[quote]akselic wrote...
as a sidenote to the topic of full magic vs magic/cunning:
The calculations don't take into account the fact that the hybrid mage can burst dangerous opponents down way faster than a steady dps build. Even without number crunching the value of removing assassins/commanders out of the fights faster is definately something to consider when talking about nightmare. Boss fights are a different matter but some of the toughest fights (at least for me) are the ones that include multiple waves of normal mobs with one or more assassin/commander/rage demon. [/quote]
Unfortunately this isn't actually the case. From my (revised) calculations it seems that at level 12 anyway, the critical damage from a pure magic glass cannon will actually be greater. This means that a hex of torment (100% crit chance) would be more beneficial to the pure magic mage than the crit-mage. As for general damage the pure magic mage also wins in dps. Unless you're talking about spells in which case yes, a crit-mage has a higher chance of critting off a spell (which probably can be very useful for burst damage).
However, the difference isn't as great as Jack-Nader seems to imply, with the actual dps and critical damages been very similar and probably hardly noticable (besides the tendency for a crit mage to see large numbers more often). This should hopefully change as the benefits from rogue gear properties increases.
A crit-mage build should also have additional benefits in that it can avoid wasting any points into willpower, allowing those points to be reallocated to better uses (e.g. blood pool or spell damage).
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So, i redid the math and came up with rather disappointing results. Yes, it is true. A pure magic glass cannon can outdo a crit-mage @ level 12 - even against hex of tormented enemies.
However, the interesting part is that an upgraded rally and might makes the crit-mage perform better (dps wise) even though the pure magic mage has a higher crit damage. This difference is due to the increased crit chance that a crit-mage has. This suggests that further increases to critical damage may make the crit-mage more than just competetive (which it already is) but
superior in terms of non-specific staff and spell dps (not elemental-wise).
Updated Justification for crit-mage build mathematically: (cut paste from my guide)
@ level 12 and wearing no equipment
-Full magic build (10 dex, 46 mag, 11 cun, 18 will) = 22 dmg (30 dps), 0 crit chance, 51% crit damage
-Magic/Cunning (18 dex, 37 mag, 18 cun) = 17 dmg (23 dps), 8 crit chance, 58% crit damage
-A cunning build (18 dex, 25 mag, 30 cun) = 11dmg (15 dps), 8 crit chance, 70% crit damage
-(aaand I cbf calculating a dex build haha)
So in 100 hits:
-Full magic build = 22*100 = 2200
-Magic/Cunning build = 17*92 + 26.86*8 = 1778.88
-Pure Cunning build = 11*92 + 17.38*8 = 1151.04
So it seems like a full magic build is better right? - But given that majority of the extra damage actually stems from equipment in a crit-mage build let's see what the stats look like with equipment on and heroic aura enabled:
-Full magic build (12 dex, 48 mag, 13 cun, 21 will) = 47dmg (64 dps), 12% crit chance, 53% crit damage
-Magic/Cunning build (21 dex, 40 mag, 21 cun) = 39 dmg (58 dps), 31% crit chance, 80% crit damage
-Cunning build (21 dex, 28 mag, 33 cun) = 37dmg (50 dps), 31% crit chance, 92% crit damage
Doing the same calculations as before:
-Full magic build = 47*88 + 71.91*12 = 4998.92
-Magic/Cunning build = 39*69 + 70.2*31 = 4867.2
-Cunning build = 37*69 + 71.04*31 = 4755.24
Unfortunately as you can see, the magic build
still performs the best in terms of pure dps and has the highest potential spike damage against hex of tormented enemies (due to having the highest critical damage).
The cunning build demonstrates that having a decent base damage in addition to a decent attack score is essential in terms of both dps and scoring the largest criticals and that having a large %crit damage sadly isn't everything.
(note: I'm talking about glass cannons in all scenarios, with optimised crit-damage rogue armour compared against the spiral eye robe set - the accessories are pretty much all +all attributes so favour both classes equally). If you were to specialise in a certain element (e.g. fire), then mage armour might be more for you, but for more general spell casting/staff-switching this assessment should hold true.
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Just for fun, if you factor in a upgraded rally + upgraded might (you can actually get an upgraded control in there too but you're not supposed to be able to so I won't include it):
-Full magic build (74% crit damage) = (47+4.7)*88 + 89.958*12 = 5629.096
-Magic/Cunning build (105% crit damage) = (39+3.9)*69 + 87.945*31 = 5686.395
Which goes to demonstrate the enchanced effect that further increases to crit damage will have on the crit-mage build (due to its higher crit chance). The dex build may actually perform quite well in this regard but I really can't be bothered figuring it out because dex is useless (in terms of spike damage) when you can guarantee crits via hexing.
However, this is merely looking at staff damage. Spells, given their cool downs etc. are effectively spikes of damage in a mages damage over time. The ability to crit off a spell means that higher critical chances (e.g. dex and rogue gear) as well as higher multipliers (e.g. cun and rogue gear) can enable your spells to do potentially much more damage - of course if they don't crit the full magic build will perform superiorly.
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In summary: a high pure magic (glass cannon) will have the best dps at level 12 in addition to the best spike damage from upgraded hex of torments. However, paired with an upgraded rally and upgraded might the high magic rogue-armour build will perform better.This may (hopefully) change as the equipment available changes.
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Modifié par mr_afk, 18 avril 2011 - 06:09 .