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Old 03-25-2008, 04:14 AM  
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Default DA / Crit / spell crit Etc

"
Kall Regular
It's 2% Double Attack > 2% Melee Crit (if mob != orange) > 7 DPS Mod > 7 Attack Speed > 2% Melee Crit (if mob == orange) > 45 CA Damage > 2% Spell Crit > 45 Spell Damage > 2% Ranged Double Attack > 2% Ranged Crit.

This is assuming you're at 0/0 for everything.
"

Heya Ballads, or any other knowledgable troub for that matter, Would there be any chance you can rearrange this to more fit a troub? I recently started one and it's a completely different world to me.
Thanks!
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Old 03-25-2008, 08:28 AM  
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Default Re: DA / Crit / spell crit Etc

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Originally Posted by jenner View Post
"
Kall Regular
It's 2% Double Attack > 2% Melee Crit (if mob != orange) > 7 DPS Mod > 7 Attack Speed > 2% Melee Crit (if mob == orange) > 45 CA Damage > 2% Spell Crit > 45 Spell Damage > 2% Ranged Double Attack > 2% Ranged Crit.

This is assuming you're at 0/0 for everything.
"

Heya Ballads, or any other knowledgable troub for that matter, Would there be any chance you can rearrange this to more fit a troub? I recently started one and it's a completely different world to me.
Thanks!
With all do respect, I think attempting this is pretty futile, and pointless. Far too many variables, not to mention basing it on being "0/0 for everything" makes it 100% useless for realistic situations (when your stats actually are buffed).
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Old 03-25-2008, 10:52 AM  
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Default Re: DA / Crit / spell crit Etc

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Originally Posted by jenner View Post
"
Kall Regular
It's 2% Double Attack > 2% Melee Crit (if mob != orange) > 7 DPS Mod > 7 Attack Speed > 2% Melee Crit (if mob == orange) > 45 CA Damage > 2% Spell Crit > 45 Spell Damage > 2% Ranged Double Attack > 2% Ranged Crit.

This is assuming you're at 0/0 for everything.
"

Heya Ballads, or any other knowledgable troub for that matter, Would there be any chance you can rearrange this to more fit a troub? I recently started one and it's a completely different world to me.
Thanks!
It's pretty accurate for us too imo.

Personally, I'd rank 7 DPS mod higher since we don't get a buff for it and 7 attack speed a lot lower since most troubs sit in the 120-160 range on most fights with an Illusionist and raid-wide CoB.

So mine would look something like:

It's 2% Double Attack > 7 DPS Mod > 2% Melee Crit (if mob != orange) > 2% Spell Crit > 2% Melee Crit (if mob == orange) > 45 CA Damage > 45 Spell Damage > 7 Attack Speed > 2% Ranged Double Attack > 2% Ranged Crit.
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Buff the god damn Bard.
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Old 03-25-2008, 03:55 PM  
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Default Re: DA / Crit / spell crit Etc

That is an interesting way to gear yourself. To make your life simpler, focus on spell crit over things like double attack and melee crit. Your spells will always hit while there is a good chance, on orange encounters, that your melee hit rate will just plain suck. If you are spaming spell attacks and not nodding off at the keyboard, then this will increase your dps.

Although, If you duel wield then double attack is more important on your list than if you use a shield. Certain encounters would also change the order but like i said, spell crit will always help.

Edit:

I forgot... your raid setup is also very important (e.g. how many brigands, is there an sk lurking, etc.).

Last edited by Honeymiso; 03-25-2008 at 04:00 PM.
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Old 03-25-2008, 04:07 PM  
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Default Re: DA / Crit / spell crit Etc

A certain amount depends on if you have your mythical. If you do, you don't need much in the way of spell crit on your gear.
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Old 03-25-2008, 04:13 PM  
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Default Re: DA / Crit / spell crit Etc

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A certain amount depends on if you have your mythical. If you do, you don't need much in the way of spell crit on your gear.
unless you are at 85% spell crit before the proc, i doubt that.
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Old 03-25-2008, 06:04 PM  
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unless you are at 85% spell crit before the proc, i doubt that.
I agree. Anything you can quantitize to an exact amount of DPS on a linear scale should be treated as if you had 0% of that effect.

Meaning regardless if you have 5% melee crits or 50% melee crits and 5% spell crits or 50% spell crits, you should treat your next upgrade as if you had 0%/0%.
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Old 03-25-2008, 08:25 PM  
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Default Re: DA / Crit / spell crit Etc

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I agree. Anything you can quantitize to an exact amount of DPS on a linear scale should be treated as if you had 0% of that effect.

Meaning regardless if you have 5% melee crits or 50% melee crits and 5% spell crits or 50% spell crits, you should treat your next upgrade as if you had 0%/0%.
I disagree. While this may hold true for your given example, spell vs melee crit, it doesnt apply to at least a few others.

For example, consider melee crit, double attack and +DPS. Unlike spell vs melee scenarios, all these bonuses affect eachother. I mean, a doubleattack can crit and that crit will scale with +DPS, etc.

In such a situation, it is better to try spread ones bonuses more evenly, even if they all grant linear increases (not true in this case actually, but beside the point). Working with a bit abstract numbers, consider this:

You have a "33% boost" to crits, 0% boost to both dbl attack and +DPS. You then get a 66% boost to assign anywhere you want - how should it be done? Does it even matter? Yes it does, the optimal configuration is a perfectly even distribution, 33% 33% and 33%.

So in many (most) situations, when choosing gear, you will have to consider what numbers you are sitting on with regular buffing. That is why I dont give much merit to formulas like the one discussed here.
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Old 03-25-2008, 08:37 PM  
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Default Re: DA / Crit / spell crit Etc

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Originally Posted by Chix View Post
I disagree. While this may hold true for your given example, spell vs melee crit, it doesnt apply to at least a few others.

For example, consider melee crit, double attack and +DPS. Unlike spell vs melee scenarios, all these bonuses affect eachother. I mean, a doubleattack can crit and that crit will scale with +DPS, etc.

In such a situation, it is better to try spread ones bonuses more evenly, even if they all grant linear increases (not true in this case actually, but beside the point). Working with a bit abstract numbers, consider this:

You have a "33% boost" to crits, 0% boost to both dbl attack and +DPS. You then get a 66% boost to assign anywhere you want - how should it be done? Does it even matter? Yes it does, the optimal configuration is a perfectly even distribution, 33% 33% and 33%.

So in many (most) situations, when choosing gear, you will have to consider what numbers you are sitting on with regular buffing. That is why I dont give much merit to formulas like the one discussed here.
The most optimal is to go to 66% DA, not to spread it around. Why? Because your gear is gimp as fuck if you have no DPS mod to start with.
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Last edited by Pinski; 03-25-2008 at 08:40 PM.
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Old 03-25-2008, 09:48 PM  
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Default Re: DA / Crit / spell crit Etc

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The most optimal is to go to 66% DA, not to spread it around. Why? Because your gear is gimp as fuck if you have no DPS mod to start with.
I'm just pointing out the underlying math, not trying to apply it to any normal situation.

My very hypothetical example was based on having 3 modifiers boosted by 33% 0% 0% respectively. In that situation, 66% additional boost can only be distributed in one optimal way.

A more concrete (but not likely) example would be sitting at 98% double attack and 0% melee crit - where would you place your next 2%? Does it matter, since neither are on diminishing returns, nor will they go over the cap?
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