Amioran wrote...
Then, I understand what you are saying about spirit, but I will not use +% spirit gear because spirit would be mostly used as auto-attack damage.
As I've said, why use Spirit damage via auto-attacks (without +% to boot) when abusing an elemental weakness is so much better? Elemental weakness damage bonuses will far outstrip Spirit bonuses.
However, and this is important, the +% critical chance and damage work also for spells. So, since you waste only 2 slots for +crit equipment (and the important ones are not used, since Ferryman is there and RoUC is there) you can stack all other +% elements as a pure magic build, but ON TOP, have the +crit chance/dmg. You don't lose nothing and only you acquire something. The only thing you lose is about 20 points in magic, but sincerely it would not make that much of a difference, not from auto-attacks, nor from spells.
Assuming Falon'Din, the base damage is much lower than a staff that levels with you. 52 vs. 46 is much more of a difference than 20 magic. Add to this halven resistance and higher criticals chance + dmg and I don't see how you can really compare the two just for the +% fire damage on the staff.
Never did I say that I had assumed that the matter is a magic vs. Dex/Cun build issue. This is strictly a concern of elemental damage types and staff choices. If we control for "build type", but allow for the difference in staves, two things, I think, skew favor towards ignoring Spirit via Malcolm's Honor. Comparing Torch of Falon'Din to Malcolm's Honor, Torch has an enormous two slots. Primeval Lyrium Rune + Rune of Devastation (flat +10% damage, +37% attack speed) alongside the mods on it will make Torch simply a beast, and likely will match (and then some) Malcolm's Honor in DPS. Then, the fire damage boost is a flat +16% which applies to both critical and non-critical hits.
And if you pass up Malcolm's Honor for Torch, you do lose +13% critical chance, but I am of the opinion that +37% attack speed and +26% damage (Rune of Devastation + staff mods) more than makes up that difference. At some point, I stopped switching staves to exploit weaknesses when I didn't feel like it because Torch was cleaning people out just as fast (thanks to the increased attack speed and damage bonuses).
Also, I never said anything about spells generating criticals, because they obviously do. That seems to be largely irrelevant to the current discussion, especially because you said earlier your Spirit staff is primarily for auto-attacks anyways. But if we're going to discuss spell criticals, +13% "spell critical" not likely going to severely make/break your build when you get much better auto-attack bonuses from Torch (not to mention the all-important spell damage bonuses for Firestorm, an Elementalist's bread and butter). It's more of an issue of efficiency and efficacy. Auto-attacks constitute approximately 60% of what I do (at least for me, less for the short battles, more for the longer battles and bosses), meaning that auto-attack gains will largely be "more worthwhile" than spell gains. I'm not as much of a theorist about the game as others are, but in the grand scheme of things +13% critical damage is outstripped by both auto-attack DPS gains via Torch, while suffering only mild losses of spell DPS, if suffering any DPS losses at all.
When I will be at act 3 I will tell you how it works. I know perfectly that theory is not the same as practice, but, while it is still too early to say, beginning act 2 is much more of a breeze than it was for my usual elemental only mag builds, or FM/BM ones.
I am looking forward to this, given all I've said, and I probably said too much three posts ago, so I'm going to stop discussing this because I'm running on little sleep to watch the Royal Wedding
Modifié par ezrafetch, 29 avril 2011 - 12:18 .





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