Peter Thomas wrote...
The basis for combat is that a two-handed weapon should kill a critter rank hurlock in ~4.2 hits. That's how enemy health and weapon damage is related.
4.2 hits. Might lets you kill them in 4 hits all the time, 3 hits with a crit or 2. Anything else is 5 hits with a chance of 4 with 1-2 crits. So your Crit chance? is just the %chance you'd kill it in 4, instead of 5.
For the boss, and the adds, Might would produce a quicker effect...sort of. Elite+ start eating into your %chance to hit them I believe. Kinda like how your Armor becomes less effective and your Defense becomes less effective. In that the 10% hit chance Control provides may, ultimately, be of greater benefit then Might Would. As hitting more often in the longer fight would, ultimately could yield more damage. Add to that the 10% crit chance, and the fact the fight will take longer giving you a greater chance you'll get multiple crits in and....yeah.
I still think upgraded Control is better for bosses (barring any setups like Death Hex and the like), Might is better for mooks. If you have 100% hit chance vs all, then Might is universally better.
-edit-
Keep in mind also that since you can only have 1, Might or Control, swapping between should be easy and wont consume Stamina as it just will replace your reserve. So you could keep Control on, swap to might when the Death Hex in coming to try and maximize your damage, then switch back once Death Hex wares off.
That kinda things completely viable overall. But Might is ultimately going to be more useful for weak adds, if its adds full of Elites then that all gets thrown out the window, and a whole new stat would have to be thought up specifically for that. But basic number setup that everythings balanced around doesn't just disapear.
Modifié par Adhin, 05 mars 2011 - 06:17 .





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