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New cap dmg

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Poll: Is the lvl 35 dmg/burst too high?

Yes.
60
48%
No.
64
52%
Total votes: 124

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roadkillrobin
Posts: 2773

Re: New cap dmg

Post#91 » Sun Feb 28, 2016 10:11 am

Change to DD spec then.....
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Scrilian
Posts: 1570

Re: New cap dmg

Post#92 » Sun Feb 28, 2016 10:17 am

I'm already in DD spec.....
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roadkillrobin
Posts: 2773

Re: New cap dmg

Post#93 » Sun Feb 28, 2016 10:20 am

I mean Incineration spec.....DD direckt damage
The dot specs always had problem with disrupt and cleanses. it's their weakness. Spec Inceneration and moast of these issues goes away. However you get new ones like lack of mobillity.
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Scrilian
Posts: 1570

Re: New cap dmg

Post#94 » Sun Feb 28, 2016 10:22 am

roadkillrobin wrote:I mean Incineration spec.....DD direckt damage
The dot specs always had problem with disrupt and cleanses. it's their weakness. Spec Inceneration and moast of these issues goes away. However you get new ones like lack of mobillity.
I'm in incineration, if you didn't get it first time, and don't tell me not to use dots there :roll:
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roadkillrobin
Posts: 2773

Re: New cap dmg

Post#95 » Sun Feb 28, 2016 10:34 am

Why would you use your dots while in that spec, it's complete waste of AP and it also telegraf the attacks.
Fireball and PS undefendeble and you complain about your attacks gets disrupted....ehmmm.....
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Scrilian
Posts: 1570

Re: New cap dmg

Post#96 » Sun Feb 28, 2016 10:37 am

To compensate for the "lack of mobility" - aka dots while running away, geez, do I really need to explain BW 101 here? :mrgreen: ....ehmmm.....
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Tiggo
Former Staff
Posts: 1948

Re: New cap dmg

Post#97 » Sun Feb 28, 2016 12:21 pm

burst is really high right now, still we need to wait till majority of population is 35. And prbly. some tanks need to spec more def ^^
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Annaise16
Posts: 341

Re: New cap dmg

Post#98 » Sun Feb 28, 2016 12:26 pm

roadkillrobin wrote:@Annaise16
Level * 7.5 + 50 = 312,5 at 35 is the number you should be looking at for Initiative. Beyond this point you get massivly deminishing returns on it. .

That formula is just going to reduce you base chance to be crit to 10% from initiative alone. It's the value the npcs have but it doesn't have any special significance for player toons.

Generally, a player should be aiming to get their Initiative to a point where their base chance to be crit is about 13% from Initiative alone. After that, you will probably get more out of using Futile Strikes (if it's working) than adding more Initiative.

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Annaise16
Posts: 341

Re: New cap dmg

Post#99 » Sun Feb 28, 2016 12:45 pm

Razid1987 wrote:
Annaise16 wrote:
Razid1987 wrote:250 is already overdoing it, tbh. It's a bad stat beyond 200, imo.

200 isn't much good against 70-80 point initiative debuffs. If someone is concerned about their chance to be crit, they should be looking for at least 250. If you are unconcerned about chance to be crit, then any value will do.
No, not necessarily. There is another way: Reduced chance to be crit. It's far more effecient.
You've missed my point about the impact of Initiative debuffs (of which there are many in the game). At 200 Initiative, an 80 point debuff will increase your chance to be crit by about 10.2% (from a base of 15.8% up to 26%). At 250 Initiative, the same debuff increases your chance to be crit by less than 6% (from 12.5% to 18.3%).

The extra 50 Initiative costs about 15 renown points. That is the same price as 4% or 5% reduced chance to be crit from using Futile Strikes.

So the comparison is:
Is it better to have a base chance to be crit of 10.5% which shoots up to 20-22% whenever your Initiative is debuffed? This is the FS option.

Or is it better to have a base chance to be crit of 12.5% which increases to about 18% when you are debuffed? This is the +50 Initiative option.

The choice is not an obvious one because the two options are fairly evenly balanced. However, the extra Initiative also gives you a better chance to see stealthers and a small buff to Dodge. So I go with the extra Initiative.
Last edited by Annaise16 on Sun Feb 28, 2016 12:50 pm, edited 1 time in total.

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noisestorm
Posts: 1727

Re: New cap dmg

Post#100 » Sun Feb 28, 2016 12:47 pm

Also the Ini helps you spot Stealthers :p

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