Firstly I only do BG's and instances.
Current Stats are
Agi 1328
Cbonus 68.1
Crit 96.5
Potency 57.4
Double Attack 64.7
Ability Mod 100
now where im having a problem is i can only stack about 4-6% more crit bonus with items i can think of from bg/instance, should i just look for crit bonus? my ability mod is really low, would it be worth sacraficing bonus for mod?
if anyone's got any tips it would be appreciated,
Here's some decent stuff in terms of instance gear:
\aITEM -570269523 -372786217:[Stone of Stunning]\/a (Last named in Cella)
I'm sure you have:
\aITEM -237258410 -1937114054 0 -236032684 3 -2021882757:[Blood Coated Leggings]\/a (First named in Labs)
\aITEM 73877608 -76873377 0 -1626621602 3 580246881:[Snake Etched Cuirass of the Queen]\/a (Last named in Cella)
Really, you'll want to keep gear on you to cap out crit/double attack in the event that your group buffs don't get you to the cap. Once you have the gear equiped, you'll want to work on crit bonus, but ability mod is nice too.
Slightly retarded some of the time. Completely the rest.
my gear is fairly decent for what i do, i just wanna know if i should keep stacking bonus or get some ability mod? so far only pieces with both are from raids =(
You need to get the widest stack of stuff covering all stats (that matter) that you can find. Then, once in group or raid, check your stats depending on buffs and start swap out stuff.
In groups, dont go above 100% crit. More is usually wasted.
indeed max out Crit and DA, and then work on Crit Bonus --> Potency --> Ability modifiers.
Dont forget to check your haste and dps mods in groups. If they suck you might be better off carrying the mastercrafted rings than anything else.
I might be retired and all but DA is like the very last thing you should worry about. While it nets a nice DPS gain, nothing else is really dependent on it. ex. I'd rather crit once and crit ca damage than not crit twice and not crit ca damage, this is especially true since the addition of critbonus.. not to mention DA buffs were quite plentiful when I played and I'm sure that hasn't changed all that much.
Crit Chance
Crit Bonus
Haste/DPS if needed
Base
DA
BoE
Procs fit in variably but don't underestimate how much they can do. Simple math should help you figure out their value against a static mod.
People shit all over +damage mods but they're actually quite nice for the swashbuckler due to the very 'active' casting rotations.
edit: I have no idea how AGI fits in there because the calculations were completely fucked when I was beta testing.
Ripptx :: Assassin
Towkin :: Dirge
Until you try to make up for a lack of skill with twice as much effort, you'll never know how much you can't do~!
Agi is like is potency but it effects everything at something like 36 = 1% so i assume it goes above bonus, but its a background stat so heh.
Ty for advice all.
Thanks for the tip, new guy.
When I put up a 25k parse in TSO, I'd estimate about ~7,000 of that was auto attack, 3,000 of it from DA.
So with no double attack I might have 'only' parsed 22k.
With 0% dpsmod I would have lost more
With 0% haste I would have lost more
With 0% crit chance... I don't even want to think about it.
If you don't want what I'm on, feel free to be terrible.
edit: I don't have logs around anymore but I remember around 6k as being a good number for raw auto dps on a single target, at the time, not counting flurry. With 100% DA that's a massive 3k dps.. I guess today peeps are putting up around ~9k with raw auto, so you're looking at 4.5k dps max gain going from 0-100%? If you were not critting, have shitty haste/dps, the gains from DA will be even less.
Ripptx :: Assassin
Towkin :: Dirge
Until you try to make up for a lack of skill with twice as much effort, you'll never know how much you can't do~!
Ugh..
Let's be more exact:Rippit is very right in saying that DA doesnt bring the world anymore. On the other hand, I find it almost impossible not to be maxed out in groups/raids. I find a large gain in making sure I dont waste stats going over 100% DA.
- From 0-1200, the AGI stat follows a diminishing returns line, as it did pre-SF.
- Above 1200, the line begins a new curve where a 30% increase in stat will equal about 10% extra damage.
I also notice that people dont realize that the DPS modifier is still quite strong. Just look at the last named fight in cella..