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  1. #1
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    Default +Spell Damage vs +Spell Crit

    Which is most important for the 6 mage classes? And which should each of the classes prioritize? (Assume for level 80 characters, assuming the highest tier items are not yet available, as it obviously changes when people need to factor in the caps.

    Let the replies begin!! :42:

  2. #2
    Done with MMOs, once again.
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    Default Re: +Spell Damage vs +Spell Crit

    Both.
    Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos for EverQuest II
    Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest for EverQuest II

  3. #3
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    Default Re: +Spell Damage vs +Spell Crit

    Quote Originally Posted by Pinski View Post
    Both.
    I know both matter, but which classes should prioritize which?

  4. #4
    Done with MMOs, once again.
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    Default Re: +Spell Damage vs +Spell Crit

    Considering the way you can get gear, you should cap both, 100% crits, and whatever you need to cap your lowest damage spell.
    Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos for EverQuest II
    Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest for EverQuest II

  5. #5
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    Default Re: +Spell Damage vs +Spell Crit

    Quote Originally Posted by Pinski View Post
    Considering the way you can get gear, you should cap both, 100% crits, and whatever you need to cap your lowest damage spell.

    On raids, the spell crit goes to the sorcs, and the spell damage goes to the others. Opinion?

  6. #6
    Done with MMOs, once again.
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    Default Re: +Spell Damage vs +Spell Crit

    Quote Originally Posted by Taldarn View Post
    On raids, the spell crit goes to the sorcs, and the spell damage goes to the others. Opinion?
    Disagree. As I said, you can get 100% Spell Crit and ~700 Spell Damage on raids if your gear choices don't suck. Sooo, it's like neither is a priority, both are easy to cap/increase.
    Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos for EverQuest II
    Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest for EverQuest II

  7. #7
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    Fearlis / Darkc
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    Default Re: +Spell Damage vs +Spell Crit

    If you check the class forums you can get a general idea of what is best for each slot. There isn't really ONE stat that is stands out enough to make enough of a difference in your DPS (except for Base Damage... but that's easy, Orb from Mayong, Plasma Wand, and the SoF neck).

    General rule of thumb is 1 crit = 25 BoE... but even then there's too many variables (your current BoE, spell haste, Base Mod items, spell quality, class, what you guild is capable of killing, etc.) to make it a hard and fast rule.

  8. #8
    Archduke Ferdinand
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    Default Re: +Spell Damage vs +Spell Crit

    Quote Originally Posted by Latpow681 View Post

    General rule of thumb is 1 crit = 25 BoE... but even then there's too many variables (your current BoE, spell haste, Base Mod items, spell quality, class, what you guild is capable of killing, etc.) to make it a hard and fast rule.
    it's not like that at all anymore :S


    If you want a good strategy, go for crits, spell damage will cap or near cap on the way

    Tangarth
    aka
    BANGarth

  9. #9
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    aeeron
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    Deathtoll

    Default Re: +Spell Damage vs +Spell Crit

    well i know for conjurors you want around 550 ish spell damage mod atleast, with atleast 60% crit, pretty easily attainable. Then 20% base spell mod from the bloodthirsty choker and mythical



  10. #10
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    Nebii Freezefryr
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    Default Re: +Spell Damage vs +Spell Crit

    As a warlock I initially stayed away from +crit because I didnt like the uncertainty factor of having a crit happen when I was riding close to the too much agro line.

    With the advent of RoK and all the +crit gear available I discovered I could easily hit +50 crit and therefore could rely on critting to happen and adjust accordingly.

    After hitting that level I noticed my +damage was only at a little below 700 so I am now focusing on improving that while keeping crit around 50.

    After I get that balance (Id like 1000 myself) I think adding spell haste and recovery would be the next priority (mine are at 14 & 12% respectively)

    so in my opinion. increasing spell crit 1st gave me more bang for my buck, then spell dmg and then faster casting & recovery

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