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05-15-2008, 07:01 PM
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Coercers are Bananas
Character: Revel
Server: Unrest
Posts: 698
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Re: FACQ: In-depth Gear Analysis
Updated very-preliminary fashion for GU45. Math is only based on 3 parses, although the number of parses seemed to make the biggest different only for Procs (which I already calculated out). The numbers are close enough to make this a worthwhile discussion.
Big note: 750 Spell Damage is highly recommended. Enough for me to bother to use bold and italics. If you're not capping Hostage, you're wrong (unless you're using the Vest of Force + Auspex. then you would be good at 600 still). Spell Damage gives us a bigger boost than pre-GU45. On the other hand, the cap is also more "hard" and is set at 950 Spell Damage.
I also clarified the benefit of Reuse alot more. Basically the idea I was trying to make was that Reuse only benefits if you can recast a spell. It makes sense, right? Reuse only affects damage if you can actually reuse it. But I made it more clear in my calculations as well.
Since overall dps is up, the equivalent boosters all do more damage, except Spell Procs which stayed the same raw DPS amount, but were lowered to a lower percentage of our overall dps zonewide. Basically, everything else doubled in its dps-increase value, or in other words, Spell Procs are about half as good as they were for us before when selecting gear.
For example, we can see that if you're not up to 750 spell damage, the Death Bringer's Cord is better than the BCG. The BCG is a 1.7% boost, and the Death Bringer's Cord is either a 3.66% to 2.89% boost up to 750, or a 1.41% boost if over that. (In previous mechanics, the BCG was 3.5% while the Cord was only 1.8% at most.) On the other hand, both belts still beat the Avatar belt (1.33%) in almost all cases.
You can do more comparisons on your own or ask if you need advice. That's all for now, hopefully more updates and math corrections later.
*Edit: Actually totally finished the spell damage calculations this time, but minor numerical adjustments will still appear. The math is within an acceptable margin of error now.
Last edited by Revel; 05-21-2008 at 02:39 PM.
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09-16-2008, 09:43 AM
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Visitor
Character: Calmwinds
Guild: Harms Way
Server: Nektulos
Posts: 10
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Re: FACQ: In-depth Gear Analysis
1) The adornments for the two offhand slots are “up to 50 mental damage”. Assuming all our damage is mental (which it is except for some procs), do these two adornments together equal +100 spell damage? If not, I’m wondering how to factor these in as far as balancing crit, damage, etc.
2) I use the command /dynamicdata stats.Spell_Amount_Mod to get my current spell damage. Assuming the two offhand adorns equal 100, can I be comfortable with taking the given “Mod” amount and adding 100 to get my current spell damage? Someone told me not to trust this Mod reading. (I’m not interested in +damage procs.)
Thanks,
Calmwind
btw, I mentioned Revel's FAQs and Gear posts (as great instructional information) to my guild leader, and he had (recently?) read them and said that he thought these were the best class write-ups out there, with valuable information for more than just coercers. Thanks a lot Revel!
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09-16-2008, 10:09 AM
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Huh?
Character: Doctornick
Guild: Rapture
Server: Blackburrow
Posts: 39
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Re: FACQ: In-depth Gear Analysis
Quote:
Originally Posted by Calmwind
1) The adornments for the two offhand slots are “up to 50 mental damage”. Assuming all our damage is mental (which it is except for some procs), do these two adornments together equal +100 spell damage? If not, I’m wondering how to factor these in as far as balancing crit, damage, etc.
2) I use the command /dynamicdata stats.Spell_Amount_Mod to get my current spell damage. Assuming the two offhand adorns equal 100, can I be comfortable with taking the given “Mod” amount and adding 100 to get my current spell damage? Someone told me not to trust this Mod reading. (I’m not interested in +damage procs.)
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1) Correct, they will equal +100 spell damage to all mental based spells (practically all of ours).
2) Correct, just add 100 to what the dynamic data states.
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09-16-2008, 05:43 PM
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Coercers are Bananas
Character: Revel
Server: Unrest
Posts: 698
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Re: FACQ: In-depth Gear Analysis
Aye, like it was said, all our damage is mental (except for like, word of force), the mental damage adornments can be treated the same as spell damage for our class, and that's why I recommend them over the crit adornments for symbols. For most other classes, the crit is better.
I have to give fair credit to being inspired by Daray's wizard dps guide, I actually almost completed this writeup before I read it, but it was most influential in organization and actually posting it up here.
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10-14-2008, 01:02 AM
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Regular
Character: Orass
Guild: Elysium
Server: crushbone
Posts: 120
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Re: FACQ: In-depth Gear Analysis
When you mention a goal of 35% reuse is that spell reuse or hostile spell reuse in which case you would need to be at ~40% hostile spell reuse?
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10-14-2008, 02:50 AM
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Coercers are Bananas
Character: Revel
Server: Unrest
Posts: 698
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Re: FACQ: In-depth Gear Analysis
Well, 35% hostile would be enough, as total spell reuse is harder to get. Obviously there are still increases after this point but the amount per point begins to decline because of diminishing returns on a downward slope.
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