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03-24-2009, 06:16 PM
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Fix (or replace) puppets in '09!
Character: Liife
Guild: Matadores
Server: Blackburrow
Posts: 432
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Re: FACQ, part 4: In-depth Gear Analysis
no
wand is better than fabled epic but not better than mythical epic
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03-24-2009, 07:00 PM
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Coercers are Bananas
Character: Revel
Server: Unrest
Posts: 958
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Re: FACQ, part 4: In-depth Gear Analysis
These articles are not fully corrected, they are subject to only being revised in my free time, which has been dwindling lately. That particular sentence is quite old and I have revised it to avoid further confusion, but there are likely to be numerous spots where the recommendations are not completely up to date, because how quickly the game changes. Some common sense has to be used, even when I wrote that sentence it was clear that by my item recommendation that the Wand was not better than Mythical in the Recommended items thread.
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04-20-2009, 04:53 AM
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Regular
Character: Sziroten
Server: Lagserver Valor
Posts: 802
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Re: FACQ, part 4: In-depth Gear Analysis
does someone know why it shows only 10% reuse while I have mythical epic 10%, ring of four winds 5% and other items which reduce reuse, one is reducing only hostile spells.. one item is reducing all subjection spells (aren't those most of our spells?)
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04-20-2009, 08:51 AM
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OMG HI !
Character: Poemaon
Posts: 1,311
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Re: FACQ, part 4: In-depth Gear Analysis
if you mean: Persona>Spels Stats, its a bit buged, i have mutch more reuse and castspeed as it says, no clue why but it didnt work.
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04-20-2009, 08:58 AM
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Regular
Character: Sziroten
Server: Lagserver Valor
Posts: 802
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Re: FACQ, part 4: In-depth Gear Analysis
kk...
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04-20-2009, 10:21 AM
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Done
Character: Calaglin
Guild: Dissolution
Server: Nektulos
Posts: 11,740
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Re: FACQ, part 4: In-depth Gear Analysis
Quote:
Originally Posted by Knom
if you mean: Persona>Spels Stats, its a bit buged, i have mutch more reuse and castspeed as it says, no clue why but it didnt work.
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It's because not every form of reuse affects everything. The Persona one shows only the reuse that affects everything.
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Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos
Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest
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04-20-2009, 10:50 AM
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OMG HI !
Character: Poemaon
Posts: 1,311
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Re: FACQ, part 4: In-depth Gear Analysis
ah ok makes sense, most of them just for hostile spells k -.-
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05-08-2009, 03:11 PM
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Lil Newbie
Character: Zarwyn
Guild: Onyx
Server: Nagafen
Posts: 6
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Re: FACQ: In-depth Gear Analysis
Quote:
Originally Posted by Revel
Well, it's corrected to a large, but as comfortable as I can get, margin of error. I apologize for not listing all my methodology/numbers for anyone curious, but they're scrawled on random notebooks as I was catching miniature parses filled with /act end's.
Basically the conclusion from this article should be this:
1) Power procs: Get at least 2-3 of them if you run VM
2) Base damage: Get as many Base Damage modifiers as you can, because they are limited in number. (Also why I still recommend VM, even though it's difficult and/or frustrating to continue running with the mythical epic and channel). You will never reach the cap (or at least it's never shown to cap).
3) Spell Damage: Get Spell Damage to 600-800 before worrying about other factors.
4) Reuse: Get Reuse to at least 15%, allowing you to cast Hemo and other dots enough without sacrificing Perpetuality.
5) Balance the rest: Using the basic formula, balance between the rest of the other damage sources. Remember there are some caps, or at least plateaus, to remember: Spell Damage to 900, Reuse to 35%, Spell Crit to 100%, Casting Speed to 100%, Intelligence to 1220. Procs have no caps, and must be balanced in with the other damage sources to get the best results.
Edit: As a side note in relation to Power Proc crits, after Calaglin's comment about resistability, I made a hypothesis which seems to hold true after some small testing: a power proc that casts on yourself (Beneficial?) probably uses Heal crit, while a power proc that triggers/casts on the target (Hostile) uses Spell Crit. I don't know if I'll do more testing on it, because testing basically involves me staring at my persona window all squinty-eyed while I spam spells.
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First id like to mention that this is an awesome post. My question is where do crits come into the order of priority? I am just playing my first caster but i always thought crits first, spell damage next? Now i am guessing the answer would be different if your a wizard or warlock due to the slower/bigger nukes?
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05-08-2009, 04:08 PM
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Coercers are Bananas
Character: Revel
Server: Unrest
Posts: 958
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Re: FACQ: In-depth Gear Analysis
Quote:
Originally Posted by Zarwyn
First id like to mention that this is an awesome post. My question is where do crits come into the order of priority? I am just playing my first caster but i always thought crits first, spell damage next? Now i am guessing the answer would be different if your a wizard or warlock due to the slower/bigger nukes?
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Spell crit has a smaller bonus for us in comparison to sorcerers, while spell damage has a bigger bonus for us in comparison per point. For someone otherwise naked, 600 Spell Damage is equal to about 35% increased damage, but 100% Spell Crit is only about 31%. Obviously you want both, but Spell Damage is much easier to get at lower levels (crit comes in 2's or 3's at best 70's, so where Spell Damage starts getting into the 50-100 range per item early and is available at lower levels, so about 8 to 16 times the increase per item).
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Last edited by Revel; 05-08-2009 at 04:21 PM.
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