spells with 25 Armor penertration are highly effective at going around this skill, not nullifying it. My Lightning Orb is supposed to do 106 dmg, against them, with armor penetraion and after Turtle Shell, it does 104! Which means, it basically delivered. :) Compare this to good old Stone Daggers doing zeroes. :) My point is that such high armor penetration goes a long way in canceling out that protection. Si? --Karlos 14:02, 27 March 2006 (CST)


 * Your explanation makes no sense. Armor penetration is part of the AE, whereas the skill description suggests that it is part of the DShift, which I think is PanSola's question. I.e. what is the difference between: (a) Lightning Orb against a turtle with no Turtle Shell, and (b) Lightning Orb against a turtle with Turtle Shell. If the difference is equal to the damage reduction of the skill, then the note in the article is misleading. 14:10, 27 March 2006 (CST)
 * Exactly as stabber said. Karlos, your Lightning Orb is supposed to deal 106 dmg, assuming enemy has 60 AL against lightning (if your level is 20).  Now, GW creatures in snowy areas tend to be weak vs fire, in fiery areas tend to be weak vs cold, I don't thikn it's a stretch to conjecture that in watery areas tend to be weak vs lightning.  So you might find your lightning orb, without the effect of turtle shell, might be delivering 130 damage. -SolaPan 14:48, 27 March 2006 (CST)


 * Take spell A, it does 106 dmg, not take spell B, it also is listed as 106 dmg with 25% armor pen. Against the turtles, spell A does 106-21 so it does 85. Spell B is supposed to do 106 pre-armor pen, and -say- 125 post armor-pen, so it ends up doing 104 dmg. Spell B is a better method to kill the turtles than Spell A.
 * This is particularly true for the lower end of the damage spectrum, Where Stone daggers does 0 and 0 and Flare would do 20-30, Lightning Strike and Lightning Arc do 40 dmg or so. What's mis-leading? --Karlos 20:29, 27 March 2006 (CST)
 * It's misleading because it sounds like armor penetration goes "around" the protection, when actually it just increases the initial damage before it gets reduced. So, what it really is supposed to say would be "Because it deals a lot of damage, it will deal a lot of damage after taking turtle shell effect into account" as opposed to "armor penetration reduces teh effect of turtle shell".   -SolaPan 20:38, 27 March 2006 (CST)


 * The note never said "armor penetration reduces the effect of this skill" what are you talking about? The note said High Damage Air Magic spells with armor penetration are effective in getting THROUGH (nor around) this defense. That means in overpowering it, not negating it. --Karlos 21:14, 27 March 2006 (CST)


 * the phrase "getting through" was preciously the source of my and stabber's confusion in misunderstanding what you were talking about originally. In any case, a air spell that deals 125 damage after considering armor penetration, isn't any different for a spell that simply does 125 damage, so I fail to see the merit of the note.  -SolaPan 21:37, 27 March 2006 (CST)


 * Fastest "direct damage" way to kill them. Barring none. --Karlos 21:41, 27 March 2006 (CST)
 * Well it would also be the fastest "direct damage" way to kill anything else woudln't it?
 * Besides, the significance of the armor penetration is ONLY in the fact that it increases the pre-reduction damage of the skill. As such, I think the focus of the note should be the single-packet spikeness of the skill.  The explicit mention of "25% armor penetration" seems to distract from the main point. -SolaPan 22:27, 27 March 2006 (CST)


 * Karlos, your recommendation basically amounts to "take high damage skills". That's a rather obvious and general recommendation. Like the PC says in the Competitive Mission cinematics, "Thanks. I'll try to remember that." The skill Turtle Shell doesn't require any specific strategies. It's just Shielding Hands with a different name. Any strategy that works against Shielding Hands &mdash; except for enchantment stripping &mdash; will also work with Turtle Shell. 00:37, 28 March 2006 (CST)
 * Or rather, switch enchantment stripping to stance stripping, and add criticle hits to the mix. (-: But yeah I concure.  -SolaPan 04:47, 28 March 2006 (CST)


 * Last try, then I am out.. My point is: If you are an ele, who wants to take the above mentioned "high damage" spells to over-power Turtle Shell, then your best choice would be Air Magic, because while Fireball would look like it's going to deliver more damage on paper, it will actually deliver less. Does this apply to everything else in the world? Perhaps. The question is, is it "pertinent" here? Not, should it be everywhere else? Simply two questions...Is telling eles that they are better off using Air Magic to over-power this skill:
 * A) Correct? (You both seem to agree it is)
 * B) Useful?
 * Your argument is that B is not true because A is always true. I think it is useful because dealing the most damage to a single target is not always the best approach and spiking is not always useful. Example in mind is the Bladed Aatxe. They are basically oblivious to all kinds of ele damage. In this case, Fire Magic is the best approach with Immolate, Rodgort's Invocation and Mark of Rodgort to keep them on fire, because burning will go right through their high armor. So, my proposed theory is that, of all the Ele magic schools, I think Air is the best way to deal with them. I am biased, I have been a spiker since June. :) --Karlos 09:48, 28 March 2006 (CST)