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03-04-2008, 04:58 PM
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Bitch Please
Character: SKAR TISSUE
Guild: Anathema
Server: UNREST
Posts: 264
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Crits, Doubles, Spell Mod, and CA Mod.
Currently I'm sitting on 40% crit, 13%DA, 70% Spell crit, and like 85 spell, 50CA, and like 80ish dis mod. Currently not wearing any spell dmg proc gear. Solo STR 650ish INT 550 ish. I forget, but something like that.
I can hold just shy of 2k dps in T1 if dps is my only role and I have a buffer on a fight in RoK raids. EoF, I can hang out around 2500+ rather easily.
Is there a magic number that our Spell Mod or CA mod should be at to show really significant returns?
I guess my question is, is 1800 - 2k dps OK dps for T1, or is there something I need to look at to get closer to 3k dps. When does the 3k+ come around... VP maybe?
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03-04-2008, 10:57 PM
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The Sexy Circus Midget
Character: Tinnayar
Guild: One that gives loot
Server: Crushboner
Posts: 693
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Re: Crits, Doubles, Spell Mod, and CA Mod.
What is your haste at? And are you going 1h or 2h, more so what are your stats in raid group?
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Lopann======================Eggshin
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03-05-2008, 03:09 AM
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Visitor
Character: Mallec
Guild: Fusion
Server: Runnyeye
Posts: 29
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Re: Crits, Doubles, Spell Mod, and CA Mod.
Also list which classes you normally find yourself grouped with while raiding. IMO, if you have all those melee bonuses and you aren't normally in the mage group then that's your problem right there.
To answer your question, I believe you should be able to get over 2 - 2.5k easily even in the T1 phase, however it's just a matter of which group you find yourself in.
Last edited by Mallec; 03-05-2008 at 03:14 AM.
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03-05-2008, 08:39 AM
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Bitch Please
Character: SKAR TISSUE
Guild: Anathema
Server: UNREST
Posts: 264
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Re: Crits, Doubles, Spell Mod, and CA Mod.
Haste is naturally like 42, then add to that the CA from STR line. DPS mod gets up to about 42 solo.
Usually setup in an OT group consisting of SHM/TMP,ASS,DRG,scout, and use 2h SoD. Also have spine of skorpsis if you really think its more dps.
We do not have an illusionist at the moment - only a troub, so I dont really see much returns from being grouped with the casters vs being placed with the dirge. I just let another caster take the spot.
Now, I could see 2500+ being achieved easily enough if I was grouped with a troub and illy with IA, Haste and Spell procs.
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03-05-2008, 09:01 AM
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The Devil's Other Advocate
Character: Ahkrenh (AoC)
Guild: Envy
Server: Derekto
Posts: 668
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Re: Crits, Doubles, Spell Mod, and CA Mod.
SoD is crap in this expansion. It's got pretty stats but your str/skill cap isn't being used to its max potentional. Equip the cruddy Spine and you'll do more DPS. That is if you pace yourself. If I were you, i'd take the troub anyways. You'd get just as much use out of it. Just take the one caster that's not parsing up to par and remove him.
A troub is a privilege, not a right.
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03-05-2008, 09:57 AM
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Bitch Please
Character: SKAR TISSUE
Guild: Anathema
Server: UNREST
Posts: 264
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Re: Crits, Doubles, Spell Mod, and CA Mod.
OK - So if I move to caster group... should I take a hit from DA/Crits and pickup more Spell DMG / Dis DMG additions?
Is there an optimal +spell mod number for SK I should reach for to achieve max casting dmg?
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03-05-2008, 11:15 AM
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Craptacular Lewts FTW
Character: Mikesnow
Guild: Heaven and Earth
Server: Blackburrow
Posts: 49
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Re: Crits, Doubles, Spell Mod, and CA Mod.
Spell damage is cap'd at 50% of the min or max damage of a spell. DoT's are only effected on the initial hit and ae's are split 1/3 the damage.
With your raid wide buff giving 100 spell mod with just a few pieces of gear with spell mod or dis dmg bonus you can cap most of your spells. Also a note, depending on your ui you use make sure the dis dmg is added or not in the window, you may actully have more spell mod then you think.
Honestly, I would work on getting your Melee crit higher 40% is ok, but if your going to be useing a wepaon with a longer delay you really want it criting as much as possible so, i would persue Melee crit gear before spell mod gear, once your above 50% melee crit you can start filling in holes with other things like dbl atk, and spell mod. The key to parsing high is to get your auto attack to do as much damage as possible.
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03-05-2008, 03:23 PM
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Bitch Please
Character: SKAR TISSUE
Guild: Anathema
Server: UNREST
Posts: 264
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Re: Crits, Doubles, Spell Mod, and CA Mod.
Quote:
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The key to parsing high is to get your auto attack to do as much damage as possible.
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Yea thats kinda been my outlook on it. Wasnt sure if I needed even more spell mod to make the jump over 2500 in RoK.
I'll give the skorpsis a shot on next raid and jump in the troubie group.
One more thing... anyone else sense that it is way too easy for Guards/Zerkers to parse very well?
Last edited by SKAR; 03-05-2008 at 03:25 PM.
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03-06-2008, 02:59 AM
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Visitor
Character: Mallec
Guild: Fusion
Server: Runnyeye
Posts: 29
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Re: Crits, Doubles, Spell Mod, and CA Mod.
Quote:
Originally Posted by SKAR
One more thing... anyone else sense that it is way too easy for Guards/Zerkers to parse very well?
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Yea but they have it a lot easier than we do since all they have to focus on is STR, STAM, AGI gear with +melee crit and +CA dmg modifiers. Some might go for +DA but chances are they have it maxed out or close enough through their AAs. Not to mention they don't require certain group set-ups to maximize DPS potiential.
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03-06-2008, 06:55 PM
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Regular
Character: Pitty
Guild: Allure
Server: Najena
Posts: 419
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Re: Crits, Doubles, Spell Mod, and CA Mod.
Quote:
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The key to parsing high is to get your auto attack to do as much damage as possible.
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The key to parsing high is to get your auto attack to hit as much as possible.
+ slashing & haste ftw
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