ezrafetch wrote...
You're welcome, I love guide writing, for some dumb reason. You want Magic at least to be 42 for the best staves. The rest depends on what trees you take. If you take Elemental, it's not wise to stack crit outside of the boots and rings, since you get such hefty damage bonuses from other items, which leaves you at 42 Magic/32 Willpower minimum requirements. I'm no crit build expert, that's mr_afk, I'd ask him about his build specifics (at least stat/gear-wise). My general opinion is, though, that it's probably not worth it to go maxing Dex/Cun like a Rogue. Stack Magic to about 60-65, Cunning to about 20-25, and Dex after that. You'll still have a pretty good Magic score, then you'll crit probably around 50% given the rest of your party, and with a reasonable Cunning score you'll get some improved numbers.
Hey, I see my name!

And yeah, guide writing is really fun - even if hardly anyone ends up reading it and you're basically writing for yourself like in my case haha
I suppose it's sort of like a blog/record of what you're doing and helps with the whole analysing whether the build is actually optimised and working like it should.
Anyway, @tristax basically the ideal build will largely depend on what spells you're taking. It seems like you're doing the more elemental approach (e.g. fire balls, ice, electricity etc) in which case using a pure magic robe-wearing mage will yield the highest dps. This is due to the way that later-game you will have access to the robes of unblemished cleanliness and the ferryman's ring which will greatly increase your elemental damage (such that you can get up to ~+184% fire dmg). This is larger than any +%critical chance/damage will currently convey (as the stealth boots are restricted to rogues<_<).
So what I'm saying is that for an elemental build, equipping +%crit chance/damage gear is probably less effective damage-wise than equipping +%elemental gear.
Oohh, almost forgot. For the early acts (before you have access to such gear) what is a very fun way to go is to pump dex/cun to ~20 and equip the unique rogue armour (which happens to be probably the only non-rogue restricted +crit equipment...). While you may not actually do more dmg overall (until you reach level 14) you will have the fun feeling of your controller vibrating every so often and seeing large numbers appear - the joys of a crit-build!! And for the early acts it's a pretty competitive setup, even for an elemental build. Just late game you'll probably want to go into the robes/pure magic. (if you're interested just check my guide linked down below)
In terms of stats, the reason why I would recommend a full magic/con/some will for robe requirements is to do with the way that unless base damage or critical dmg(%) is really high it is always better to pump magic for damage.
A common misconception out there is that pumping cunning increases the amount of damage you do when you crit. While increasing crit dmg(%) does look nice and will increase your damage, based on the way that the actual damage you deal off a critical = base dmg+base dmg*critical dmg(%), increasing base dmg by 0.5 does more than increasing the crit dmg(%) by 1%. (In terms of actual critical dmg, each point into magic gives 0.75 base damage while cunning gives 0.5 base dmg).
Thus it is always better to pump magic or dex than cunning - unless you're a rogue with devious harm
Magic increases base dmg by 0.5 while dex increases crit chance by 1%. I could go through the maths but safe to say, that unless you have ~100 base dmg or very high crit dmage(%) it is better to pump magic than dex.
If you ever reach ~100magic (quite possible for a more glassy build) you should start pumping dexterity - as increasing critical chance is the next best way to increase dps after magic.
It's a little bit confusing at first but basically if you pump your magic and stack on +%elemental dmg you'll get to see pretty big numbers even without critting.
If you chance your mind and decide for a more physical/spirit setup then a crit-mage build should provide the better damage (as in general, pumping critical chance/dmg via items is more effective than trying to pump +%spirit via items)
Bearbeitet von mr_afk, 06 Mai 2011 - 05:28 .