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Old 08-18-2009, 11:53 AM  
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Default DPS - Gear, Stats, and Caps Question

Okay I have an 80 inquisitor on Befallen with 180AAs - enough to get all the AAs I need to spec DPS when needed. This thread is NOT intended to discuss whether or not we should be DPSing, or what AAs I should be speccing. All I want to accomplish here is a clear description of what non-specific gear items I need to DPS to the best of my ability. I will try and keep things organized.

-Right now my average parse is about 5200 dps.

Preliminary Stuff - I have 110% melee crit and 103% Double attack (give or take depending on gear/AA investment) and +113 (97%) dps Mod (not including Devotion or Fanaticism II - whatever it is now) and +82 (78%) haste. My haste item is the Conquerors gloves from WoE with 40.

Question time...

1) Since I am maxed on Melee Crit and Double Attack, what stats should I go for now? My thoughts are +melee crit bonus, +dps, +attack speed in that order.

2) What is the cap on each of those? I am currently using Bonecrusher with a 5.0 Delay if that matters.

3) What is max Strength for an inquisitor?

4) Does gear with +DPS factor separately from Fanat II/Devotion (gear and spell +DPS being separate in figuring out the cap)? Reason why I want to know is I dont want to get too much +DPS gear if I am going to be way past the cap with personal/raid buffs on me.

5) Is attack speed more important than I think? With crush being 60%+ of my DPS that would make sense but I am just not sure.

6) Does +attack speed stack with haste?

Any help you can give in answering any/all of these would be appreciated.
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Last edited by Ferrara; 08-18-2009 at 03:17 PM.
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Old 08-19-2009, 12:52 PM  
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Default Re: DPS - Gear, Stats, and Caps Question

These are good questions; ones I've asked myself as well. It also seems like we can get so many dps oriented stats out of our AA's that having dps gear is almost pointless. Once you've reached the cap why keep getting more?

The only reason I pickup a dps oriented item is for the additional strength really. If I'm at 110 melee crit chance 100 double attack and 125 haste and up to 120 dps mod; the only thing I'm gaining from dps gear is the stength.

It'd be really nice if we could just get strength on our healing set then I wouldn't have to have so much gear littering my bags. But SOE forbid we can get by doing our normal dps and still be able to heal decently. Maybe that'd be OP? But still I'm quite tired of seeing int on gear as an inquis.
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Old 08-19-2009, 03:09 PM  
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Default Re: DPS - Gear, Stats, and Caps Question

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Originally Posted by Elucard View Post

It'd be really nice if we could just get strength on our healing set then I wouldn't have to have so much gear littering my bags. But SOE forbid we can get by doing our normal dps and still be able to heal decently. Maybe that'd be OP? But still I'm quite tired of seeing int on gear as an inquis.
Hell yes that would be really nice.
In full heal gear (Dps stance) I have about the same stats as the OP...slightly less in some areas. My only issue is that my STR is super low (somewhere around 500 in a raid...sad, very sad) - otherwise I would do better dps even without a decent 2h.

As far as dps stacking with fanaticism if I understand your question correctly - it would be whatever your dps mod is from gear + fanatacism.

attack speed is definitely good as most of our damage is going to come from auto attacks and not our few CA's

and (im probably wrong horribly) but +attack speed is the same as haste is it not?

side note - dont wardens get str on their set? wtf!
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Old 08-19-2009, 07:14 PM  
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Default Re: DPS - Gear, Stats, and Caps Question

+attack speed stacks; haste does not stack
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Old 08-20-2009, 02:21 PM  
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Default Re: DPS - Gear, Stats, and Caps Question

So then what is the hard cap on each of those? So far in my research I see 125% in each.

Also then, which stat should I invest and max out first?
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Old 08-20-2009, 05:55 PM  
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Default Re: DPS - Gear, Stats, and Caps Question

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Originally Posted by Ferrara View Post
So then what is the hard cap on each of those? So far in my research I see 125% in each.

Also then, which stat should I invest and max out first?
They both max out at 125% bonus, which is 200 of each iirc.

And the stat you want to max out first is always going to be DPS mod. Strength at around 700-800 is fine, but due to diminishing returns DPS mod will always bring more bang for the buck so to speak, if you aren't dumping 50+ strength for 2 DPS mod or something stupid of course.

Remember, Melee Crit actually maxes out at about 115% because your Melee and Spell crit rate is based upon the level of the mob you are fighting. A higher level mob (82+ currently) will make you crit less than 100% if you only have 100-105% crit rate in your persona window.
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Old 08-22-2009, 09:17 AM  
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Default Re: DPS - Gear, Stats, and Caps Question

About hard caps, soft caps, and diminishing returns...

Diminishing Returns: Means that when you reach certain level of any skill, (mitigation, slashing, defense, etc...) you will start to recieve minimal benefits from raising its value.

Soft Cap: Referred to as the Break Even Point, is not an actual cap, but the value at which you start seeing less return from adding more points to a given stat.

Hard Cap: The definite value at which you will no longer see a benefit from adding more points to a stat.

Stats (str/agi/sta/int/wis)
Stat Hard Cap : [ 15 * level + 20 ] = 1220 at level 80.
Stat Soft Cap: approx 800

Mitigation (same as resists)
Mitigation Hard Cap: [ Level * 150 ] = 12000 at level 80 or 75%. 13200 at level 88.
Mitigation Soft Cap: approx 6400

Skills (crushing/defense/focus/ministration and so on..)
Skills Hard Cap : [ 6.5 * Level ] = 520 at level 80.... 572 at level 88.
Skills Soft Cap: unknown

Hate
Hate Gain / Transfer Hard Cap: -50% to +50% each (no soft cap)

+Spell / +Combat Art Damage
+Spell / +Combat Art Damage Hard Cap: 50% of damage

+Reuse speed
50% of base recast time (if you have AAs/gear that reduces reuse time) or 100% Reuse.

Critical Mitigation
Critical Mitigation applies to only TSO mobs (and any expansion afterward)
This has a base dependent on your AGI for scouts/fighter and WIS for mage/priest.
When you are capped (1220) in the stat of your class you will have a base critical mitigation of 10.
Critical Mitigation Hard Cap: 100.
The amount of critical mitigation needed to negate any bonus to crits that the mob may have is dependant on the critical bonus of the mob. All mobs do NOT have the same critical hit bonus.


For instance: If the mob has a critical hit modifier of 1.45 you would need a total of 15 critical mitigation to reduce the critical hit back to "normal" 1.3. Raising your critical mitigation higher than this is not needed until you fight a mob with a higher critical bonus.
Rumor has it that there are no instanced mobs (other then a few of the "end game" instanced mobs) that have higher critical hitbonus of 50 but this is unconfirmed.

Armor/Shields
The level of your armor and shield compared to you makes a difference in how much mitigation% and block% you recieve from your items.

For example when you are level 80 and you wear a level 80 item with 100 mitigation, it will give you more absorbing% then a level 10 item with 100 mitigation. Same goes with the protection on a shield, a level 80 shield with 1000 protection will give more block% then a lvl 20 shield with 1000.

Weapons
Double attack Hard Cap = 100% (no soft cap)
Critical attack Hard Cap = approx 120% for yellow+ mobs and 100% for white and under mobs.

Weapon Crit Calculation: [ Crit% * 1.09 [ max - min ] + max + min ] / delay
Use /weaponstats to get the real numbers depending on your gear/current buffs.

Haste/DPS mod Hard Cap: 200 points. The 200 points equates to 125%.
Haste/DPS mod Soft Cap: approx 75

Generally speaking, 40% of the hard cap is roughly the break evenpoint on most the diminishing returns graphs for resists, stats, andskills.

Contested vs Uncontested (for skills/stats... not mobs)
Contested means that your level is compared to the mobs level to calculate the outcome of the action.
Uncontested means that it doesn't matter what your level is compared to the mob's level. The action will take place the same % of times regardless of level.

There are only a few things that are uncontested. These are a few that I know of:

Block%. NOTE: With the release of TSO text that says +Block% on items now is like +% Shield Effectivness and it works as an addition to Block% depending on the base protection of your shield
Riposte% or Parry% (NOT +parry) of Dodge%
Deflection% on Brawler mid and d stance.

Generally, if your item or AA has plus to a percentage of something then it is considered uncontested.
For example: A chestpiece with +1% parry is MUCH better then a chestpiece with +10 parry.

Pretty much everything else is contested against the mob's level. That's why an orange mob is more dangerous then a yellow mob.


Now that I have likely given you eye cancer, have a great day. Hope this helps!


Last edited by Jintahl; 08-22-2009 at 09:22 AM.
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