So I've noticed something strange about items. Either the item rating system is off or the item descriptions are wrong. Sometimes it rates an obviously more powerful item as one star and a weaker item at like four stars. For example, my warrior has two amulets. One (amulet1) does +23 attack and +4% physical damage. The other amulet (amulet2) does only +4% phyiscal damage. Amulet1 I've had for awhile and amulet2 I just found. If the item description is correct then amulet1 should obviously be rated better than amulet2. However amulet1 is only a rating of one and amulet2 has a rating of five. My question is...which is wrong, the rating system or the item description? I want to make sure my people are equipped with the best item possible.
Item Ratings
Débuté par
xurceht
, avril 23 2011 02:18
#1
Posté 23 avril 2011 - 02:18
#2
Posté 23 avril 2011 - 02:26
>I want to make sure my people are equipped with the best item possible.
Common sense is your best friend in these matters. To my understanding, the star rating is simply item level:party level ratio. For example, Jackal's Longbow has an inherent preset level rating of 24. If you reach lvl 29-30 somehow on your playthrough, it will have lower star rating than any generic bow you can buy at vendors. Does it mean it has magically become less powerful than some stupid physical damage shortbow with random properties slapped onto it? Hardly.
Common sense is your best friend in these matters. To my understanding, the star rating is simply item level:party level ratio. For example, Jackal's Longbow has an inherent preset level rating of 24. If you reach lvl 29-30 somehow on your playthrough, it will have lower star rating than any generic bow you can buy at vendors. Does it mean it has magically become less powerful than some stupid physical damage shortbow with random properties slapped onto it? Hardly.
#3
Posté 23 avril 2011 - 04:28
you may have noticed that you can get different gear with the exact same properties but different rating and resell value. I guess the level is determined by your level when it drops (at least common gear levels) but since there are some items (like those stamina/mana regeneration +2 rings) that drop throughout the whole game, you can get two of those ring with 3 silver resell value and 15 silver resell value.
Just ignore the star rating system and use your own brain, it's not really working Oo
Just ignore the star rating system and use your own brain, it's not really working Oo
#4
Posté 23 avril 2011 - 04:46
There's also a decimal involved which doesn't show in-game. It's somewhere on the forum ...
This might help: http://social.biowar...78619/2#7154109
This might help: http://social.biowar...78619/2#7154109
Modifié par brazen_nl, 06 mai 2011 - 06:02 .
#5
Posté 23 avril 2011 - 04:57
Ignore the star rating system, for the most part (common sense comes into play here).. If the item is a Gold Icon rated item, it sells for a good chunk of change, Green not so much. I believe a cp. Hit is your best friend, even while at 100%.
If you notice that if you equip items with hit, your damage actually goes up..Just look it up in your Attributes page.
Modifié par kcman5, 23 avril 2011 - 04:58 .
#6
Posté 06 mai 2011 - 06:17
Thanks everyone! So hit is better than dmg %? I like to add dmg % because I think it helps warriors get more agrro.
#7
Posté 06 mai 2011 - 07:28
I would think that +%dmg would be better once you have 100% attack (or more so that bosses aren't an issue). Until you have ~100% hit you'll probably find that +attack items are better as they will reduce glancing blows.
As the +%physical available is so low, unless you're using elemental weapons and use +%elemental I don't think whatever you equip will make too much of a difference - Though I guess you can get up to ~20% physical if you're lucky?
But yeah, more dmg is always nice for more aggro
As the +%physical available is so low, unless you're using elemental weapons and use +%elemental I don't think whatever you equip will make too much of a difference - Though I guess you can get up to ~20% physical if you're lucky?
But yeah, more dmg is always nice for more aggro
Modifié par mr_afk, 06 mai 2011 - 07:29 .
#8
Posté 06 mai 2011 - 08:50
Every % in attack equals 0,9% in dps (untill you hit 100% obviously).
#9
Posté 06 mai 2011 - 05:45
Sabotin wrote...
Every % in attack equals 0,9% in dps (untill you hit 100% obviously).
Even if we're talking about basic attacks that wouldn't be correct.
Every % in Attack is equal to 0.9% of the dps you would do if you always hit, not a dps increase.
Let's assume that if you auto attack and can't miss your damage output would be 100dps.
1% of Attack will always add 0.9 dps but the dps increase you gain from 0.9 dps is relative to your original dps.
At 60% hit chance and thus (60% x 1 + 40% x 0.1) 64 dps, 0.9 dps will be a 1.4% increase.
At 90% hit chance, 91 dps 0.9 dps will be a 1% increase.
#10
Posté 06 mai 2011 - 08:50
Errr, yes, that's what I meant. Damage with 100% hit rate vs damage with x% hit rate. Whatever.





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