Just wondering, in the case of rogues and warriors, is attack worth anything after a certain point? Or should I just ignore equipment that gives it and stick with the % modifiers to crit chance/crit damage/physical damage? Reason being is that I'm knocking around in the middle of Act 3 with a rogue at 180-ish DPS and around 800 attack and Isabella, who's wearing my hand-me-downs, is knocking around 210 DPS with ~1000 attack. Bit wonky.
Does attack do anything beyond increasing hit chance? Or is this due to my 30-some cunning and subsequently lower dexterity (compared to Isabella - I just stacked dexterity)?
Re: Equipment Stats
Débuté par
Toastedsnow
, avril 03 2011 12:27
#1
Posté 03 avril 2011 - 12:27
#2
Posté 03 avril 2011 - 12:39
Attack has nothing to do with the value listed as DPS, it changes only your chance to hit (which affects your actual auto-attack DPS, of course). Your primary stat does increase your base damage by 1 for every 2 points though so that's why Isabela has more DPS listed than your rogue.
#3
Posté 03 avril 2011 - 12:53
Righto, thanks mate. I imagine then that around 90% attack's fine since I flail around so quickly anyway. On a related note, for a pure DPS rogue, would it be better to favor dexterity or cunning? Or raise them evenly seeing as one begets the other?
#4
Posté 03 avril 2011 - 12:59
Toastedsnow wrote...
Righto, thanks mate. I imagine then that around 90% attack's fine since I flail around so quickly anyway. On a related note, for a pure DPS rogue, would it be better to favor dexterity or cunning? Or raise them evenly seeing as one begets the other?
One could make a case for both... If you *don't* use the assassin talent that doubles your cunning critical bonus, dex is probably better. Otherwise... well just make sure you have enough dex to equip the best daggers (41 I think ?) and other ways to max your critical chances.
#5
Posté 03 avril 2011 - 02:21
On my rogues I find that having much more than 41 dexterity by endgame isn't really that valuable. You gain a pretty immense amount of crit from auras and passives. Obviously the attack damage you gain from dexterity is still good, but if you're at 100% crit you're not using the entire attribute point.
You should always have a mage with upgraded Heroic Aura in your group, which is 10% crit chance. If you're a melee rogue, you'll have Unforging Chain, which is 20% crit chance when it's maxed, which means that you'll exceed 100% crit chance if you ever go to 80% before combat. If you take the Duelist Specialization, that's a further 5% passive crit. Upgraded Precision is another 15%. There's also gear with 3% crit and the like, and I read somewhere that you gain additional critical hit chance from flanking attacks, although I am unsure of exactly how that mechanic works.
I'm not going to say you need to build a rogue this way or anything, I'm just trying to show you just how much critical hit chance you'll have in Act 3 if you try to get it. The way I see it, stacking Cunning and taking Devious Harm in Assassination is the foundation for many incredibly strong rogue builds. Given that there are hardhitting rogue abilities that deal automatical critical hits anyway, cunning is very strong. Besides, it'll let you open all those chests early on, and get you more xp from disarming all the traps you'll ever find.
I'd aim to always have enough dexterity to wield the best weapons at your level, enough constitution to not die all the time, and most of the rest of the points into cunning.
You should always have a mage with upgraded Heroic Aura in your group, which is 10% crit chance. If you're a melee rogue, you'll have Unforging Chain, which is 20% crit chance when it's maxed, which means that you'll exceed 100% crit chance if you ever go to 80% before combat. If you take the Duelist Specialization, that's a further 5% passive crit. Upgraded Precision is another 15%. There's also gear with 3% crit and the like, and I read somewhere that you gain additional critical hit chance from flanking attacks, although I am unsure of exactly how that mechanic works.
I'm not going to say you need to build a rogue this way or anything, I'm just trying to show you just how much critical hit chance you'll have in Act 3 if you try to get it. The way I see it, stacking Cunning and taking Devious Harm in Assassination is the foundation for many incredibly strong rogue builds. Given that there are hardhitting rogue abilities that deal automatical critical hits anyway, cunning is very strong. Besides, it'll let you open all those chests early on, and get you more xp from disarming all the traps you'll ever find.
I'd aim to always have enough dexterity to wield the best weapons at your level, enough constitution to not die all the time, and most of the rest of the points into cunning.
#6
Posté 03 avril 2011 - 09:09
I'm not sure I understand the whole cunning rogues business. Every point increases critical hit damage by 1%. Every 2 points into dexterity increases base damage by 1 point.
eg. Let's say we have 2 daggers each doing 20 damage per strike.
For 100 dex 10 cunning
:= 20 + 20 + ( 100dex-10dex / 2) = 85 damage per strike. The unevolved assasinate talent has roughly a 7.3 to 1 base damage ratio.
So you would be doing 85 * 7.3 = 620.5 damage. Now you will always critical hit so that will be an additional 50% damage from the 10 cunning.
This will yield a total of roughly 930.75 damage
For 10 dex 100 cunning.
= 20 + 20 + 0 = 40 damage
40 * 7.3 = 292 damage
@ 100 cunning you are 2% for every 1 point of cunning. (90cunning * 2 + 50) + 10% for assassin class= 240% damage on a critical strike.
292 + 240% = 992.8 damage.
Now if we run a high dex build we will critical hit all the time on standard attacks and will not need attack boosting items to aid our chances to hit. We can also use our inventory slots for pure damage increasing items. This build should also be less stamina intensive.
Now if we run a high cun build we will require talents that boost our critical hit chance and also require items to offset our horrible attack score. A positive is that we will do a lot more damage on critical hits and also have a higher defence score (capped at 80.)
I don't know. Maybe I am missing something but this seems to me to be a no brainer. Dex > Cunning.
I
eg. Let's say we have 2 daggers each doing 20 damage per strike.
For 100 dex 10 cunning
:= 20 + 20 + ( 100dex-10dex / 2) = 85 damage per strike. The unevolved assasinate talent has roughly a 7.3 to 1 base damage ratio.
So you would be doing 85 * 7.3 = 620.5 damage. Now you will always critical hit so that will be an additional 50% damage from the 10 cunning.
This will yield a total of roughly 930.75 damage
For 10 dex 100 cunning.
= 20 + 20 + 0 = 40 damage
40 * 7.3 = 292 damage
@ 100 cunning you are 2% for every 1 point of cunning. (90cunning * 2 + 50) + 10% for assassin class= 240% damage on a critical strike.
292 + 240% = 992.8 damage.
Now if we run a high dex build we will critical hit all the time on standard attacks and will not need attack boosting items to aid our chances to hit. We can also use our inventory slots for pure damage increasing items. This build should also be less stamina intensive.
Now if we run a high cun build we will require talents that boost our critical hit chance and also require items to offset our horrible attack score. A positive is that we will do a lot more damage on critical hits and also have a higher defence score (capped at 80.)
I don't know. Maybe I am missing something but this seems to me to be a no brainer. Dex > Cunning.
I
Modifié par Jack-Nader, 03 avril 2011 - 12:36 .
#7
Posté 03 avril 2011 - 02:08
I'm not sure if your formulas are correct, but I used them anyway.
As with nearly any formula taking 2 attributes into account, you want to keep things close to the middle IF they are evenly weighted. Since you need to have Cunning and Dexterity anyway to satisfy weapon/armor requirements (42 and 31 iirc), you should take these 2 cases into account:
Case 1: 42 Dex, 68 Cunning
Case 2: 79 Dex, 31 Cunning
(Using the 110 number you mentioned above since I don't know the max talent points off hand)
Case 1 (Using Assassin talent): (20+20+(dex-10)/2)*7.3*(1.5+0.02*(cun-10)+0.1) = 1128.29
Case 2 (Not using assassin tree): (20+20+(dex-10)/2)*7.3*(1.5+0.01*(cun-10)) = 929.98
Case 2 (Using tree, but not talent): (20+20+(dex-10)/2)*7.3*(1.5+0.01*(cun-10)+0.1) = 984.37
With 42 Dex, your critical chance is pretty good. and you can inflate that with other talents and talent trees like Precision, Shadow and Deulist, and of course the champion's armor and trickets.
Note: for 110 skill points (well really 90) the optimum is (55, 55) as per what i stated earlier for using the assassin talent. For not using it, the balance in fact shifts to (95 dex, 15 cun) since without it, dex is weighted much higher.
As with nearly any formula taking 2 attributes into account, you want to keep things close to the middle IF they are evenly weighted. Since you need to have Cunning and Dexterity anyway to satisfy weapon/armor requirements (42 and 31 iirc), you should take these 2 cases into account:
Case 1: 42 Dex, 68 Cunning
Case 2: 79 Dex, 31 Cunning
(Using the 110 number you mentioned above since I don't know the max talent points off hand)
Case 1 (Using Assassin talent): (20+20+(dex-10)/2)*7.3*(1.5+0.02*(cun-10)+0.1) = 1128.29
Case 2 (Not using assassin tree): (20+20+(dex-10)/2)*7.3*(1.5+0.01*(cun-10)) = 929.98
Case 2 (Using tree, but not talent): (20+20+(dex-10)/2)*7.3*(1.5+0.01*(cun-10)+0.1) = 984.37
With 42 Dex, your critical chance is pretty good. and you can inflate that with other talents and talent trees like Precision, Shadow and Deulist, and of course the champion's armor and trickets.
Note: for 110 skill points (well really 90) the optimum is (55, 55) as per what i stated earlier for using the assassin talent. For not using it, the balance in fact shifts to (95 dex, 15 cun) since without it, dex is weighted much higher.
#8
Posté 03 avril 2011 - 04:39
Yeh, doubt the formula is correct. I used assassinate / weapon DPS estimates from the in game character profile.





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